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Re: Character Portraits Here's a link to [Wickham's] Graphical Enhancement Project v1.1
@paulkorotoon
It says the link will be good for 7 days
https://ufile.io/lqimrpb6

October 31, 2020, 08:56:16 PM
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Re: Island challenge stories Long swims go easily after all food is left behind. Water is comfortable at last. It must be past midsommer already. On a bigger island, a fellow lost soul. Quite a character. Good swimmer too, has two axes but refuses to even talk about lending axe for making a raft or even a paddle. Finally he agreed to split some boards. Soon a raft and a paddle are made and Ukko heads back to camp to fetch all the accumulated furs and skins.

An islander village looms in the horizon. This Rikori is a real oddball. Even when Ukko is paddling, Rikori swims behind. With all that steel he's carrying? "He must be a spirit." Ukko decides. While in the quiet Islander village, Ukko tells his story. Villagers listen almost unbelievingly. Rikori is grateful for finding a village and stays there. He gives Ukko lesson in hideworking for his companionship. After trading for a broad knife, Ukko looks for Rikori to ask him once more for one of his handaxes. Ukko doesn't find him. "I've been blessed with a savior."

X#X#X#X#X#X#X#X

This was pure luck. But I'm relieved, it would've been pretty tedious to swim all the way to mainland. Highest fatigue was 36 after 10 wilderness tile swim. Some backtracking. No coldness problems after stepping into water was "comfortably warm". Everything but a few pieces of clothing was left behind. It was very handy to have leather shoes. Leather for rope which became stone axe for making a paddle and a raft.

November 01, 2020, 05:08:11 PM
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Change criteria for waking up due to cold to only happen when worse I had a character that was freezing to death, desperately trying and failing to light a fire while dead tired. Eventually the fire got going (despite repeated interrupts due to confusion), and I could finally let my character rest. However, each time the cold condition IMPROVED to a less serious cold condition the character woke up due to the cold with the fire still burning. This should only happen when conditions worsen, not when they're improving, i.e. the the game should take the previous state into consideration when determining whether the character wakes up or not.
November 02, 2020, 11:58:39 AM
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Small scale primitive smoker I think a primitive small scale tipi type smoker would make a great addition to the game. Smoking doesn't really demand a huge building unless one smokes huge amounts of stuff. So maybe a small structure from three slender tree trunks, a large hide, some tying equipment and branches where one could smoke smaller quantities of meats?
November 06, 2020, 12:33:18 PM
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Lots of angling improvements on their way Fishing with a fishing rod is going to have if not a complete overhaul, a lots of improvements at least. I've been tweaking the angling code for a good while already, and the work just seems to continue and continue, but when it's all done we're going to have something like this featured:

- fishing rods will be craftable by player character, with slender trunks, cordage and hook.
- wooden and bone hooks will be craftable by player character. (If I get really carried away there might be some special hook types for special occasions.)
- baiting will be featured. Worm digging is under consideration but we can also start with scraps of food and using small fish to catch bigger fish.
- wear and tear of fishing rod parts will be featured eg. hooks snapping off eventually, when they've been nibbled enough. (Gotta add possibility to add new hooks as well.)

These are future additions. Not yet functional in current version 3.63.

November 17, 2020, 05:40:14 PM
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Re: Please make it possible to quickly shorten tying equipment Good idea @JP_Finn. Didn't even cross my mid.  :P

@ineedcords You can mod it yourself by creating diy_ineedcords.txt like below and saving it in the Urw game folder:

Code: [Select]
[SUBMENU_START:tying equipment]

.Short cords. (15) "Cord" [effort:1] [phys:hands,one-armed] *COMMON* [patch:5]  /30/ %50% |-2|
{Cloth} #0.5# [remove] [patchwise]
{Knife}
[NAME:Cord]
[LENGTH:1]
[WEIGHT:0.033]


.Short leather ropes. (15) "Leather rope" [effort:1] [phys:arms,one-armed] *COMMON*  [assist:1] /60/ %50% |-1| [patch:5]
{Leather} #1# [remove] [patchwise]
{Knife}
{Water} #1# [remove] [patchwise]
[NAME:Leather rope]
[LENGTH:1]
[WEIGHT:0.066]

.Short birch-bark ropes. (15) "Birch-bark rope" [effort:1] [phys:arms,one-armed]  [assist:1] *CARPENTRY* /2h/ %30%  |-1| [patch:3]
{Birch-bark strip}   =80=    [remove] [patchwise]
{Knife} <Small knife>                   
{Water} #1# [remove] [patchwise]
[NAME:Birch-bark rope]
[LENGTH:1]
[WEIGHT:0.066]

[SUBMENU_END:tying equipment]

Spoiler: The needed edits highlighted • show

.Short birch-bark rope. (15) "Birch-bark rope" [effort:1] [phys:arms,one-armed]  [assist:1]   *CARPENTRY*      /2h/   %30%  |-1| [patch:3]
{Birch-bark strip}   =80=    [remove] [patchwise]
{Knife} <Small knife>                   
{Water} #1# [remove] [patchwise]
[NAME:Birch-bark rope]
[LENGTH:1]
[WEIGHT:0.066]


Of course there was a typo. Now tested and working. Weights corrected.

December 03, 2020, 11:44:57 AM
1
[Tool] WhereIsMyRobber - a "Homeland Robbers" tedium remedy WhereIsMyRobber

Have you haver got bored to death by looking for the robbers in the "Homeland Robbers" quest? Do you have some better use for your time, rather than exploring 20x20 tiles one by one? Then this is for you.

If you never had the pleasure the excruciating experience of this quest, you need to kill a group of robbers which are troubling some villagers. Yet, the real challenge of this quest is not the fight, but actually finding these robbers, for which you are given just a indicative area of their location.

But, despite being 4 robbers with a shelter, the robbers do not appear on the zoomed-out map; looking for trails on the zoomed-out map won't work either. Even standing on their actual location tile won't prompt the encounter on the zoom-in map, like instead occurs when you meet a squirrel or other animals.
How are we supposed to spot a squirrel hiding on a tree but miss a roaming squad of robbers I have no idea. Especially because the robbers are supposedly looking for victims to assault. Yet, you could spend days in the area without never being approached.

So, the only way to find them is zooming into every single individual tile of the area, hoping to be lucky. Obviously, it is not the most time-efficient way, given that there could be about 400 tiles to look into. 

In conclusion, I think this quest is too broken to be enjoyable, and I looked for some solution by digging into the game files.

Here I make available a simple Python script to find the nearest robbers, and give instructions on how to reach them.

Instructions

  • Install Python 3.8 or later versions from here. This is required to run the script
  • Copy the script into the folder of your savegame. This is the folder with the same name as your character that is located in the game folder
  • Save your game with your character near the area where the robbers are supposed to be found
  • Run the script by double clicking on it. On Windows, a Python window will open with a text prompt
  • Press enter in the text prompt, and the script will look for the nearest robber and give you instructions on how to reach it on the zoomed-out map

I have tested this on Linux. Please let me know if it works also on other platforms. There are no reasons it shouldn't but I am ready to fix it if there is some quirk


Visual example
The robber quest area
Spoiler: show


Where are they hiding?!
Spoiler: show


They were so close!!
Spoiler: show


On the specified tile, no tracks. Is it really the correct one?
Spoiler: show


Zooming-in reveals the robbers' shelter! The robbers must not be far
Spoiler: show


And there they are
Spoiler: show


Notes
  • The script does not know which robbers belong to the quest. It will simply show you the location of the robbers closest to you. That's why it's better you run it after you are near the quest area
  • If you keep pressing enter in the prompt, the script will display farther and farther robbers.

Technical details
For this script I have partially decoded the CRS and URS savegame files.
While it is not within the scope of this script, it is possible to use this script to reveal the location of any creature/human near the player. I have already decoded the "id" bytes for other entities different than robbers, like wolves, bears, njerpez, elks etc. But that would be cheating, and it would make exploring meaningless and the game boring.   

If you want to contribute to "decoding" the creature files, you can find the script repository here:
https://github.com/pietralbi/urw-data-scripts

I might make a small modification to make this work also for the "wounded adventurer quest", by locating the assaulting bear, since that quest is just as broken as this one. But at least the "wounded adventurer" gives you a hint on the terrain-neighbouring terrain where the shelter is, which limits a lot the tiles to explore.

December 05, 2020, 02:57:07 PM
1
Old Character Journals [Unfinished] Hi there! These are a few old character journal I made a while back and will likely never finish seeing as the saves are long gone, but figured I'd post it here for posterity. ^^

Spoiler: show

This first one is significantly older than the next and made in a travel diary making application. It's longer than the other but I like the drawings in the second one better.

EDIT: I totally neglected to mention that the drawings here are not mine. The drawings in the second one are, though. Oopsy daisy. I'll write a post about that, too.
EDIT 2: JP_Finn found the credits for the images used in this journal, here they are:

“Northwoods Moose” (alces alces) by Joe Hautman.
“Our friend the Badger” (meles meles) is by David Stribbling.






Spoiler: show
This one is comparatively newer, but I decided to try the BAC mod and I'm fairly certain that a mod of that size would corrupt old saves, so I likely won't be continuing it. I may start another one in this style, though, but I'd put it in a separate thread. This is made in a windows app store program called Inkodo. I use a non-display Wacom art tablet to draw the art digitally, it's not my best work but it's meant to be sketches. I was originally going to use the tablet to write, too, but I found that my handwriting digitally is not very neat compared to my real handwriting, so I used a handwritten font instead.



December 24, 2020, 01:46:27 PM
1
Re: Old Character Journals [Unfinished] Always nice to read journals and “what’s going on” reports/shorts too.

By the way, you might know it already, but reading the first entry: sacrificing fish appeases/pleases/goes to Waterman. Whereas killing an elk is from The Old Man of the forests domain.
E.g. daily sacrifices of elk; won’t help with catching fish. (There’s plenty of elk usually to sacrifice in the coming days after butchering.

Another point with spoiled meat and fish: they’re usable as bait in traps, also some dogs refuse cooked spoiled meat&fish, but will eat spoiled raw meat&fish with gusto.
Handy use of large kill in early game in summer is to take the raw meat to nearby village. They’ll roast/smoke it. While you can barter something for it right now; later you can barter crafts et cetera to get some of the meat back. (Villagers have a secret insta-freezers and preserve foods in their buildings)
Same kill in early spring can be set to dry on outside of shelter, remember to prepare enough withes before setting out for a hunt.

December 24, 2020, 04:43:52 PM
1
Player Questing by privateer v2.4  The Player Questing mod Ver. 2.4 (For URW v3.6)

Spoiler: show


This Mod utilizes the F1 key
 These quests utilize a 'token' system and the use of optional items to select 'which' quest
you want to do.

It's best to only apply one 'token' per selection else only the last selected will be given.
 Once you select a quest, go to inventory, valuables, the task item will be there.
Hit F1 on the item for quest details.

 Completing the beginner quest(s) (free token) will grant items needed to produce the quest token.
Each beginner quest 'payment' is different and you need them all to get a quest token 'questing token'

What's in this mod:
Bird coops
Signs and Markers
Arrow quiver
Bees, honey and mead brewing
Brewing barrels and wooden mugs
Butter making
Questing for skill and profit

Here's a shot of the menus I'm working on right now.
also a brief explanation of the method I'm following.
Spoiler: show
 


I've clipped a new short video that shows gameplay with this mod.. And of course my dog barking in the background >_<
https://www.youtube.com/watch?v=YQR5Z3BRSjc

//v 1.6 fixed missing menu file
//v 1.7 Switch to ownership of talisman to get quests
//v 1.8 Set initial rewards, with quest selection/item consumption resolved
//      Change beginner quests to simple gather jobs 2 at each location
//      Set original beg. quests to regular, set rewards for tasks
//v 1.9 Fixed missing removal of a beginners quest dialog 'item' on completion
//v 2.0 fixed Honey combs not being seen
//    fixed a name errors on beginners turn ins
//v 2.1 fixed egg and mushroom turn in reward naming
//v 2.2 Modified/confirmed (1) Adv. quest turn in,  quantity to assure proper completion.
//v 2.3 Fixed Sauna location typo(s), set proper 'Energy drink' turn in, Fixed skill misspelling
//v 2.4 Addition of roasting root vegetables in 2 lb. or less volumes.
//        Addition of carrot root vegetable to be implementation via quest reward.
//        Reset/verified the completion item and quest text for 'Energy drink' quest.


*Feedback appreciated*



December 28, 2020, 02:27:05 AM
1