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Messages - Bert Preast

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91
Gameplay questions / Re: IRL combat tricks implemented?
« on: February 18, 2023, 01:34:00 PM »
I have noticed when loosing arrows at Njerps that if they are holding shield centre and I shoot for their head, next time I shoot they are holding shield high.  So yes, I do think they move their shield to where they think the next attack is coming from.

92
Bug reports / [3.72#2 Win 10 Steam] Cannot drop duplicated leash on cow
« on: February 17, 2023, 07:47:57 PM »
Not sure when it happened, but somehow I got a leash on a cow duplicated and I cannot drop the duplicate.  I can tie the cow to a tree and move away, but I still have the duplicate leash on me.  The original leash is a rope, and the duplicate is a leather rope.  I have been raiding the Njerps and using the cows to carry off the loot, and it might have happened when I overloaded them.  Something else to note is that the cow in question was liberated from a Njerp village. 

Save available if required, but from several days after I think the duplicate appeared as it took me a while to notice!

I have the latest version of the BAC mod installed, as well as a portrait mod.

EDIT:  It has just happened again, with a bull this time.  I have a save available.

EDIT 2:  A nasty suspicion is forming that I have now lost all my cows and the bull.  I still have the duplicate leashes stuck in my inventory, the text is red but the names of the cow and bull have now disappeared.  I went to clear out a Njerp village I had raided earlier, with the cows to help carry off my loot.  I tied them to a tree a tile or two from the village then went forward to check there were no Njerps still living.  I was rather surprised to see a Vagabond girl there, and on further investigation the Njerp village had gone, to be replaced by a Vagabond village with a single small kota and a woodsman, woman and the girl I mentioned before in residence.  They are not hostile to me, and on the F6 map it shows as a brown square, denoting it as my settlement.

Can this happen?  A defeated Njerp village switching to Vagabond?  And where the hell are my cows?!  :o

93
Can't you have the kids adopted or something?  Iron-age Finns are relying on you here!   ;D

94
I don't have a diy_BAC_glossary.txt, though I do have loads of other diy_BAC type files.

I do have a diy_glossary.txt, which is 9kb in size. 

I'm thinking reinstalling the BAC mod might fix things?


EDIT:  Just remembered that on loading yesterday I got a Steam error and URW failed to load.  I tried again and it loaded without problem, so I didn't investigate the trouble.  Steam may have refreshed some files in order to make the game load?

EDIT 2:  Yep, reinstalling the BAC mod seems to have done the trick, many thanks!

95
Hmm, it's definitely gone for me.  Last items on my Clothing menu are:

M Linen privates wrap
N Leather Belt
O Leather Cap

Hitting + c r doesn't do anything.

I am fairly sure that Leather belt and cap were not there before, they were in the Armours of Leather and Fur menu, where they should be and where they still are, so something seems to have added them to the Clothing menu.

I see you reported the same thing three months back, where Rudy had accidentally bumped it off the menu by adding something further up.  I can't see anything the new patch might have changed to cause this to happen again.  Odd.

My suggestion would be to add the repair clothing option to the Textilecraft menu, where there is plenty of room and it seems to fit better anyway.

96
The latest patch seems to have booted the "Repair Clothing" option from the BAC Clothes Menu.  I am running Windows 10 and playing via Steam, using the BAC and a portrait mod.

I use it quite a lot, so it would be nice to have it back  :)


97
Suggestions / Re: Livestock powered millstone for grinding grains
« on: February 15, 2023, 12:42:04 AM »
There is a quern stone you can craft in the BAC mod, which makes grinding rye and barley flour much faster. 

To make a livestock-powered mill would be quite a lot of work; and I suspect that the moment you left it to do something else, the livestock would also leave it to do something else  ;D

98
Apologies for taking you for a noob!

99
I just checked and the recipe does ask for 900g of herbs.  I admit to using the heretical metric version of the game, but I think 900g equates to about 2lbs.  2.2lbs per kilo, and all that.

I took a look at my spice rack, and most of the bottles there hold from 10 to 40g of herbs.  This means I would be using around 72 complete bottles of herbs to spice one fish.  Even were it only 500g, it would still be over 30 spice jars.  Unless I've caught a whale shark or something, that is quite excessive   :D

100
You pluck a bird skin when you skin it, that gives you the feathers.  There is no need to de-hair a bird skin, that is only for furs that for whatever reason you might want to convert to leather.

Generally speaking, leather is worth much less than fur, so you are best keeping mammal skins as furs.

101
The "Whole-cooked fish" recipe asks for 0,9kg of herbs.  I suspect this is a typo, and it should ask for 90g of herbs like lots of other recipes.

102
Welcome to the forum!  You can add the mod to an existing save, but so much is added that you may want to start a new game anyway.

103
Thanks but I already made a lovely fine northern spear and bow  :)

104
Well, that's a crushing blow to morale regarding the staff-bow.  But I reckon I'll get over it.

With the dip-net thing - considering the effort required to forge metals into anything useful, I would say some extra hours to make the net matters hardly at all in the greater scheme of things.

105
I expect most people here are familiar with Otzi the Iceman (I prefer his original name:  Frozen Fritz!), but for those who aren't North02 has a 12 minute video giving most of what we know about him here:

https://www.youtube.com/watch?v=m5oXjYMY2pM


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