See likes

See likes given/taken


Posts you liked

Pages: [1] 2
Post info No. of Likes
Re: [Tool] WhereIsMyRobber - a "Homeland Robbers" tedium remedy @KaumoHunter its not a secret, that Sami has added certain quests to test the morals of the “characters”. He also has on several occasions concluded that one does not have to finish a quest. Or even accept it in first place.

Let’s think of it this way: you can write a document on an Word/TextPad/Vi/emacs/Nano. Send emails. That’s the limit of your computer science capabilities. Your boss comes and asks if you can haul over the in-house Outlook server to Office 365, tonight?  Should you accept the quest, or decline?
 ???

Personally, if I visit a random village en route from winter cabin to summertime homestead(or vice versa), and they offer me a task to go search for something or fight robbers, I just decline. The game will present the quest to my character again later.
I accepted a bird thief quest, searched all suitable tiles in the circle on F6, twice. Couldn’t find the feathers. I let the quest expire. I might get it later again.

February 20, 2021, 03:58:31 AM
1
Re: [Info] [3.71] Cheat Engine Addresses File updated for the 3.72 patch 1 update. If you have not installed the hotfix, or if it's not available for your OS yet, continue using the 3.72 file from three posts up.
December 30, 2022, 04:01:58 PM
1
Re: [Outdated][3.71][3.63][3.62] URWCharacterMenu v1.0.4b BUMP for version 3.72 patch #1
December 30, 2022, 07:52:37 PM
1
Re: [Tool] WhereIsMyRobber - a "Homeland Robbers" tedium remedy I looked up my old forum account and reset my password in order to say thanks for this!!
January 18, 2023, 03:41:59 PM
1
Spirited Sprites - Graphics pack with 8-directional NPCs and animals
Spoiler: Original Post: • show

Hey y'all, I've been drawing sprites for this game for years, but never really released anything myself.
I contributed to Wickham's Graphical Enhancement Project back in the day, and have a few sprites in the base game now, and did all the sprites for Night's Character Designer. Still working on that one, once in a while.

Anyways, I decided to share some of what I have made up to now, currently I'm working on making animals and NPCs in 8 directional sprites, and I'm interested in what you guys think.

Also, I noticed "Galgana's creature sprites" has a few animals with w after the name, does that enable winter version sprites?

I will update when I have more to share, I hope to have a complete graphics pack one day. Enjoy!






Description:
Spirited Sprites is purely a graphical mod with focus on realism and esthetics.
A large portion of the pack is adding 8 directional sprites to the game, both NPCs and animals.
All animals are completely remade with 3d references, while NPCs are based on the original game sprites.

Installation and Use:
Unpack in truetile folder and overwrite all.
Alternatively unpack somewhere else, and copy over the files you want.
Copy over wanted files from Spirited Sprites Optional folder. Note the truegfx images need to be copied to the right folder.

Use "a-SS-summer.bat" and "a-SS-winter.bat" to change back and forth from snowcovered graphics.
Press F9 in game to update graphics.

Content and old changelog:


8 directional animals preview:




Changes has been made in released versions.

Old Preview Changelog:

ter-walls - added a few pixels length to support t-juctions.
ter-prepsoil - new tilled soil sprite.
ter-kotacamp - flipped to fit general lighting direction.
ter-ground - new ground sprite.
ter-gcmoss - new moss ground sprite.
ter-cellar - changed perspective to be top down.
ter-road - changed colors to fit new ground.
gui-horizon - new sprite.
it-skis - new sprite for 8 directional movement.
cur-facedirs - reduced size, as 8 dir. sprites make facing easy to read.
cur-pcdirs - same as above.
ter-firepla - Changed colors and contrast.
flo-heather - New sprite for heather. Shown as large patch, instead of small plant.
ter-ypine - new sprite, fits the spruce trees better in style.
ter-bunk - rotated to fit fallen direction east-west.
Dog changed to look like an Elkhund instead of a Buhund.Recolored reindeer sprite.
Started to convert animals to black outlines, as is looks a bit better when sprites are recolored in-game, and increases contrast between sprites. Not sure about this though..
Included wrong wall files. Fixed.
Minor changes to several sprites.

Old Changelog 1.2:
All animals are now included.
remofire - reused my old sprite from Wickhams G.P.
embers - new sprite to fit burt out fire.
suna stove - new sprite for greater difference between the two.
Pine tree, same as the tall version, but shortened. Included as default.
blood - new sprite, less saturated.
Bird tracks made by Galgana - for black grouse, hazel grouse, capercaillie, raven, eagle owl, goshawk and mallard. Thank you!
Tall spruce and completely new pine trees that fits the style better. (optional)
8 directional player characters in 8 directions. (optional)
Snowcovered boulder and evergreen trees. (optional)


Spirited Sprites 1.3.1:

Fixed typo in .bat file. Thank you paulkorotoon!

Npc - all npcs included, same ones as we know and love, now in 8 directional sprites.
Included .bat files as per suggestion of Galgana, to change between snowcovered trees and bloulder + hare winter fur.
Plants - Barley, nettle, sorrel and river reed - More pronounced outlines, and experimenting with multiple plants for plants where it makes sense to grow more dense.
Fire - New sprite in pixel art style.
tahtitaivas - Added northern lights to loading screen. (optional)
logo - added Spritited Sprites logo to main screen. (optional)






Terms of use:
The animal sprites are created by me, and you can use them for what ever you want.
Everything else (with a few exceptions) is derived from the game sprites, and can be used for what ever you want, as long as it is ONLY used to mod UnReal World. (As per the terms stated in truetile readme)
Feel free to contact me if in doubt.
Credits are appreciated, but not necessary.

Due to forum file size limitations, I had to part the zip file in 3. Alternative downloads:

Google Drive
OneDrive

NB, you have to be logged in on the forums to download from the underlying links.

February 18, 2023, 10:26:32 PM
1
Vivi's Skill Training Tired of repetitive spear throwing and arrow shooting? Don't want to waste resources just to upgrade your lacking carpentry? Absolutely done with button mashing for training your skills?
Well fear no more! With this mod, kiss goodbye to everything above.

Adds skill training to the game! Now you no longer have to waste resources/do things on repeat.
Due to the way this is done, you can do multiple crafts at once; no more repetitive button mashing to train a skill!

You will need to get Training Session from the Craft & Lore Training Menu in addition to the requirements listed below. They weigh 0, and each session takes 10 minutes. The max you can do in one go is 4 hours(so 24 Training Sessions at once).

Installation Instructions: Just put it into the Unreal Game folder. That's it!

Agriculture: Needs a shovel and any type of seeds
Building: Axe and a Log
Cookery: Raw Meat/Fish and Fire
Herblore: Any type of Flowers
Fishing: Fishing rod
Hideworking: Animal Skin
Timbercraft: Axe and be near a Spruce Tree
Netmaking: Netting needle, Yarn and Cord(With a certain amount of foot/metre)
Bowyer: Axe, Knife, Board, Bowstring
Physician: Bandage
Trapping: Paw-board fox trap
Tracking: None
Weatherlore: None
Textilecraft: Fibre and a Spindle
Carpentry: Axe and a Log

Skiing: Skis and a Ski-stick
Stealth: None
Climbing: Be near a spruce tree
Swimming: be at a Lake/River/Sea terrain, and be in Water tile

Dodge: rock
Unarmed: None
Weapon training will need their respective weapons! Bow/Crossbow will need arrow.

This mod adds 3 menus to your Make menu, each of which show cases the respective skills of that category.
Crafting & Lore Training Menu
Physical Training Menu
Combat Training Menu

PS: I wanted to attach images to show, but idk why the img tag isn't working... oh well.

------------
Changelog v1.1 (Updated as of URW Version 3.82, on 12th October 2023)
Mod has been reuploaded, to update-just download, unzip the files in the URW Directory, and let it overwrite existing files.

- Fixed Club training being overwritten by Craft Club option
- Added description for Fishing training. Fishing can be trained by having a Fishing rod with any hook, or no hook at all.

------------
Changelog v1.2 (Updated as of URW Version 3.84.2, on 23rd May 2024)
Mod has been uploaded as v1.2, to update-just download, unzip the files in the URW Directory, and let it overwrite existing files.

- Added Netmaking skill training!
- Added Bowyer skill training!

! Note that carpentry and bowyer skills have duplicate options in their own respective skill menus still. No idea why but it is ignorable.

March 31, 2023, 06:02:25 PM
1
Option for tile variants Just like the character portraits, or at least similar to, I'd love if tiles had the possibility to have variants.
Even animals, NPC's and especially plants could be improved with this.

Example:
ter-boulder1.png
ter-boulder2.png
The game would then choose a sprite at random.

This could greatly improve repeating textures across the whole game.

October 16, 2023, 12:53:08 PM
1
[3.82] Paul's Simple Things: build a well, repair linen, nettle, woolen clothing Hi everyone!

Well, I like UrW like it is, and this mod adds just a few things I've been lacking. First, having a water supply in my homestead. It becomes pretty annoiyng over time to go back and forth for water. And second, repairing all kinds of clothing. It's a bit strange that in vanilla game you're able to easily repair things made of fur and leather, and completely helpless when it comes to clothes made of other material.

So, now it is possible to construct a well beside your house. You'll see a "Well" in the Building menu (Alt+B). In this mod it is really hard job, so you won't be able to dig a lake. Feels pretty fair to me.

As for clothing, there are three new options under the Handcraft menu (+ or M), one submenu for each kind of clothing. Well, it is not real repairing, as this mechanic, AFAIK, isn't available for modding. In fact, you create new item out of worn-out one.

The general recipe is pretty simple: say, if you want to "repair" woollen socks, you'll need a needle (craftable, the option is placed under each clothing submenu), some yarn (linen for linen clothes, nettle for nettle ones, and hemp for clothes of wool — just for things to not be too easy), a pair of worn-out socks and (new wollen socks weight)x2.5 of any woollen rags. Such expense of material imitates cutting out appropriate pieces of cloth, to make the process feel a bit more realistic. Quality of repaired clothing is capped to decent (at least I tried to).

Thanks to:
@Brygun for BAC, which is the source of code for building a well
@mlangsdorf for the idea of repairing things this way and his code I used as an example
@Xaidread from UrW discord, who helped me to make the well code work

To install the mod, just unzip it to the game's folder.
Feel free to comment, suggest and criticize.

UPD 1.1:
  • fixed typos
  • added woollen footrags recipe
UPD 1.2:
  • lowered unnecessary high effort when repairing clothing

November 12, 2023, 07:12:38 PM
1
Re: [Outdated][3.71][3.63][3.62] URWCharacterMenu v1.0.4b
This mod seems to be dead and all, but does anyone know if it can be replicated in some way? At least just the character editing part. I didn't use it to cheat or anything, I just liked to touch upon rolled characters before finalizing creation process. Saves you a ton of time rolling for characters you want.

I'll consider remaking it for the current patch, or at least some of it. I've tried picking up work on my URW stuff a few times but, haven't had the drive to get anything done.


May 08, 2024, 05:53:47 AM
1
Light my shingle A new light source is coming up as we'll be adding shingles to the game.
A shingle, or päre (in finnish), is a thin oblong piece of (pine) wood which were burned to produce light, and to make baskets as well. As a light source you may think them as all wooden candle of a sort.

It may feel like a just one small item for an adventurer in the dark cabin, but the required and atmospheric additions will make producing and using shingles a rather significant feature. Traditionally shingles were burnt in a shingle holder which is a stand that keeps the shingle in a good angle for proper lighting and burning. It may be that they were also sometimes just inserted between the logs in the wall - but one had to be understandably cautious without a proper holder.
      I don't know yet if a shingle holder will be required in the game but the idea is that you could leave a burning shingle in place eg. inside your cabin. And moreover, as the shingles don't burn very long we would want to feature automatic "replace a shingle" mechanism where a new shingle eg. from a pile next the burning one, would be lighted automatically if the character is beside the burning shingle when it fades out. This way you could light a shingle, put a pile of new ones beside it, and not need to worry about replacing the burning shingle in time even if the task you were doing would take a long time.

Here's an image of a shingle in a simple single holder.


More shingle news will be posted when the things have proceeded further. And in the background the transition to pausable crafting continues. Oddities with the pausable mechanics have been pleasantly scarce in the latest release so we're on good roll with it.

These are future features - not yet functional in current version 3.84.2

May 31, 2024, 12:35:32 PM
1