Hunterborn test builds
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Version1.4.1
21 comments
Planning on releasing 1.4.1 tonight though. If there is a bug there I'd have to get it fixed down the road.
Thank you for the report, of course.
Any chance that 'Horse Meat' and 'Venison' could be made into charred meat?
The roleplay value of having to eat raw horse meat is quite high, but still!
I decided to test iNeed with 1.4.1 and noticed no charred food recipies available via Primitive Cooking other than Charred Skeever Meat, are these RND only?
Not yet seen a sharp rock, nor did I ever see one in 1.4, do they drop or am I just not using forage enough?
Most of my gameplay of the last ~100 hours has been low level survivalists and I've found forage to be rather risky due to Frostfall needing you to get wood fast or freeze to death, so Frostfalls wood option being a safer bet for the time investment, so perhaps I'm just not using it enough?
Doze sounds like a fantastic addition, I've been playing Death Alternative - Alternate Start Addon and sometimes find myself unable to sleep for a few days.
Will try to give you some better feedback over the next few days I have off when I can do proper testing. o7
The sharp rock won't drop if you have a hunting knife in your inventory. I got tricked by this one too.
From memory Unuroboros mentioned he would increase the wood drop rate in a future update - so this is a nice reminder
Cheers,
So I actually noticed the venison thing too, by complete chance, on Sunday. I went ahead and added a Primitive recipe for it already, it's in the current Feb 16 build of 1.4.1. I know why it wasn't in originally though - venison is a vanilla meat. So the same goes for horse meat. I'll add that too, I have to think about the others. I want to make sure Primitive stays balanced; part of that is it only produces RND's charred meat, which increases thirst.
Sharp rocks won't turn up if you've got a hunting knife, right. If you're not getting any even without a knife, turn on the Debug option in MCM and we can take a look at the log.
I'm still tuning Doze, because I'm actually using it much more often than I thought I would. In my playthrough I'm secure in Whiterun but there are still times I don't want to pay a whole night's rent just to get a little sleep. Or RND suddenly ticks over to Tired and I'm now encumbered. I'd rather doze just enough to be able to run back to my camp than drop valuables or walk the whole way.
Lastly, on wood: I'm leaving it alone, actually. I have decided that Forage satisfies one niche among three, and satisfies that niche well enough as-is.
- 1 - Frostfall. You need an axe, so there is a higher cost of entry, but once you have that it is consistent and medium yield.
- 2 - Hunterborn. No cost of entry. As a consequence, low Forage levels give you inferior yields. At high Forage levels, which is a very big time sink, you do actually get superior results. On my last playthrough I got to the point where I carried around nothing but armor and weapons (not even ammo) because I could forage for all the food and wood I ever needed.
- 3 - Dynamic Things! I can't recommend this mod enough. The process of getting wood becomes completely realistic and immersive. It is so good that I feel like I'm cheating if I use either of the methods above. It isn't just chopping down trees, it's being able to take wood from every woodpile you see in the game. That has always bugged me.
BTW I like your #2 of taking no food, ammo, etc. I'm usually carrying two days worth of supplies - mainly for dungeon delving. But I must give your idea a try.
Which is as it should be, because I often read the advice from veteran backpackers that camping "cowboy style" (a tarp tent at the most, but often no shelter at all) is easy, practical, and makes setting / breaking camp much faster. Weather permitting.
Did not craft a bone hunting knife, no knife at all: Debug log
A lot of warnings in that log I think relate to Mannequin script fix I recently installed.
Edit: I also attempted to cure Brain Rot via a couple of each engraved bone, did not cure, maybe just bad luck.
Edit2:
Tried a few more engraved bones on another case of brain rot and no cure.
Noticed getting Quality Pelts along with normal ones, can also get skinning failure message, a ruined pelt + quality pelt.
Able to craft from these fine.
Craftable weapon damages need looking at, currently not worth crafting, the bow does less than half what the Frostfall ones does, probably one for raulfin?
Would love to see a few different qualities here too
No sharp rocks sighted!
Which engraved bone or bones did you try for Brain Rot? You need a specific bone for each disease. It isn't clear which, on purpose, but it is defined in the spoilers file. Without spoiling it, here's a tip: The bone is either effective, or not. You'll get a message either way that should tell you whether the attempt to use the bone succeeded. If you are successful but the bone can't cure a disease, you get a small buff. (Also, if the bone does cure the disease, you get that instead of getting the buff. If you have no diseases, you get the buff.)
The craftable weapon damage will have to go by raulfin, yes. I am pretty sure they did specifically put lines in the XML for Hunterborn, but it's possible they decided that the HB items should not be very powerful. Which is not how I designed it. :\
https://copy.com/ZS7DQyaC8WucMMyu
Also if your doing the whole perma patch, merge, procer thing do you still need patches?
PaMa: Well, there isn't (hasn't ever been) an actual Hunterborn_SkyRe or Hunterborn_PerMa ESP patch, because everything is done in scripts. You would still need the other patches, like for RND or FF or the combination one Teabag has made. You would definitely still need those with PaMa, and everyone's PaMa is going to be different so you definitely could not use a pre-made PaMa patch for Hunterborn.
* At skinning level 4+ you'll start seeing quality leather pelts. Higher drop chance at higher skinning.
* Crafting and improving quality leather armor needs to be tested.
* Wayfarer should level up slightly by working on carcasses.
* If you take the Gatherer perk, the option to remove and refund it should light up in the MCM.
The Botany and Bounty perks also need some testing, though I've had some time to test them already in a current playthrough. They're described in the (included and up to date) readmes.
I'm doing a playthrough tonight and tomorrow with PerMa, to see how this stuff works out... and it's my first time really playing with PerMa, too.