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Re: What's Going On In Your Unreal World? I have made a terrible mistake.

I've had a 23lbs elk fur in my inventory for a while now, incase I run into any foreign traders. I also keep with me a few pieces of leather from various birds I've killed to trade to nearby villages.

Today I went to trade some of those cheap skins for some meat because I was starving after only eating rye bread, turnips and nettle leaves all winter. I traded for 4 cuts of hare meat and when I paid for them, I accidentally used the 23lbs elk fur instead of the cheap leather. I've traded 23lbs of good quality fur for a two day meal.

I am in shambles.

October 21, 2023, 06:42:19 PM
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Another lost dog situation [solved] I'm settled on an island of ~7x4 tiles in the middle of a lake. I have six dogs. I was out looking for herbs and the dogs were with me. At some point, back at my settlement I noticed that three of my dogs have gone missing. They were not leashed and there is a fence surrounding my homestead. I can still call the three missing dogs but they won't respond. I can call them on most tiles of my island and some anjacent water tiles, so I'm assuming the doggos are somewhere on the island. Can't find them however. Any suggestions? I miss my pups.

edit. So I found the dogs. I took my punt and systematically called them at every water tile adjacent to my island, and located them to the sout-east quater of it. I then started combing thät quater up and down calling them every now and then. Finally I got a responce "you hear a creature barking in agreement..." Followed the bark and found my pups stuck inside a square of trees. Never seen that before. I had to fell a tree to get them out.

This has never happened to me before, but I used to keep my dogs leashed until recently, after growing tired of constantly leashing-unleashing them/tying them to trees.

November 21, 2023, 07:51:48 AM
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[3.82 fixable to 3.83 Only] Community Mod BAC: Smith, Cooking, Survival and more BAC is a community mega mod for Unreal World. It contains work from many contributors across many versions of Unreal World gong all the way back to Rain's amazing iron mod. There have been multiple caretakers and may be others in the future. Text files list various contributors.

Im doing the update for 3.82.


A fresh BAC thread to continue the updating for the current vanilla game. Each game update may cause "collision" by taking up base menu numbers or changing some mechanic.
3.72 vanilla did a much needed change on cordage types that needed an overall beyond my own time to due. Thanks to Armion and Rudy for doing the update then.
3.80 is added minor changes to how arrows can be made, which BAC already had in its own form, and adding a lumber option for a less than board piece of flat wood called "slat"
3.82 catching the 3.81 and 3.82 changes such as changes to net making and lippo.

The first few posts are being reserved for later notes that tend to be needed.

As only the original creator of thread post #1 can adjust its attachments while it will initially be the current 3.80 BAC version you may need to check the end posts for any updates.


December 05, 2023, 06:13:33 AM
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Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and BAC for prior versions

3.80 version
https://www.unrealworld.fi/forums/index.php?topic=7020.0

3.72 and look toward the end for the final updates, aka BAC-RUDY
https://www.unrealworld.fi/forums/index.php?topic=6816.0

3.63 version
https://www.unrealworld.fi/forums/index.php?topic=4712.0


December 05, 2023, 06:14:22 AM
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Re: You are from: Moron Heath Even better...

the "Abandoned Camp" start goods:

= a birch bark cap (aka dunce cap, once given to bad students to wear for making big mistankes)
= wooden fish hook (no rod etc, just the hook, to pin the hat into his hair so it won't blow away)

derp a derp!


December 06, 2023, 02:20:12 AM
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Re: [3.80beta] Two bugs - Sage quest & Field plants disappearing Disappearing near a village might be related to the village harvesting their crops.

As to it be sudden 100% collected does mean there is none left for gleaning.

May or may not be working as intended. Certainly making it hard on the character plan.

Have you checked on tiles 2 or 3 away from a village. (if any such exist) Those seem to not generate "you're stealing" type messages so might be except from the auto-harvest that this might be.


December 27, 2023, 12:15:36 PM
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Re: Cheat a "permanent" companion? I ACTUALLY DID IT!!!   8)

With the power of an energy drink and too much free time, I figured out how to make companions stay longer.

It is relatively simple: look up the name of the NPC using the value type "String", browse to the memory region of said NPC (you will know it's the right one if it has SWORD, KNIFE, BOW skills and their portrait filename), open another scan tab and use value type "Byte", change the "Memory Scan Options" to start and stop roughly around the NPC's memory regions and use "Changed value" scan type. Pass a day or two, scan again and VOILA! You'll see some values go down. I found it useful having the NPC tell me they'll be traveling "a few more days" with me in-game (3-4 days), and then seeing if it corresponds with any decreased values. Then just change the value of the address, it's maxed out at 64 bytes, which seems to be 100 days or so.

I know my explanation wasn't that good, but I have literally never used Cheat Engine before this, LOL. Hopefully if anyone ever wants to do this, they have this clunky guide  :)

I'm off to hunt reindeer and eat turnips with my buddy Pietu  :D

December 29, 2023, 06:54:50 AM
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Re: [3.80beta] Two bugs - Sage quest & Field plants disappearing We could still take a look at that sage quest pop-up oddity, if you still have a backup character that suffers from the issue.
If so, you can .zip up the character folder and e-mail it over to me: sami [at] unrealworld.fi

January 07, 2024, 06:45:33 PM
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Re: How do I establish my village? Here's something I did to achieve something similiar: I found a settlement that only had one old man living there. I moved there for a while, and due to some misunderstandings, my dogs killed the old man. I then started gathering woodsmen and hunters who had fallen in forest cover, and guided them to this settlement, wich now was mine. After they settled there, they seem to keep roaming nearby and popping in and out of the settlement, lighting fires etc. They aren't much help apart from trading the occasional fur from them, but it kind of feels like my settlement has someone living there, or at least considering it their home.
January 18, 2024, 11:13:43 AM
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