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Messages - Iago.Hach

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Hi, I tried out the "without bac" versions.
Almost no one. It was and still is designed with exclusively my personal needs in mind. Please try out the stock BAC mod out before this one. The stock mod is fantastic. If you want to use my version I recommend reading through the changes I have made which can be found in the README_CHANGES.txt file. If these changes suit you, feel free to install and use the mod. To be clear this mod is not meant to compete with or replace the BAC mod in any way. The purpose of this mod is to cater to a very niche audience of myself and (perhaps) a few others.

All questions regarding mod mechanics and bugs should be directed towards Brygun, I did not write the BAC mod and am not intimately familiar with it's workings. Furthermore, all of the READMEs that come stock with the BAC mod are included for convenience in the "legacy BAC mod docs" folder.

Install Instructions:
Install information can be found in the included README.txt file.

v1.0 (BAC v047) - initial version
v1.1 (BAC v050) - updated to new BAC files, slightly tweaked some recipes, and removed some others, updated

The [noquality] tag on the finished item means you will never get poor or inferior items, no matter how bad your skills or your tools, it will always be decent. it is true you won't go superior or fine quality items either but need to have very good tools and very good skills to get superior or fine anyway, so [noquality] will usually improve things.

similarly, adding [noquality] to an ingredient means that even if the item is of poor quality or inferior quality, the game will disregard it and not count it towards the final quality of the recipe -- this is useful if you want to make fine or superior items out of ingredients that never have variation in quality (tree trunks, slender tree trunks, branches, spruce twigs), but if you want to make crude or primitive items, or if the ingredient can be of poor quality because it's something else you made, then adding [noquality] isn't a good idea.

There is also a bug of some kind in the lumber menu: there are two items both named split boards, so the game ignores the second one. the first one calls for {split trunk} as an ingredient, but there is no recipe to make {split trunk} so it fails.

I will try this mod you talked about. I've never shared a "full" mod, I thought that most of the homemade changes I've made for my game could be of some use for the community. Haven't tried many other mods so I don't know if some of the changes I've made were already created in other mods :/
I will give it a try!  ;)

Corrected the .Split boards. now, the first one was another code I've left without noticing...

Thanks for the advice! ;D

Glad to see more modding for Unreal going on.

*waves the hand of blessing*


Are you building this in the 3 available first menu slots left in the BAC or would someone need to merge code between them?

Hi! Thanks  ;D

They are merged on top of the BAC mod, some recipes are changed. The bone spear for example is changed to bone javelin.
No new menus are being used. =)

Hi folks!

Welcome to Primitive Technology and Quality of Life mod!

This mod is a combo of new and old mods + some personal tweaks that I use most of the time.
I thought of sharing, if these combos make the game more pleasant to me it could make it better for others too =)

Special Thanks!
Buoidda, Brygun, Endive, Privateer and Rain for most of the items in the list!
Simon for the great Shaman Mod (I'm planning to add more of it)
Brygun again for uniting the mods in the BAC project
And the community as a whole for helping on lot's of ways :D

The main changes of this mod are aimed to make the Primitive Technology experience a little better
(at least I hope so)

Most crafting recipes are easier to make, but to balance this most prices were adjusted,
Most prices in original mods were using the value of that reader program (can't remember the name),
but the prices in the code are in squirrel hides, so an arrow with value like 7 or 8 is now value 1.
Don't know if this would change in the future...

Sorry if bad english as it's not my native language, I hope most of it is alright.

Main changes:

Make kota out of Thatch cover;
Now it's possible to smoke inside kotas! (this was a common demand in the community);
Now it's possible to use seasoning in roasted meats!;
Some Shaman Mod recipes are back! on mine and more menu;
Lot's of *COMMON* skill tags changed to make skill levels more relevant;
Lot's of stone age weapons and recipes using bones and stones;
Make bellows out of clay (as in Primitive Technology's youtube channel);
Most items that require axes now can be made with other cutting material;
Reduced lot's of items time requirements;
Changed lot's of items weights.
And a few things more!

If someone could help me making the thatchcover image readable in the game, I would thank you so much!
Somehow I could not make it work =/

Here's the Primitive Technology challenge!
This was a challenge back in the old forums, can't remember the name though...

Start as Hurt, Helpless and Afraid;
No Kaumo/Owl-tribe culture;
No living in the wild game course, or if you choose this you need to destroy all given items;
"Sacrifice" your first knife!

All items used must be harvested in nature or "Do it Yourself"
You can trade food or furs for food only!

After you make your first iron tools or cloth you can trade freely! Congratz! You have won the challenge! :D

Good Luck! and Have Fun! :D

Edit: Corrected the .Split boards. recipe!
Edit 2: Corrected more recipes and fixed some errors =)

Great work putting together all those mods! :D

One suggestion on the Privateer's Clean Fish recipe:

The original one is like that in the diy_ file

.Clean fish. "Pike" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/   %10%   |-2|   [patch:5]
{Raw fish}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
// by Privateer
// time per 1 lb cut adjustement by brygun

But this would waste some fishes that are more or less valuabe and nutritious
Breams, Pikes, Salmon, Trout etc would all become Pikes!

Here's one suggestion, try writing that in the cookery_glossary.txt:

.Roasted fish cuts.    [patchwise]   *COOKERY*  /10/  \30\    |-1|    :148: 
{Raw fish}      #1#     [remove] [roast] [patchwise] [name:Roasted %s cuts]
{Knife}   '+for chopping and cleaning'

Or an alternative (if you guys are like me that try to mix lot's of ingredients together when hungry haha):

.Roasted fish cuts.    [patchwise]   *COOKERY*  /15/  \35\    |-1|    :148: 
{Raw fish}      #1#     [remove] [roast] [patchwise] [name:Roasted %s cuts]
{Berries}   #0.1#    [remove] [roast] [optional] [patchwise]
{Vegetables} #0.1#  [remove] [roast] [optional] [patchwise]
{Seasoning} #0.1#  [remove] [roast] [optional] [patchwise]
{Knife}   '+for chopping and cleaning'

For me it's very useful as I mix big fishes with lake reed, berries and bear pipe leaves :D

Hope it helps :)

Stories / Instakill Bull Elk
« on: April 10, 2019, 09:17:52 PM »
I'm just sharing with the community.

Never thought it was possible to instakill one bull elk lol  ;D
First time I one shoot an animal!

I was using a javelin! Yes! a javelin! I'm 70% skill with spears and I was like 2-3tiles (don't know how diagonal tiles count).

When I saw the Elk going to the woods I tried to sneak past it so I could lure him to the bog, where it is easier to follow it. After a few sneak walks I have found the Elk very close to me! Then I order my companion to attack and threw a jav on it!! Bang! Istakill! :D

So excited lol

imgur with stats (I don't know how much in number are those yellow bars)

Modding / Re: Whittling away
« on: November 29, 2018, 04:19:36 PM »
So, a year passed and I thought on writing a minimod on this idea  :)

I thought in using generic terms, so artifact or figurine could be an animal, person or anything you like.

Here it is, hope it is what you guys were thinking:

« on: July 06, 2018, 01:03:22 AM »
Not supported at this time, unfortunately.

As you said only replacement of vanilla graphics.
"World Tiles" are defined internally in the game. This prevents them from being pushed/pulled/moved, as well as path blocking or other properties.

 It is possible to place "world tiles" with some additions to biy file, ie: placing a water tile.

Well, now I think I will just add a thatch hut as an alternative kota cover...
Don't know if it would be vanilla friendly to ancient finns though.

I was excited after I saw Primitive Technology series ( )

Anyway thanks for the reply :)

« on: July 03, 2018, 09:47:49 PM »
I can't mod buildings!

I try to use a different kota type, even created a .png image for each part, but I can only replace the existing vanilla kota image, can't use the original AND the mod one :/

Any idea to how mod building works? It seems that it's inverted, like:
.This name is the original object. and
"This name is the name in the menu"

This code works, but created a vanilla kota cover, the image doesn't work :/

.North-west corner of a kota. "North-west corner of hut" [effort:2]  *BUILDING*  /30/   %10%
{Thatch cover} [remove] [ground]
{Slender trunk} [remove] [ground]

Tried this and it does the same as the first one

.North-west corner of a kota. "North-west corner of hut" [effort:2]  *BUILDING* [GFX_X:5] [GFX_Y:0] /20/   %10%
{Thatch cover} [remove] [ground]
{Slender trunk} [remove] [ground]

Tried this code and it doesn't work in diy_txt and biy_txt the menu option doesn't appear

.Eastern wall of hut. "Eastern wall of a kota" [effort:2]  *BUILDING* /30/   %10%
{Thatch cover} [remove] [ground]
{Slender trunk} [remove] [ground]

Is there a way to mod buildings using new images and items?

Here is a short commentary/guide to the starting cultures, based on the simple analysis of the starting skill bonuses/maluses. This should help any beginner looking to make things smoother for themselves.. or harder, if masochistic :)

  • Reemi, Sarto, Kaumo and Kiesse are quite versatile tribes, with bonuses far outweighing the maluses. Good choice for beginners, especially if the right tribe is chosen for a specific play style (eg, choose Sarto for agriculture-related characters, Kaumo for warriors and active hunters, Reemi for trappers and Kiesse for the prototypical woodsman.)
  • Owls have many maluses (which reduces their versatility in using multiple weapons and wood/construction stuff, but also fishing), but are probably the best active hunters (Kaumo is easier to play overall but takes more grinding to raise some important skills). This is your bow-sniper character, able to track down quickly the prey, kill it and produce high-quality hides, as well as identify useful herbs.
  • Seal tribes are not as bad as you would think from their -4. They are the best spear-users, club-users, fishers and "shamans". Their stealth bonus is also good. They make fun (and reality-appropriate) seal-hunters if you don't go the easy way (eg, traps): sneak up, throw your javelin/spear and club to death. I enjoyed playing as one.
  • Driik seem very "poor", but they have the best sword, shield and crossbow bonuses. Most other tribes have maluses there, or at best a zero. They might make for interesting atypical characters.
  • Islanders are the best weather predictors.. which is sadly useless (maybe for some quests? not sure). They can only swim, fish and carve wooden objects better than default, and have plenty of important maluses. More "carpentry" options (eg, fishbone carvery?) might make them more appealing in the future.
  • Kuikka are essentially lesser Owl that can fish very well (like Islanders and Seal-tribe), and carve wooden objects decently. Never got interested in playing as one.
  • Koivulanen.. these are weird. They have good Agriculture, like the Sarto, and also small tracking&trapping bonuses. They have a bonus to the least used weapon, the flail. That's it - however, they also lack significant maluses. Herblore & Physician only. So they make for the real average man, which can be interesting for the expert player.

Source of the above: the ini_skills.txt shipped with the game. I uploaded it on the wiki for easy consultation.

I found the actual file a bit hard to read - a table works much better. Also, I prefer a bonus/malus view (eg, difference compared to the default) instead of the absolute numbers.

It would be great to also have a table for attribute bonuses.. what we have was found empirically a long time ago and I'm not sure how accurate it is.

I find, however, that when planning a character I care more about the skills than the attributes, since I'm a heavy roller to get high values (or I even correct the attributes manually, if I can't be bothered to roll). So it doesn't affect me overmuch.

(URW version 3.4)

Hi, I really liked your update in the wiki, it's very helpful :)

I don't know why you don't like Kuikka that much :/ they are my favorites :)

My top characters that I play the most are Kuikka and Reemi
They are versatile, Kuikka is like a more balanced Owl, they have more Trapping, Fishing and Carpentry, even if I don't use lot's of fishing it's very useful. In the wiki you see a lot of -1s when  Owl has -2s that's another advantage...

But most of the time Owl and Kaumo are the best, in most important skills, that seems like it's overpower, so I don't play Kaumo and Owl that much. I have more fun playing Kuikka, Seal, Reemi and Kiesse.

I think I need to try more of the other cultures :)
It has been a long time since I play vanilla, mostly because I love how URW let you mod so freely the game.

Modding / More Armour!! (First try to make a mod)
« on: June 29, 2018, 07:42:40 PM »
Are you tired of getting all sweat with your fur armour?
You don't have 9999 squirrel hides to pay for iron and mail?
Did you learn something when killing some Njerpz? They got some interesting gear...

What if you use leather? or some parts of that lamellar to make some armour? or even birch-bark!
So you take a look at your fur clothes, then at the armour people are using and you get the idea, let's try to make our own armour! More armour!

(just modified some existing things, it's my first try to make a public mod, don't know if this idea already exists)

For birch-bark lace use Buoidda's crafts mod for Barkware

Hope you enjoy :)

Guides and tutorials / Re: Skill Training Guide
« on: June 21, 2018, 02:48:40 AM »
The best way to train some skills is modding the diy_ files..

I like to create some little personal mods like this(don't know if its worth posting in mods):

.Spear combat training. "Spruce twig" [effort:3]  [phys:hands,one-armed,stance]  *SPEAR*    /150/ |2|
{[NEARBY_TILE:birch]}               +'A birch nearby'
{Staff} #0.2#
[NAME:Broken twigs]

This way you train skills like you train carpentry and others.
Use *SKILL* and |2| so you get best results,
and then put some time and effort like [effort:3]  [phys:hands,one-armed,stance] and /150/ so it looks like a training and not an exploit.

Herblore - Keep unknown plants:  This works wonders, especially when you are at a strange area far from your culture  ;)

Combat training mod by Privateer

You can also train herblore with known plants, again skill check cool down time is one hour, the only difference between known and unknown plants is just the examine time.

Sorry if it sounds like copying, but actually I saw this example of minimods in the old forums, In a topic just like this one. Now I can't find that one exactly..

This mod by Privateer I didn't like that much because you need a lot more rituals to get the actual training :/

I just thought that combat training is more straight forward like hitting trees  lol  ;D

But the idea of rituals to get buffs is really nice, like the Shaman mod with herblore and others :)

Guides and tutorials / Re: Skill Training Guide
« on: June 19, 2018, 07:53:29 PM »
The best way to train some skills is modding the diy_ files..

I like to create some little personal mods like this(don't know if its worth posting in mods):

.Spear combat training. "Spruce twig" [effort:3]  [phys:hands,one-armed,stance]  *SPEAR*    /150/ |2|
{[NEARBY_TILE:birch]}               +'A birch nearby'
{Staff} #0.2#
[NAME:Broken twigs]

This way you train skills like you train carpentry and others.
Use *SKILL* and |2| so you get best results,
and then put some time and effort like [effort:3]  [phys:hands,one-armed,stance] and /150/ so it looks like a training and not an exploit.

Herblore - Keep unknown plants:  This works wonders, especially when you are at a strange area far from your culture  ;)

Suggestions / Re: Animals aggro? Animals can become less scared
« on: June 19, 2018, 07:27:39 PM »
It's possible to endurance hunt prey without a dog even if your character isn't particularly fast (I never use my dog for hunting after a reindeer killed the dog of a previous character). It's fairly hard, and you should be prepared to give up. Tracking is very important, as you often have to follow the tracks to keep up with it.
A very useful trick is to place yourself such that the animal runs back and forth along a river or lake edge until it tires.

See this thread for wolves...

Wild boar and badgers often attack you when injured. Large predators do so as well. However, most animals avoid humans, with the exception of old weak bears that can get over their fears and start to hunt humans because they can't catch anything else. However, those man eaters are currently not in the game.

(So you're Best Regards? ;) I guess it's intended to be interpreted as Brazilian?)

When it's not winter bogs and rivers are great for hunting animals near water tiles. But in forests far from water its more difficult. What I'm wondering is that the animals runs like 30-50 meters away, is it real? I know they keep a distance, but I'm not sure how many meters is that in the real...

In my experience I was killed by a lot of bears, but only after I hitted them a lot so they stopped running and attacked me.
On my last run, I was hunting a Njerpz warrior with my dog, he was running away until my dog got him, he killed my dog and killed me next. If I was smarter that day I would wait until he become breathless and started the killing.

If they have the power to kill you, why they don't do so?
A pack of wolves one time killed me, but in one occasion. Aren't the carnivores supposed to be more aggressive? Does Bull Elks and boars attack people who get near them? Also, I have read that it's really rare to an animal to fight until his death when injured.

And Njerpz? bandits attack you, shouldn't Njerpz do the same?

And yes, it brazilian lol :)

Certain animal can be very aggressive when they with their young.
Never saw that. Is it included in the game? Sounds interesting :)

Suggestions / Animals aggro? Animals can become less scared
« on: June 15, 2018, 03:15:34 PM »
Hi guys!

First, this game is awesome! The only thing I don't like is that the animals that are prey they run away too fast and when in the forest you can't track them down. When you chase an animal they keep a distance, but isn't 50 meters too much?

When you are alone active hunting is too difficult.When you hunt with a dog is too easy... I know it needs to be challenging and that I like, but sometimes if I don't reroll my char until I get speed very high active hunting is nearly impossible..


>Carnivores should be more aggressive, like a pack of wolves, bears, lynx, even boars are aggressive sometimes. I just don't know in what level of aggressiveness.
>Prey could flee a little, very little less. Or you could see the direction of sound a little more dinamic, because I can see the sound direction in portrait but not in the map.
Something like Project Zomboid zombie detection, you see a transparent zombie when you hear them.

What do you guys think?
This game is great! Keep it up :)

(sorry if bad english, I'm BR)

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