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Messages - Privateer

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Gameplay questions / Re: 3.63 New fire mechanics
« on: March 04, 2021, 09:53:18 PM »
15 firewoods a day for how long?
This prevents from traveling and exploring the world.

 Well it takes less wood then that, like 3 firewood once per day.

I do agree that I felt much the same way about being lashed to my settlement. The old method was way OP, so I can't argue to much with the smoking change being more realistic/harder.

  :( full disclosure :( 

I've never had a character alive for 4 yrs.
I do have some that I rarely play that are 19

Suggestions / Re: More ancient weapons.
« on: March 01, 2021, 08:56:01 PM »
 A quick search and translate netted me this:

 "There is no evidence of the use of the levers in Finland."

Mod Releases / Re: Player Questing by privateer v2.4
« on: February 25, 2021, 06:23:51 PM »
Get it, so I have to complete the tasks at various settlements and villages, ok thanks for the answers again.

 Yes, but specifically the two (2) in a settlement, the two (2) in a village and the two (2) in a fortress village to complete the beginners quests.

 Looks like v2.4 is working properly, as I'm not hearing any issues.

General Discussion / Re: Hardest things to find...
« on: February 23, 2021, 08:26:14 PM »

 I don't see this existing from file search.

Gameplay questions / Re: Does killing dogs have consequences?
« on: February 22, 2021, 08:25:11 PM »
No, moving items over distance aggravates townsfolk.
Also they have "ESP" about stealing, it doesn't matter if anyone sees you. Most likely because you could pick up something out of sight, then walk up to a random person and 'pay for goods'. Somehow the NPC needs to the totality of what you 'have'.

Gameplay questions / Re: How do I hit someone
« on: February 20, 2021, 10:40:14 PM »
 Physical conflict in the game, well leaves something to be desired.

In answer to your question;
From behind, or while sleeping are the best chances of one shot (advantage) kill.

Suggestions / Re: Fence as drying rack
« on: February 20, 2021, 12:35:35 AM »
 Kota frame takes 10 more min. to make then fence and has no tying equipment.

Mod Releases / Re: Player Questing by privateer v2.4
« on: February 16, 2021, 12:39:14 AM »
Ok now it works, thanks for the answers, one last thing though, how do you earn the villagers trust? I've done 3 basic quests for them and I can't still get the quest token to do the advanced one.

 There are six (6) different beginners quests. There are two (2) assigned at each type 'place'; settlement, village, and fort village.
Each quest has it's own 'unique' reward. Once you've completed all six (6) you can create the Talisman of trust 'item". Now you can free make Quest tokens.

Mod Releases / Re: Player Questing by privateer v2.4
« on: February 15, 2021, 11:27:46 PM »
I got a sauna token but what am I supposed to do with it? all the menus are in place so the mod works, I just can't seem get how this token system work.

 Sorry if I didn't understand your situation;
1) Open "All manner of things"
  a) Select "Beginners quest token"
    i) This is a free task, hit esc then space, you now have the beginners token.
2) Go to a location eg: Settlement, village etc.
  b) Select "Trials & Trevails"
    i) Select the beginners task for where you are,
    i) You need to 'use' the "Beginners quest item" to fill one (1) of the optional line items in the task.
    i) You will get an item that will be in the valuable section of inventory. Use F1 on that item to see the quest text.
3) Once you've completed the task return to the location
  c) For beginners quests two (2) at each site, the turn in task is below the quest task
    i) For advanced quests the turn in tasks are in the "Pass the hat" menu

To get the sauna "item" you must have gone to "The sauna" menu in a settlement, and since you didn't "have or spend a Quest token" but completed the task any way a useless item is created.

Let me know if you need more assistance
Also the top post has a short video which shows the method for using this as I know it's confusing to start.

Bug reports / Re: Impossible trade, foreign traders' carry limit.
« on: February 15, 2021, 10:24:06 PM »
I'm kind of surprised that he's accepting decent furs O_o

Mod Releases / Re: [3.63] URW Mod Extender v0.0.1
« on: February 15, 2021, 09:51:29 PM »
 On initial load it generated the error and detail attached. So I quit out.

On re-running there was no error but it was running URW from my steam version 'NOT' the private version (non steam) directory where URW and the URWME (and files) reside.

 I'll have to clean up my steam directory before I can test there (by just letting it run).

Mod Releases / Re: Player Questing by privateer v2.4
« on: February 15, 2021, 03:02:35 PM »
Hello, I've downloaded the mod but I don't understand how questing actually work, I get this beginners token but I don't know what to do with it, I'm also using BAC perhaps this is the problem?

 You should see three (3) 'Make' menus named:
All manner of things, (which you see if you are getting beginners token)
Trials & Trevails, (place where all quests are) spend tokens here.
Pass the Hat, (place where quests are completed) collect rewards here.

and one (1) cooking menu:
Brewing or Quest recipes, (depending on version, where items are cooked/made/brewed)

If you don't see them it sounds like a conflict or over max number of menus

Bug reports / Re: Dogs eating priorities
« on: February 14, 2021, 07:02:12 AM »
 I always assumed it was by top of the pile  :-[

Mod Releases / Re: Player Questing by privateer v2.3
« on: February 13, 2021, 11:33:19 PM »
 Top post updated to v2.4

 After re-checking 'energy drink' quest for clarity and function, it didn't work as intended.
I've updated the Quest text as well as the turn in so that they should now function as intended.

 Added preliminary for a new root vegetable and variable weight root vegetable roasting.
(The new flora will be introduced through/as quest reward)
Here's the readme list for v2.4

//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.

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