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[3.84.2] URWSSSelector v1.0.3 [3.84.2] URWSSSelector v1.0.3
(Start Spot Selector)

Simple mod that allows you to select your starting location with ease during character generation, simply start the program while unreal world is running and the starting location will follow your cursor. Map must not be zoomed in in order for co-ordinates to work properly. Right click to stop moving starting location and exit program.

Also make sure the game is in windowed mode while using this, fullscreen will cause issues when overlaying over URW. You can change it back to fullscreen afterwards of course.

Source included at bottom of thread if anyone is interested

Usage:


Instructions:
  • Run program during map generation screen (Make sure map is zoomed out)
  • Move cursor to desired starting location
  • Right click, exits program and leaves starting location at cursor
  • Middle scroll, changes search mode
  • Middle click, opens custom tile filter UI

Modes: (Mouse-Scroll)
  • Closest land - Closest land tile near your cursor
  • Closest village/settlement - Closest village to your cursor
  • Closest cave - Closest cave to your cursor
  • Custom - Closest tiles selected from list
  • High ground - Closest tile considered to be high ground
  • Dense forest - Closest forest tile

Version History:
  • v.1.0.3 - Minor bug fix with custom search locations, updated for 3.70b beta.
    10/21/21 - Updated to 3.70 stable; 3.71
    7/2/24 - Updated to 3.84.2
  • v1.0.2 - Added search modes, starting location tile information and selected mode now displayed in title bar, some performance upgrades.
  • v1.0.1 - Made map detection automatic, Start location is now set to the closest land tile from your cursors location in order to avoid starting in water, game version checking added, overlay is now 'invisible' to the human eye (opacity = 1%), added edge detection for starting location to avoid starting in tiles considered to be non-movable (invisible map wall).
  • v1.0.0 - Initial release

Please report any bugs to me via this thread, my PMs, or contact me directly on steam:
https://steamcommunity.com/id/Nightipoo/

Download attached to thread.

Credits:
   Night - Creator/Programming.
   Enormous Elk - Unreal world.

Requires Microsoft .NET Version 4.6 or later. (Usually already installed)

Source for study: [v1.0.0], [v1.0.1], [v1.0.2]

December 05, 2020, 10:20:50 AM
1
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
anything