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Not Medieval Mod - A Fantasy Modpack

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Could someone take a look at this Tier 2 POI ?

I tried it now 2 times, and the creature on the top floor don't spawn.

Unable to clear the POI for the quest.

View attachment 25085
I experienced this for a few POIs. The final yellow targets for the last spawn do not really match where the entities are. Sometimes they are birds on the outside of the tower but stuck in one of the corners and we need to go outside and look up. Sometimes it is an entity that dropped from that location and went outside and is walking near the POI. It sometimes takes a bit of exploring.

- Horse and fuel.

These 0% fuel disturb me abit. What do you think about to switch from a motorcycle to a bicycle ? Then you don't got a fuel display anymore. Sure when you sprint with the horse it take's your stamina. Ok i am not a horserider, but i think when someone ride a horse at full gallop, the rider need to do some active things too which drain stamina.

Alternative, why not use plantmatter as fuel.
This is on the list of things to do.

For now the horse has received a mod back. It is the acceleration and speed mod but it is now called 'Horse Sugar Cubes Mod' instead of Vehicle Super Charger. Horses change from 14 m/s to 16 m/s so it is a nice little upgrate.

 
I experienced this for a few POIs. The final yellow targets for the last spawn do not really match where the entities are. Sometimes they are birds on the outside of the tower but stuck in one of the corners and we need to go outside and look up. Sometimes it is an entity that dropped from that location and went outside and is walking near the POI. It sometimes takes a bit of exploring.
I notice that too, that a rabbit was siting in a corner and needed to be killed.

But at the tower,, i even went up to the roof, checked around. And the tower isn't that big.

I reseted the POI 2 times and allways got the same result.

When there is a mice somewhere in a sink hiding, sorry.

 
Here is an update for the weekend for both the Github Development Build and the Moddb release. On this occasion, both versions will be identical for Mod files and Worlds.

Moddb has been updated to Mods.23.zip

https://www.moddb.com/company/not-medieval-mod-developers/downloads/mods10

And its accompanying map at version NMM01.5.zip

https://www.moddb.com/company/not-medieval-mod-developers/downloads/nmm01

The Github versions have been given the _2022June04 naming where appropriate.

Total Updates, with Moddb in mind include:

6 new POIs

- 3 x T1 (NMM Remnant House 04 / NMM Stable 01 / NMM Bric a Brac

- 3 x T2 (NMM_ME-House_02 by Shema / NMM Skinny Finger / NMM-shema-Medi-House1-25bl

These will add additional variety for low level Questing. They are a mix of easy - moderate set ups.

Multiple Quests

Slayer quests for all types of entity from Undead up to Mythical Beast

Base Defense Horde Quest where players construct and defend a temporary base

Blood Moon Quest where players can pick up a skill point as they complete eliminations during Horde Night

General

Updates and balancing to multiple items and POIs

Updates to icons/Localization to bring further immersion.

Sugar Cubes Horse Mod.

A few images.

Horse Sugar Cubes Mod will provide an extra 2m/s on top of faster acceleration. The schematic can feed found in loot or purchased from the traders.

The mod can also be purchased from the traders.

20220604012121_1.jpg

Thank you to Shema for this T2 POI.

20220604012234_1.jpg

And a simple T1 stable with cobblestone wall ^^.

20220604012211_1.jpg

As for icon/Localization updates.

Glue looks less industrialised.

20220604011606_1.jpg

And some well known items have been given some small changes for immersion and aging.

20220604011712_1.jpg

Next week will be all about an 'end boss' type Quest sequence and possible reintegration of a Medieval Baton and Bat.

I experienced this for a few POIs. The final yellow targets for the last spawn do not really match where the entities are. Sometimes they are birds on the outside of the tower but stuck in one of the corners and we need to go outside and look up. Sometimes it is an entity that dropped from that location and went outside and is walking near the POI. It sometimes takes a bit of exploring.

This is on the list of things to do.

For now the horse has received a mod back. It is the acceleration and speed mod but it is now called 'Horse Sugar Cubes Mod' instead of Vehicle Super Charger. Horses change from 14 m/s to 16 m/s so it is a nice little upgrate.
Vitamin E Medieval Tower. I shall look out for it from the Trader in next play throughs and see what's happening.

I notice that too, that a rabbit was siting in a corner and needed to be killed.

But at the tower,, i even went up to the roof, checked around. And the tower isn't that big.

I reseted the POI 2 times and allways got the same result.

When there is a mice somewhere in a sink hiding, sorry.
Vitamin E Medieval Tower. I shall look out for it from the Trader in next play throughs and see what's happening.

 
Joust Arena is one of those bugged clear POI´s aswell, same for the T4 Windmill by Pashina (i think that´s the name of the author, the one with the waterfall outside). Couldn´t find the last enemy in the windmill.

 
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All of the custom crossbows have an issue with enclosed areas. The hitboxes of other objects block the bolt from reaching its path and you cant recover the bolts if they are affected by this they just become a permanent addition to the area of floating bolts.

 
All of the custom crossbows have an issue with enclosed areas. The hitboxes of other objects block the bolt from reaching its path and you cant recover the bolts if they are affected by this they just become a permanent addition to the area of floating bolts.
Thank you. This was reported to the creator and is currently in their hands. It is particularly noticeable when a player aims down the sights and less so when fired from the hip.

 
It is allways funny what you get out of object's you can salvage special these carts.

Meat,cooked food, all kind of ammonation.

That's show how careless you was searching these before and didn't found that stuff.

I notice another thing.

Serveral object blocking that you can loot containers.

Just got a candle on NMM medivial random loot chest and couldn't got the ability to loot it. Tried it from all possible sides.

But when i destroyed the candle on top it worked fine.

I recently found the mage light mod for the helmet. (i think the buy price of 3 silver is far to low, maybe 300 or 1500).

Ok, it the medivial replacement for the helmet light and you don't want candles on you head 🙂

I thought the absence of helment light was the reason you add the burning shaft mod at the beginning, so people got a light source beside torches.

But since it is a mage light, would you maybe risk a peek at Sorcery about the light rune (if you got the time).

It isn't a light source more a remove darkness. The effect is total different but much more enjoyable then vanilla helmet light.

 
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Regarding sorcery, is there any chance that the sorcery mod will work with NMM? That would be a perfect combination.

 
Joust Arena is one of those bugged clear POI´s aswell, same for the T4 Windmill by Pashina (i think that´s the name of the author, the one with the waterfall outside). Couldn´t find the last enemy in the windmill.
@Canute

I tested the:

Joust Arena - It was possible to clear on 3 attempts. However, some enemies do walk away from the POI and need to be found without going out of the POI completion distance. This happens on every attempt. There is no solution to this as NPC behaviour is how it is.

T4 Waterfall Windmill - It was possible to clear on 2 attempts. Some enemies walk away and a bird hides in a small corner of the outside area. We shall keep watching how it plays.

Medieval Tower - One of the Sleeper Volumes was bugged. It has been replaced and is working fine again. It will be updated soon as it is critical. It will cause no problems with worlds as the Quest start will replace it.

Regarding sorcery, is there any chance that the sorcery mod will work with NMM? That would be a perfect combination.
It is Darkstardragon's wish that the NMM and Sorcery Mod will work together. Once a boss POI is finished his side, I believe that was the next challenge.

It is allways funny what you get out of object's you can salvage special these carts.

Meat,cooked food, all kind of ammonation.

That's show how careless you was searching these before and didn't found that stuff.

I notice another thing.

Serveral object blocking that you can loot containers.

Just got a candle on NMM medivial random loot chest and couldn't got the ability to loot it. Tried it from all possible sides.

But when i destroyed the candle on top it worked fine.

I recently found the mage light mod for the helmet. (i think the buy price of 3 silver is far to low, maybe 300 or 1500).

Ok, it the medivial replacement for the helmet light and you don't want candles on you head 🙂

I thought the absence of helment light was the reason you add the burning shaft mod at the beginning, so people got a light source beside torches.

But since it is a mage light, would you maybe risk a peek at Sorcery about the light rune (if you got the time).

It isn't a light source more a remove darkness. The effect is total different but much more enjoyable then vanilla helmet light.
Yes, Salvaging brings some really nice finds in 'hidden' areas of these carts. ^^

I could replicate the issue with candles or some other items not allowing loot containers to be searched. Added to the fix list.

The Mage light is a modified Head Lamp and should have been given its buy price. It will need to be added manually. On the list.

The absence of the light was given the burning shaft as a trade off. Once players want to use the Blunderbuss or Flintlock for night missions, it becomes too dark. That's the reason for its return. It sounds like Light Rune buffs players vision.

 
I could replicate the issue with candles or some other items not allowing loot containers to be searched. Added to the fix list.
Add the apache container on the list too.

The Medivial tower got that above a loot container and that couldn't be looted either.

About crafting Steel.

Adv. engineer 3 unlocks this but i don't find an unlock for the nessesary crucible, shouldn't rank 3 unlock that too ?

Do i realy need to find that rare recipt book for the crucible ?

 
@Canute Crucible always has been  unlocked by level 5 of advanced engineering. Better barter on 4 gives you a very good chance to buy a crucible at the trader, level 3 with a bit of luck. 

@arramus Yeah the animals where the thing i didn´t realize, found that out by accident just before logging off yesterday.

 
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Add the apache container on the list too.

The Medivial tower got that above a loot container and that couldn't be looted either.

About crafting Steel.

Adv. engineer 3 unlocks this but i don't find an unlock for the nessesary crucible, shouldn't rank 3 unlock that too ?

Do i realy need to find that rare recipt book for the crucible ?
List of to dos, which includes duplicate Apache Trunks or placed on top of crates.

1. DnY Castle1 has a modern toilet. DONE (Pot replacement)

2. Bric a brac vending machine not working. DONE (Plus loot taken off NMM Crate as players are reporting issues with things on top of NMM crates).

3. Regular forge and crucible is not hooked up to Progession Int for unlocking. Engineering Skill 1/3/5.

4. Blood Moon Vanguard kills are being rewarded in regular gameplay. Regulars sleeper entities are in the list.

5. Windmill - remove a Taza box from inside or outside (double add)

6. Horse top-gear sound requirement.

7. Horse 'gas'.

8. Forge border for Blacksmith's.

9. Medieval Bakery (Vit E) - Book pile x2 and Taza's (double add).

10. Remove block on Hero Loot at Vit E Tower (blocks access to loot box). DONE (Taza Crate)
11. Medieval Tower spawn issue. DONE (Volume tweak)

12. Mage Light price is too low (requires manual pricing)

3. Forge is hooked up. Crucible was already hooked up for Skill 5 (default set by TPF).

 
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Something about the useable of the recipes.

Since there are similar recipes for different stations like many food recipes, or just recipes for new stations like the fish.

There should be at the recipe description at which station that recipe is active and maybe if that recipe need additional worktools.

Exampel, i couldn't craft bone meal, symbol show a campfire but either the campfire or the oakraven stone stove isn't it.

Must be one of the other stoves.

Hmm, since that is just XML work, i think to do it myself if i am lazy, no garantee.

 
There should be at the recipe description at which station that recipe is active and maybe if that recipe need additional worktools.
Yes, there should. It will be easier to give all cooking areas the same recipes unless it is very special like the fish. For another day as it will take some time.

 
Uploading a patch to Moddb as v.24.

It will take some time but is a critical update because the Medieval Tower will not function without it.

The Github version is already updated since it only uploads necessary changed files.

Changes include:

1. Medieval Tower fix.

2. Removal of non appropriate modern assets.

3. Increased price for Mage light (990 silver as base).

4. Hooked up regular forge to Engineering Skill 1.

5. Blood Moon Vanguard was giving kills during non Horde Night activities as some non Blood Moon entities slipped through. Only Blood Moon entities are listed in the 'kill list'.

6. A few other small tweaks and clean ups.

7. The horse fuel is hardcoded and is actually a 'class' rather than just a recipe type item.

As such, adding custom fuel is not feasible. For now, only the sugar cubes mod image will appear instead of the Gas Can. Purely a cosmetic change for now.

Recent World updates can stay the same as any POI changes are related to existing assets that will reset/change on next Quest activation.

 
All of the custom crossbows have an issue with enclosed areas. The hitboxes of other objects block the bolt from reaching its path and you cant recover the bolts if they are affected by this they just become a permanent addition to the area of floating bolts.
A new version has been pushed to the Github download area that includes a fix for the custom crossbow bolts from the original creator.

It is also being uploaded to the Moddb version as well but will take time as it requires the whole mod uploaded rather than just the fix section.

 
Another blocked looting issue.

There is a book on a wooden desk (lootable) with wall safe at the side, you can loot the desk but not the book.

When you destroy the desk the book is lootable.

Saw it on a T1 clothing store POI.

Edit: another house_pideon

Not a book, but another container on the wooden desk that can't be looted.

At the same POI is downstairs a wall safe behind a locked iron hatch.

When you click on the hatch the lockpick game pop up.

Can you either have the lockpick game at other locked object too, without activate it over the radial menu.

Or alternative the locked hatch need to open the radial menu to be unlocked.

So all locked object got the same mechanic.

Btw.: good work fast with the crossbow fix, working better now.

Yes i know it isn't your work, but the communication with the other author works well. 🙂

Edit2:

There are 2 red tea recipes for the stove, identical ingredents.

Goldenrod tea is fine.

 
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A new version has been pushed to the Github download area that includes a fix for the custom crossbow bolts from the original creator.

It is also being uploaded to the Moddb version as well but will take time as it requires the whole mod uploaded rather than just the fix section.
We would like to update from the 30 May version to the newest version to fix the crossbow bolt thing.  I think the download was called mods.22.zip and our map is NMM 1.4

Are we 99% safe to update the mod (not the map) to the current version??

Also I should give the note that as an archery player, I think the archery bow in current NMM is overpowered due to the projectile velocity being too good.

 
Little comment to the crossbow again.

The crosshair moved now into the grafic of the loading mechanic and block the sight.

The whole grafic should be moved a few pixel above.

Dizzler.jpg

 
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