Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - dangerousbrick

Pages: [1] 2
1
General Discussion / Re: Armor spawn rates in villages?
« on: December 22, 2024, 03:43:27 AM »
Perhaps I haven't made a new character and went trading right away in so long, that I didn't even notice that on game start the stock the villages have is so meager. Well, I'll play and see.  ;)

2
General Discussion / Armor spawn rates in villages?
« on: December 20, 2024, 06:30:03 PM »
I made a new save file since the 3.85 update and I can't tell if I just got super unlucky or spawn rates for metal armors have changed. I visited almost every Driik village and only found 3 chain cowls, 1 helmet, and that's it. They also seem to lack the abundance of good quality tools/weapons they usually did. If it was indeed changed, I would love a way to get semi-reliable info from villages on where to find foreign traders. Because as it stands currently, I'm at the mercy of RNG and having good sight as a character if I want anything more than leather armor...

3
Bug reports / Re: [3.85] Loud audio popping when skinning and butchering
« on: December 06, 2024, 07:15:31 PM »
For now I fixed the issue by cutting out that little part in the beginning of both fleshwork.wav and fleshwork.ogg. But there's definitely something going on from the game's side if the file was unchanged for so long, yet this tiny chunk became audible only after the new update. Perhaps the game had some sort of fade-in when playing audio files? Truly the weirdest bug I've encountered yet O_o

4
Bug reports / Re: [3.85] Loud audio popping when skinning and butchering
« on: December 06, 2024, 07:03:20 PM »
The audiofile (fleshwork.wav) in 3.85 is the exact same as it is in 3.841 (1,374,240 bytes, dated March 22, 2024)
I don't see any changes in the SDL2 files either, or no mention of anything audio in the news.txt

Can you try to copy the 3.841 fleshwork.wav to overwrite the file included in 3.85 Stable?

Yep, I did and it seemingly helped with the skinning sound, but not when I butcher! I compared both files in Audacity and found the culprit: the first millisecond IS the loud pop. But both the old and the new audio file have it, they are indeed identical. Which makes it all more confusing???

5
Bug reports / Re: [3.85] Loud audio popping when skinning and butchering
« on: December 06, 2024, 05:13:13 PM »
I re-installed the game and tested it on a different PC running Windows 11, same story.

6
Bug reports / Re: [3.85] Loud audio popping when skinning and butchering
« on: December 06, 2024, 05:06:32 PM »
What operating system does your computer have?

I'm running Windows 10. It seems like even when I play this audio file through Foobar2000 it pops... No clue what's going on, because as I said, it works just fine on 3.84. I didn't update any audio drivers or anything of the sort recently... :-\

7
Bug reports / [3.85] Loud audio popping when skinning and butchering
« on: December 06, 2024, 05:19:17 AM »
There's a very loud popping/crackling sound when the sound for skinning or butchering begins to play. It crackles every time the audio starts to loop. Just to be sure it's not my PC, I tested the same save file on the previous version of the game, and it was totally fine. So, this leads me to believe there's something fishy going on in 3.85

8
I had the strangest thing happen: I asked Apro the vagabond adventurer to help me for a couple days, and after we were done he decided to stay near my home. He has been hanging out there for over a month! He seems to wander around in a 1 kilometer radius and occasionally comes by my kota. It's pretty fun seeing him every other day  ;D
I wonder what caused him to not leave, since that's what all adventurers seem to do. I live in the most north-eastern corner of the map, so maybe that has something to do with it.

9
Solved'n'fixed bug reports / Re: Fire on water
« on: May 15, 2024, 05:23:14 PM »
No companions, just some animals on a nearby island. I'm playing with mods, but as far as I understand they shouldn't affect stuff such as making fire.

Here's the save file: https://mega.nz/file/69ZxxK7Z#l74FddLRSGsTMF1RjBmopUxG4MC5pT3oL7fmDqI-UJs

10
I was fighting a Njerp camp, hiding behind a rock in the sea and shooting my crossbow. When I was done, I turned around and saw fire burning on water. Were they shooting flaming arrows or is this a bug?  :o

11
Basically the title. I was kinda fed up seeing dozens of Ukkos with the same portrait, and went searching for photos that could kinda fit the vibe of the game. I found some actual Finnish LARPers and plenty of ummm... Vikings... I only picked photos from the iron age period with no visible metal armors, just everyday clothes.

What are the rules on posting it, since I do not own any of the photos? I really like the diversity it adds to my game and would like to share it, but don't wanna do anything legally dubious :D

12
Modding / Re: Cheat a "permanent" companion?
« on: January 01, 2024, 02:07:50 AM »
Update!

Pietu stayed with me for a total of 66 days. He helped me hunt at least 7-10 elk/reindeer, 5 bears, 2 lynxes, and 1 wolf. He assisted me in finishing up my giant cabin, skinning, and roasting meat. Even though mechanically he didn't, I like to pretend he also helped me harvest my 700kg of turnips  ;D

At the end of our adventures, when time came to reward him, I tested how many goods he wanted. I gave him a northern spear at some point and couldn't get it back because he was wielding it, so I'm not sure if that item counts towards the final value. He seemed totally satisfied with 120 pieces of dried elk meat.

But for roleplay purposes I ended up giving him a fine bear fur, 50 dried elk meat, the aforementioned northern spear, and a bear tooth necklace. I like to think of us as good friends and I'll will be visiting him every once in a while, since he lives in a nearby village.

Next goal is to find another NPC companion and keep them around for a whole year!

13
Modding / Re: Cheat a "permanent" companion?
« on: December 30, 2023, 12:42:08 AM »
I wonder how much you have to pay them at the end of 64 days?

I will report back when the time runs out! Shouldn't be a problem for me, since I have so many furs. Also NPC companions eat now, Pietu told me "It's your responsibility to provide food"  :o

14
Modding / Re: Cheat a "permanent" companion?
« on: December 29, 2023, 06:54:50 AM »
I ACTUALLY DID IT!!!   8)

With the power of an energy drink and too much free time, I figured out how to make companions stay longer.

It is relatively simple: look up the name of the NPC using the value type "String", browse to the memory region of said NPC (you will know it's the right one if it has SWORD, KNIFE, BOW skills and their portrait filename), open another scan tab and use value type "Byte", change the "Memory Scan Options" to start and stop roughly around the NPC's memory regions and use "Changed value" scan type. Pass a day or two, scan again and VOILA! You'll see some values go down. I found it useful having the NPC tell me they'll be traveling "a few more days" with me in-game (3-4 days), and then seeing if it corresponds with any decreased values. Then just change the value of the address, it's maxed out at 64 bytes, which seems to be 100 days or so.

I know my explanation wasn't that good, but I have literally never used Cheat Engine before this, LOL. Hopefully if anyone ever wants to do this, they have this clunky guide  :)

I'm off to hunt reindeer and eat turnips with my buddy Pietu  :D

15
Gameplay questions / Re: Travel time raft vs. walking?
« on: December 29, 2023, 01:03:45 AM »
Old wiki info suggests that a raft can hold up to 16000 lbs, and a punt 6000lbs. But it seems like they both can only hold 40 stacks of different items. I found out the hard way: after raiding a Njerp village and trying to load 100 individual pieces of clothing onto my raft. The weight was obviously under 16000 lbs... Still, I had to do 2 trips :-\

Pages: [1] 2
anything