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Messages - Night

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151
Mod Releases / Re: [3.61] URWCharacterMenu v1.0.1b
« on: January 25, 2020, 05:01:42 PM »
Bug report. Teleport doesn't work. Testing it, trying to teleport to saved Home01, both from the map and zoomed in: https://prnt.sc/qsnjhr
It says Teleport complete, Waypoint does not exist. https://prnt.sc/qsnk4g
But, waypoint exists: https://prnt.sc/qsnkar
Here is what I use to try to teleport: https://prnt.sc/qsnkpk /tp Home01

What can I do? Thank you

Will need to fix this when I am home. For now people who want to use teleport will have to use /tp x y as the command instead.

152
Suggestions / Re: [Suggestion] Metric measurements
« on: January 24, 2020, 10:27:45 PM »
It may be possible that the code to get this working with the current system would be more work than its worth implementing for, depending on how the values are used in the code, it could mean rewriting anything involving measurements. Otherwise it would just be a matter of converting the values to metric and vis versa and making sure the UI displays appropriately. In the data that I've seen, the values are rounded when displayed on the UI in some cases. Particularly items under 1 lbs. Other items have the exact weight the UI shows you.

Making a mod for this would be time consuming and probably turn out ugly display wise.

Pretty interesting discussion though. Lots of bases covered, even for lores sake (they probably used amount of time to get to and from point a to b in most distance cases.) As an american, (at least where im from) you learn the imperial system throughout elementary and then when science is introduced as a subject you learn the metric system. Its mostly a lack of reference points for a particular measurement though. Body weight is a pretty good example, I have good reference points for imperial body weight but if you give me a metric body weight I'll have little to no clue how much you're talking about. Same thing with temperature, but I think that's easier to learn as I've seen many people who can relate fahrenheit and celsius accurately. Anywho that doesn't really suggest any ideas lol but I just thought the psychology of it was interesting.

153
Mod Releases / Re: [3.61] URWCharacterMenu v1.0.1b
« on: January 23, 2020, 04:12:12 PM »
I'm not sure what I'm doing wrong. It opens, detects my character immediately (fantastic!) and I give myself the shovel that I know I had and definitely didn't sell but can't find anymore...

And then I close the program, load up my character, and... nothing changed. I don't have the shovel.

So, erm... how do you actually save the changes you make in this? I don't see a save button. I see a tickbox, but ticking it doesn't change the result. Also, when I click "Open Item ID List" it just tells me "Items not saved to file."

I really need that shovel. :(

---

Edit: Oh I see, you have to actually have the game and program open at the same time. Usually with these things you have to close out first. That's what I was doing wrong. I got my shovel back! :D Thank you for making this, Night!

Hey! Sorry I wasn't able to get back to you sooner, looks like you figured it out though. Ill be providing better instructions on certain features in a future update, just haven't got around to it.

154
Mod Releases / Re: Looking up vanilla item prices and weights
« on: January 10, 2020, 11:51:33 AM »
edit2: I have found another table created by someone on the wiki, including some values not included on this table. this is for version 3.52, however it should still be relevant.

https://github.com/fabio-t/UrwObjDump/blob/master/Dumps/3.52.constant.obj.csv

I'm the author and maintainer of this tool. The original link to the repo is at https://github.com/smilediver/UrwObjDump . I play the game on and off, so I'm updating the tool sparingly. You can find already dumped 'constant.obj' files for different game versions here: https://github.com/smilediver/UrwObjDump/tree/master/Dumps . And you can dump obj files on your own by downloading the tool here: https://github.com/smilediver/UrwObjDump/releases . I also maintain item structure of known fields here https://github.com/smilediver/UrwObjDump/blob/master/UrwStructs.hsl , that can be used in "Hex Workshop" editor to inspect and modify obj files.

Hello! I'm still mapping the struct as well, I can help you map some of the ones you're missing if you're interested. Let me know ^^.

155
Suggestions / [Suggestion] Metric measurements
« on: January 08, 2020, 05:54:58 AM »
https://steamcommunity.com/app/351700/discussions/2/2646361461404033348/

Quote from: Porgnar
Measurement System

Hi!

I have recently began to play the game, I tried out the free old version, fell in love with it, and rushed to buy the steam release as soon as I could. Thus far I have really been enjoying the game, but sadly for me the imperial measurement system says nothing. At the character generation I can see that they give me the numbers in metric too, but during gameplay I really cannot imagine what 1lb meat is, how much should I beleive I ate to be full? It is not a major problem, I'd just like there to be an option to use the metric system ingame.

If there is and I was just ♥♥♥♥♥♥♥♥ and couldn't find it could anyone point me to where I can properly change the setting?

If not are there any potential mods for this?

Thank you for taking the time to read this, and answering!

156
Mod Releases / Re: [3.61] URWCharacterMenu v1.0.1b
« on: December 22, 2019, 05:02:01 PM »
Hi. Thanks for your work. But can you tell me how to use it? It always says "Unreal World has been updated." or "UrW wasn't detected. closing menu".

I'm using 3.61 stable (steam). Tried both file in the attachments.

Hi! Sorry about that, seems I overlooked a bug in code, I went ahead and commented out version checking for now and re-uploaded, let me know if you have anymore issues!

157
Gameplay questions / Re: Lost pet with values items. What can I do?
« on: December 21, 2019, 03:35:24 PM »
If you return to the overworld and zoom back in, I believe your animals spawn next to you. I could be wrong.
If that doesn't work, I can analysis your save file for you later, or someone else might be able to assist you.

Another thought, if it happens you aren't able to retrieve your dog, you could replace your items using my mod tool's inventory editor.

158
Mod Releases / Re: [3.61] URWCharacterMenu
« on: December 20, 2019, 10:42:14 PM »
Some items have no masterwork or rough quality? I spawned leather shirts and I found that they have no masterwork or fine level of item, even I insert every item codes listed below.

The items from the list are generated as you play the game, if you haven't encountered a masterwork version of that item yet, chances are its not in your characters item list.

I'll make a post on quality modification today or tomorrow, separate from this thread.

edit: Updated to v.1.0.1b, patch notes in OP.

159
Modding / URW Modding Discord
« on: December 19, 2019, 05:56:35 PM »
Made this a little while ago, feel free to join. Just a little place for people to chat about modding and maybe coordinating on some collaborative efforts.

https://discord.gg/R9rq4DV

160
Mod Releases / Re: [Outdated] [3.60] URWCharacterMenu
« on: December 19, 2019, 05:02:50 PM »
When you add inventory editor, could you make item editor too?

For example, making masterwork Northern bow adding prefix

I intend to do this eventually but making it perfect is taking a bit of time. Mostly writing the code for the UI and making sure my documentation on the item struct is correct. Here is a WIP preview (don't expect this being complete any time soon):



Next version will include a smaller version of this, which will allow you to edit the quantity and ID of an item, as well as scrape items from your characters item struct.

161
Modding / Re: Unlocking apparel quality's maximum limit
« on: December 19, 2019, 04:48:12 PM »
I'll post something on it since you're interested (the memory editing). Working on updating my mod to 3.61 and fixing bugs, then I gotta update another thread or two. After that I should be able to do it.

As far as standard modding, I think you could just make craftable versions of the cloths but I'm not sure how/if you could control quality.

162
Modding / Re: Unlocking apparel quality's maximum limit
« on: December 19, 2019, 03:08:14 PM »
If you're talking about making a new quality above masterwork etc, I don't think thats possible afaik. I know you can edit an item's quality in game data though, through hex/memory editing. Not sure about mod files.

163
Bug reports / [3.61] GFX Bug on skill encyclopedia
« on: December 19, 2019, 02:54:12 PM »
I reported this last version for the increasing skill point glitch, but I think you may have overlooked it. Just a minor bug:

http://prntscr.com/qd31wz - Regular
http://prntscr.com/qd325q - After 3 "-" keys
http://prntscr.com/qd331a - After 6 "-" keys

164
General Discussion / Re: Board Inflation
« on: December 14, 2019, 01:54:54 PM »
Imo, there should be a trade cap put in place based on supply/demand of a village, even if its artificial. This would provide a more realistic feel in terms of trade, but would hinder people who rely on grind-based strategies for acquiring valuables. You could also create a higher or lower demand for some items depending on the culture, I think this is already implied in some trading sequences where traders are "looking for high quality furs", however I don't know if there's an actual demand value representing that. As someone who's played many RPG's, I think however, adding a system that limits the players trading capabilities more so than expanding those capabilities will be more detrimental to the overall excitement when playing, with the exception of patching realism-breaking exploits.

165
General Discussion / Re: [Lore Question] Cultural differences?
« on: December 14, 2019, 01:35:06 PM »
It's huge topic in detail, but there's something put down in game encyclopedia for each in-game culture.
But if you're looking for historical details and research then some web searches for "iron age finland" may get you going, or I can recommend a book or two.

The encyclopedia is good, but I think a web search should suffice for what I'm looking for. I was just conceptualizing a possible mod and was wondering about general dispositions between the inhabitants and the such, for immersion purposes. I'll look into it more when I find inspiration for the mod. Thanks for the info, I appreciate it.

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