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[Info] [3.84.2] Cheat Engine Addresses Ive updated my addresses, and renamed a bunch so, previous tables might be a bit confusing. Generated descriptions with chatgpt (cus im lazy), tried to align it with what it knows about unreal world so, most of it should be accurate but some of it may not be. Let me know if there's anything wrong and I'll update it when I can. Or if anyone has questions (like how to modify inventory or injuries, etc) ask.

General Information
  • PC Name: The name of your character, displayed in-game.
  • PC Tribe Name: Your character's tribe or faction name. Tribes can affect interactions and starting conditions.
  • PC Tribe ID: Numerical ID representing the tribe your character belongs to.
  • PC Gender: Defines the gender of your character. Typically, 0 represents male, and 1 represents female.
  • PC Weight: The current weight of the player character (PC) in the game, affecting movement speed and stamina.
  • PC Height: The current height of the player character, which may influence some gameplay mechanics.
  • PC BloodLoss: Indicates the amount of blood the player character has lost, affecting health.
  • PC Energy: Represents the energy level of the player character, influencing stamina for actions.
  • PC Fatigue: The current fatigue level of the player character, affecting performance in activities.
  • PC Inventory Weight: Displays the total weight of items in the player character's inventory, which can impact movement and stamina.
  • PC Temperature: Represents the body temperature of the player character, influenced by weather conditions and clothing.
  • PC Nutrition: Shows the current level of nutrition or food intake of the player character, impacting health and stamina.
  • PC Hunger: Indicates how hungry the player character is. The higher the value, the more hungry they are.
  • PC Starvation: Tracks the state of starvation. A value of 0 typically means no starvation.
  • PC Thirst: Represents the hydration level of the player character, which affects stamina and health.
  • PC Direction: Shows the direction the player character is currently facing.
  • PC IsLooking: Indicates whether the player character is actively looking around.
  • PC StartingLocation X: The starting X-coordinate for the player character's location.
  • PC StartingLocation Y: The starting Y-coordinate for the player character's location.
  • PC Location X: The current X-coordinate of the player character's location.
  • PC Location Y: The current Y-coordinate of the player character's location.
  • PC Injuries: Tracks any physical injuries the player character has sustained, which can affect gameplay.
  • PC Physique: Represents the general physique or strength of the player character, influencing carrying capacity and physical tasks.
  • PC Phobia: Indicates any phobias or fears affecting the player character, which can impact gameplay decisions.
  • PC LastGoal: Displays the last goal or objective the player character was pursuing, important for narrative progression.
  • PC PortraitPath: The file path for the player character's portrait image, used in character displays.
  • PC ActivityTimeSpent (Minutes): Tracks the time spent by the player character on certain activities, measured in minutes.
  • PC Inventory_IDs: Shows the IDs of items currently in the player character’s inventory.
  • PC Inventory_Quantity: The quantity of items the player character currently possesses.
  • PC InTree: Indicates whether the player character is in or near a tree, affecting stealth and ambush potential.
Attributes 
Your character's core physical and mental abilities. Each value reflects the current stat in the respective category.
  • Strength: Represents physical power, influencing carrying capacity and melee combat damage.
  • Agility: Affects movement speed, dodging, and reflexes.
  • Dexterity: Governs hand-eye coordination, influencing accuracy with ranged weapons and finesse with tools.
  • Speed: Determines movement speed, affecting combat and travel time.
  • Endurance: Affects stamina and resistance to fatigue during prolonged tasks or combat.
  • Smell/Taste: Influences sensory perception, particularly related to foraging and food preparation.
  • Eyesight: Affects visual acuity, useful for spotting enemies and hunting.
  • Touch: Governs the sense of touch, important for crafting and identifying objects.
  • Will: Measures mental resilience, impacting tasks requiring determination or focus.
  • Intelligence: Represents mental acuity, influencing learning speed, skill growth, and crafting efficiency.
  • Hearing: Affects the ability to detect sounds, essential for tracking and avoiding ambushes.
Skills 
These skills represent learned abilities that can be leveled up through experience or modification.
  • Dodge: Improves your ability to avoid attacks, vital for defense in combat.
  • Agriculture: Increases efficiency in farming-related activities like planting and harvesting.
  • Shield: Enhances skill in using shields for blocking attacks in combat.
  • Knife: Represents proficiency with knives, useful for combat and utility tasks.
  • Sword: Increases effectiveness with swords in combat.
  • Club: Governs proficiency with blunt weapons like clubs and maces.
  • Axe: Improves skill with axes, for combat and utility tasks like chopping wood.
  • Flail: Enhances proficiency with flail-type weapons.
  • Spear: Increases effectiveness with spears for melee and ranged combat.
  • Bow: Improves accuracy and damage when using bows.
  • Crossbow: Increases effectiveness with crossbows for ranged combat.
  • Unarmed: Governs skill in hand-to-hand combat, without weapons.
  • Physician: Represents the ability to tend to injuries and illnesses, crucial for survival.
  • Climbing: Enhances ability to scale obstacles and navigate difficult terrain.
  • Stealth: Improves ability to move undetected, useful for hunting and avoiding enemies.
  • Cookery: Governs skill in preparing food, influencing both speed and quality of meals.
  • Skiing: Improves ability to travel across snowy terrain quickly.
  • Timbercraft: Increases efficiency in woodworking and felling trees.
  • Swimming: Governs the ability to swim, important for crossing bodies of water.
  • Fishing: Enhances success and speed in fishing.
  • Netmaking: Governs the ability to craft fishing nets, essential for catching fish.
  • Weatherlore: Increases ability to predict and understand weather patterns, crucial for survival.
  • Carpentry: Governs skill in crafting and building structures, affecting shelter construction.
  • Herblore: Increases knowledge of herbs and plants, useful for making medicine and potions.
  • Hideworking: Governs skill in treating and working with animal hides.
  • Tracking: Enhances ability to follow tracks and locate animals or people.
  • Trapping: Improves ability to set and use traps effectively for hunting.
  • Building: Governs skill in constructing buildings and structures.
  • TextileCraft: Enhances ability to work with textiles, useful for making clothes and other fabric items.
  • Bowyer: Governs skill in crafting bows.
UI-Related Information
  • UI Mouse Y: Tracks the Y-coordinate of the mouse cursor in the game's UI.
  • UI Mouse X: Tracks the X-coordinate of the mouse cursor in the game's UI.
  • UI VisibleRadius Y: Controls how far the player can see along the Y-axis.
  • UI VisibleRadius X: Controls how far the player can see along the X-axis.
  • UI MapRenderSize Y: Defines the height of the map rendering in the game's UI.
  • UI MapRenderSize X: Defines the width of the map rendering in the game's UI.
Map and World Information
  • Map Objects: Tracks the objects present on the map, including resources and obstacles.
  • Map Tiles: Indicates the number of tiles on the map, reflecting the size of the game world.
  • Map Elevation: Shows the elevation level near the player character, affecting visibility and movement.
  • Map Type (local vs overworld): Indicates whether the player is in a local map (e.g., village) or the overworld.
  • World Time Tick: Tracks the passage of time in the game world, crucial for survival mechanics.
  • World Time Hour: The current in-game hour.
  • World Time Minute: The current in-game minute.
  • World Time Day: The current in-game day.
  • World Time Month: The current in-game month.
  • World Time Year (Character Age): Shows the current in-game year and the player character’s age, which may influence gameplay.
Miscellaneous
  • Skill Points: The number of available skill points that can be used to improve your character's abilities.
  • ItemDefaults_Struct: Possibly related to default item structures in the game.
  • Item_Struct: Indicates details related to individual items in the game, including their properties.
  • NPC_Struct: Likely related to non-playable characters (NPCs) or interactions with them.
  • TileStruct: Represents details about the structure of tiles on the map, including terrain types and features.

December 14, 2019, 01:18:52 PM
1
Re: Antlers and bones
Without mods, bones serve as food for dogs and I think you can make fishing hooks from them.
<snip>
Let me add that bone is 'low density' dog food (compared to meat in any form) while it is logically expected, I would like to mention that it does make a difference in the game.

If you are not in rush to go elsewhere after feeding dogs that is of course no problem at all, they will slowly chew the bone and eventually will feel full...
On the other hand if you are in rush to feed dogs & then go elsewhere with your dogs, then this will be a delayer as it takes dogs a long time to consume adequate bone to feel full.

November 20, 2021, 10:10:06 PM
1
The best shot I'll probably never do again

I will treasure this moment forever.

January 31, 2022, 05:00:22 AM
1
Carrying Penatly and fatigue tested Hi, I did some interesting tests about game engine. ::)
I discovered that fatigue when running very strictly depend even on very small (as I was thingking before) Carrying Penatly.

On my character 253lbs I can still carry 25lbs weared clothes without any penatly. Its seems like 10% maybe is free.
During the test I was running 1 big map tile island from 1 shore to another and back. It was 66 tiles x2 = 132tiles = 264m.
I did many same runs to be sure, and every time effect was same.

When I wasn't carry anything except my weared clothes my carring penatly was 0%
0% carrying penatly --> 22% of fatigue after run.

You can't carry any equipment to stay with penatly 0%, even smallest knife make it-1%.
Game mechanic dont cunt weight directly, you can have few pounds or kg more if you still fit in penatly limit which looks like this:

cp = carrying penatly
--> fatigue after 132 tiles of distance runned
cp   0 % --> 22%
cp   1 % --> 44% 
cp 2-4% --> 64%
cp 5-6% --> 86%
cp 7% stoped at 95% fatigue around 25 tiles to end, wasn't able to run anymore :o

I didn't check if big penatly affect combat fatigue also the same way, but I gues its work like this.

Now you know why this njerpz civilians get you so fast and why they are so hard to beat.
This kids and womans dont have weapons and armor. From crowd of 10 civilians there always are 1-2 or 3 fast with high dodge.
Even if you going to kill them full heavy armored without any running, your fatigue probably will be same extremally high after few attacks becasue it looks like combat is affected same as running.
I can still take Longbow, 2 knives, and 20 of arrows and fit in 1% penatly including light weared armor( penatly free) ;D

July 02, 2022, 03:47:37 PM
1
Re: *DAMNED* Meeting with water spirits quest Generally speaking find rapids or ford, both tend to have several 1 tile rocks jutting out of the water. Wade or swim to one, move on to the skerry. And wait.
If you can’t climb to the skerry from wading/swimming, you won’t get on it from watercraft either.

Remember to strip down.

May 31, 2023, 07:41:16 AM
1
Re: Human combat system is really off---enemy are fighting like zombies Strong edge (or tear, yes I mean you Mr. Wolf) attack to neck is usually 1 hit instant death for PC and NPCs if there is no significant armour there (I don't think I have seen many mail cowls on Njerps). There is this massege about almost tearing the body part off. Happens also with broadhead arrows (including to animals as large as reindeer and at least smaller bears), and it can happen even to otherwise unharmed and fresh mobs. Point attacks are in my experience less instantly lethal, which is why I tend to choose axes over spears (and often bring broadheads if I know I'm going to fight Njerps or robbers and need to make my shots count).

I have never, ever missed with attack on unconscious mob (yellow text on attack screen), and I suspect such attacks automatically roll extra damage dice as well. You sure the mob was actually unconscious?

In general the main trick to URW combat is exhaustion management. Your opponents run all the time in combat situations, while you can choose not to. If they are not running they are attacking every turn (while you can choose not to, in which case you most likely move backwards so that your opponent has to run bit more). Exhausted mobs will have penalty to their attacks, they drop down easy and when they become unconscious they are unlikely to recover in reasonable time. You can essentially consider it equivalent of damage that just heals quicker, in that sense even moving backwards (and not even making a counterstrike) is a damaging attack on your enemies, and it has 100% hit chance.

November 27, 2023, 01:29:39 PM
1
You are from: Moron Heath  ???

Test character for trying out mod edits... and this is where they are from


December 06, 2023, 02:16:22 AM
1
Re: What's Going On In Your Unreal World? Now that Im updating BAC I need a non-story test character...

apparently...

he comes form the land of morons.

>>>>


December 06, 2023, 04:31:55 AM
1
In the real world at present-day Savo The year is nearing its end - so let us send you our winter season's greetings with this post.
Firstly, we wish you all the best with the festivities and holiday season you might have at hand, and happy new year!
Then, as a season's speciality let us entertain you with little something recreational from the real world at present-day Savo.

The winter has come, and for the devs like us it means the balance between coding and cross-country skiing must carefully maintained.
So, a week ago Erkka came over for a visit - and we went exploring the real world on skis.




Over the years, we've found ourselves doing many kind of media works more or less related to the game world or inspired by the iron-age culture.
And now, quite spontaneously, we ended up doing small stop-motion animation - and then though of publishing it as 2023 season's greetings
at Enormous Elk YouTube channel.
There's more, and surely more sophisticated content to explore, if the channel wasn't familiar to you already.
We call it Tanssivat tontut in finnish, which would translate as Dancing goblins or Dancing household spirits in english.
https://youtu.be/du2pkQUN9Fg?si=aOPZkYand2qcKmFW

And lastly, for myself the last weeks have been more busy with horseback riding and archery than coding.
In early December I did three horseback archery demonstrations at different stables which required quite a bit of both time and energy.
But hey, sometimes one has to ride a horse to endure extended still sitting periods in front of the computer.
And maybe it's good for one to try out the bow for real if he intends to simulate archery in the game.
So, this also falls into category of in the real world at present-day Savo. Let the bow skill speculations start :D
https://youtu.be/oPaZKJluLDQ?si=vAzUS2KX986sx7ux

Let's see you in 2024, with all sort of new achievements, features and adventures to follow in the real and unreal world.
Cheers!

December 17, 2023, 06:46:33 PM
1
Re: What's Going On In Your Unreal World? My world is pretty quiet. I started in an isolated corner of my home culture. Just two villages nearby. I am focusing on farming and crafting. Started with the Agriculture start. I planted a ton of crops and now am spending my time trading/crafting and training up my skills. After using the trading board/loop exploit I have all the tools I need plus a few extra trading items. Even before I harvested my crops I have "made it".
December 24, 2023, 01:24:53 AM
1
anything