#and also try and fix some compatibility issues with another mod
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*taps mic* khm. hello.
may I interest the illario lovers in a (wip) piercings mod for him
UPDATE: now available on nexusmods :)
#illario dellamorte#dragon age#this idea has been keeping me up at night ngl#had to see if I could make it a reality#still gotta reposition the left one a little#and do some testing to make sure it doesn't have any unintended consequences#and also try and fix some compatibility issues with another mod#etc.#but I do want to publish it :)#dani.png#dani.fbproject#mods
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finally answering asks I've been keeping for a while ~.~
📝 sims2 & chalk'd ui, phone icons & wallpapers, cas bg recolor, font replacement, and some more (reshade & rig helper asks will be answered at another time ;; )
tysm anon!! I had to wrestle a bit with the file to make the taxi image work, and at the end it came out looking super neat! Especially if you have the sims 2's music playing (found a super cool music override that does that). It's such a cool idea, and I've been researching on how to do it 😆 ngl, making cc objects is something I wanna do someday, tho from the looks of it it's gonna take me a while to understand the process lol. If/when I make any breakthrough, I'll be sure to post about it :p (It'd be neat if it costs money too to use the taxi.)
jdfklsjf tysm @hellofears & @oshinsimblr !! I've been doing some final adjustments so hopefully I can release it within this week c:
thanks anon ^7^ you can replace them as long as you have access to the files (pancake1 made a pie menu & wants sound replacement and buurz replaced the in-game music with ones from other sims games). I looked around and found these resources you might want to check out: TS4 Sound Tool, UI sound kit & UI audio instance list
hehe tysm anon! My UI mods won't remove the shop icon so you'll need to grab other mods that do that. I decided not to do it myself to avoid having a new mod conflict ^^
Hii @simplyamazingsims, I've tested both mirroredup & triple mirror and both v3 files are working w/ the latest update. The reflection setting must be set to low or higher for the reflection to show up. You can also try clearing your caches and try removing the resource.cfg file (file will regenerate, and doing this fixes the issue for some). Oh and ofc having other cas backgrounds can cause mine to not show up so make sure there's only one in your mods folder ^^
@claravizeu it's a map override that I'll probably work on whenever I'm in the mood 😆
Hi anon! For the phone icons, I used xosdr's phone icons psd to create mine. For the wallpaper, I haven't found someone who've gathered & shared the files for it, so I'll see if I can do that myself :)
Heyy anon, it's a CAS bg that I made for the previews so it's not available to download. I haven't got the chance to prepare the files yet, but I'll try to find the time to do so ^^
Hey anon, unfortunately the notification wall is associated w/ the texture file that handles most of the UI panels, so you won't be able to remove a specific file to achieve it. I've received a request just like yours so what I can do is share it a separate file later on ^^
Hii as well, it's compatible yes ^^ you can use both mods as they don't have any files in common that conflicts with each other.
heyy @icyaliyah, sorry it took a while to respond! While I don't have plans to recolor them, you can download these pink recolors by estellics & dumbabie ^^ and thank you very much!
Hii as well, it's been a while so I don't know if you're still having the issue or if it's already been fixed. Afaik my mod shouldn't cause any loading issues on its own, as well as if you have the conflicting mod & files present and if you remove the conflicting files. So far, I've not received any reports of this exact issue, so I can't be of help. Sorry if that doesn't answer your question 😅
ahhhh @veone thank you as well for using it ever since it came out!! 🙈
Heyy anon, basically you'd want to only remove the files that conflicts w/ the mods that you do use, and not the other way around. For example, if you use TOOL, you'd want to delete the files in the Additional Files > TOOL folder (either both text and texture files or just the text file alone, depending on which one you prefer). If you don't use TOOL, keep the files be. So, if you only have the UI Cheats mod and none of the listed conflicting mods, then you don't need to remove any files ^^
heyy @swithdream, well very belated happy new year to you as well despite it being april already lol there's an update to the cas organizers that I haven't done yet, and when the time comes that I update those, I'll try to include the psds for all the templates I did ^^
Hii @kneptoone, it's a font replacement using TS3's Helvetica Rounded font that I made & haven't shared yet, yeah ^^ I can try putting it up for download since there isn't one out yet.
Heyy anon, I've been focusing on other things so I haven't yet found the time to work on my older uploads >< I'm definitely interested in doing those, but not sure when that'll be.
Hello anon, tysm! I'll do it at some point but not sure when :x I haven't properly played around w/ CAS since last year :X
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Heyy! I hope you’re ankle is feeling a little better. I wanted to reach out. I am also dealing with srwe issues now, which I never did until recently. I’ve done some testing and searching based off of your responses. A few things I’ve tested — with and without mods, reshade installed/uninstalled, fresh install of ea/sims 4, without swre. I saw that there was an open report with ea (I clicked me too) but I’ve tried and tested on every mode, and windows key. With and without srwe. The white border freezing only happens with srwe. I saw another response about a windows update, so I backed up my computer. Reimaged/reset my entire computer with a clean install of windows and the issue is still persisting. I’m not sure if there’s anything else I can try?
Thank your helping our community, you’re appreciated!!
Hi! I'm so sorry you're experiencing that issue too. Someone in my discord server said they've been able to fix it with SRWE by running the game and SRWE as administrator. You may also have to run EA App as admin too. They mentioned something about running it all in compatibility mode as well, but didn't say for which Windows version - that part might not be necessary. I'd try running it all as admin first to see what happens.
It almost sounds like in the last big update something has changed with how TS4 utilises or renders the window or viewport, but I'm just wildly speculating, it might have nothing to do with that. Hopefully they're looking into it.
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Based on the responses to my post yesterday wanting to know more, here's my guide to
🧑💻Code in Hermitcraft (and other SMP) Fanfic🧑💻
Note: This is just the interpretation of one Jr Software Engineer. If other developers have a different interpretation, I'd love to hear it in the comments or reblogs!
It's super common in Hermitcraft (and I'm assuming other SMP) fanfiction for the plot to revolve around errors in the game itself and how they affect players. The problem is, as a software engineer, this almost always immediately pulls me out of the story as the ways the game errors are described frequently don't make sense.
This is not a condemnation of writers who use game bugs as parts of their stories, as nobody expects all SMP fanfic writers to have a CS degree. Some even do it well and I adore those stories when I find them! But here are some high-level suggestions to have your glitchy plot points make a little more sense. Usually, it's just a slight change in wording that's required.
Code vs Data
"His code is glitched! He's evil now!"
"They carefully pulled at the strands of her player code, trying to find the bug that was causing her pain."
"Wow, your code is so ancient! You're from Alpha, right?"
These sorts of phrases are probably the most common ones I see that yank me right out if a story. Why? Because they're confusing data and code!
So, what is the difference?
Think of code in this scenario like the laws of physics. It's the rules that guide what can and can't happen in the world. It's what says "if you walk, you move forwards", "if you eat, you'll be less hungry", "if you use a shovel on a dirt block, it will end up in your inventory".
Data is the actual "stuff" in the world that the code changes via its rules. Data is the specific blocks in that building, that item hovering above the ground, the mobs staring at you from under the trees, the player character, the player's health, the player's inventory, the player's skin, and, in the fanfic context, the player's personality and memories.
In other words, if it's an action that can happen, it's probably code. If it's a specific thing, it and everything that makes that particular thing unique is data.
Of course, there can be bugs or glitches in the code which means that data does something it shouldn't, such as "if you put some TNT, some dead coral, and a minecart in this very specific configuration, you can duplicate the TNT." In this case, the act of duplication (ie the rules that let duplication occur) is a glitch in the code (the rules allow something they shouldn't), but the duplicated TNT itself isn't code; it's data. Data that shouldn't exist but does anyway because of that glitch in the code.
So, how could you rework the sample phrases above to make more sense?
"He got too close to a glitch, and his personality data got corrupted. He's evil now!"
"They carefully prodded at her player data, trying to find the broken property that was causing her pain."
"Wow, your data structures are so ancient! You're from Alpha, right? I can't believe you've survived so many updates without compatibility issues!"
Code vs Logs
"Xisuma looked through the code to find the source of the glitch."
This one's a little less clear cut, as there are circumstances where players could look at a version of the code. Some of the Minecraft code is Open Source (ie free to look at), and the rest can be decompiled from the Minecraft .jar (ie turned from machine-readable ones-and-zeroes back into words and stuff, although much less human-readable than what the original code would have been). The super-technical players such as the SciCrafters and I think Doc too will look at the code, which is how they make their super efficient farms and find and exploit glitches to, say, put 8 spawners in one chunk.
But generally, the code is not the first place you go when encountering a glitch. I mean, if it were that obvious from the code alone, it probably would have been caught before being shipped!
When something goes wrong, the first place to look is the logs. The logs of what the players have been doing, the logs of previous commands that have been run, the update changelogs for the game, the version history of the (admin-editable) config files, any warnings or error logs from the server itself. For example, if you have a malicious user such as, say, a Helsmit in your story, the logs would show when they entered the world and where, unless they also did something hacky to cover their tracks.
Personally, I also wouldn't say you'd have to stick to exactly what a server would realistically log if it makes your story more interesting. It's easy enough to hand wave that an admin has a mod in place that surfaces more information if it'd make the story better!
In a multi-server setting, this is also the point where the admin of your world could also reach out to the admins of other worlds and discuss if they've seen the issue before and how they solved it. The in-universe equivalent of looking it up on Stack Overflow or Reddit if you will!
Once the admin has looked at the logs and maybe chatted to others, if they still can't fix the issue via commands or config file changes, then it might make sense for them to try looking into the code if they can. Note that not all server admins are necessarily confident at programming as it's not a core part of their job.
But at the very least, at this point the admin should have a better idea of what part of the code could be bugged. This will make it easier to either a) make a patch for the bug or, more likely, b) understand what circumstances trigger the glitch and avoid those circumstances.
TL;DR: The code is not the first place admins will go when glitches cause issues; the logs are!
And as before, example sentence:
"Xisuma trawled through the logs, trying to find any indication of the source of the problem."
To Conclude
Code is the rules that govern what stuff can do and how stuff interacts. The stuff itself is data. When something goes wrong, that typically results in the data being in a state it shouldn't be in, wether that be because that thing's velocity is much higher than it should be after taking advantage of the ravager flight glitch, or because a player and a mob's data structures got combined on accident to leave them a player-mob hybrid.
Of course, this broken data is likely caused by a bug/glitch in the code. It could also be caused by somebody malicious who's purposefully trying to break things by messing with the memory in another way. It could also be because a cosmic ray hit a piece of RAM and flipped a single bit (this is an actual thing that happens believe it or not).
Either way, when something goes wrong, the admin's first point of exploration is the logs, not the code. The logs will give the admin a better idea of what the cause of the issue is, and talking with other admins could give them a solution without ever touching the codebase. But worst-case scenario, it is indeed possible for an admin to go spelunking through the codebase to find the cause of an issue and create a patch for it.
This just covers the most common code-related plot points that I personally see in Hermitcraft/other SMP fanfiction. If you have any further questions about writing code-related plot points, feel free to ask! And also, just to reiterate, this is all just my interpretation. Others may interpret differently, and if you do, I'd love to hear what your alternative interpretations are!
PS: I was also planning a section on hacking here, but this post is already getting long and that's complicated, and also I'm bad at hacking. But let me know if you have any questions related to that that you'd like to see in a follow-up post!
#and yes I did write this when I was supposed to be coding for work#hermitcraft#mcyt#shamelessly maintagging in case others find it useful#res writes#res rambles
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The sims 3 cc tumblr beach house

#THE SIMS 3 CC TUMBLR BEACH HOUSE MOD#
#THE SIMS 3 CC TUMBLR BEACH HOUSE DOWNLOAD#
#THE SIMS 3 CC TUMBLR BEACH HOUSE FREE#
I only used three pieces of CC which are also included in the file (the Corner Shower by DasMatze a smaller cabinet (Maxis match) by omegastarr82 and a modified UL window made by me (turned the 1x1 window into a 2x1 one)) Claire by awesims on the marked lot in the last picture^^ Of course, you can also delete the basement and turn the 2nd bedroom into a child’s room or something^^ I put it in St. Therefore, it features 2 br, 2 ba, a basement with two workrooms, a garden and a garage. My sister asked me to build a house for her again :D It’s meant for two siblings (boy and girl) who just moved out.
#THE SIMS 3 CC TUMBLR BEACH HOUSE DOWNLOAD#
spli-level house cape-cod sims the sims 3 download one plumbbob Let me know if it works or whether there are any issues :) Enjoy! Please don’t reupload it or claim it as your own. (I’m not sure whether I used this one so if you have another one you can try that one, too :D) It features two bedrooms and one bathroom, costs 58.575 § and is built on a 20 x 25 sized lot. You’ll need all EPs and APs except for Katy Perry, Mastersuite and Diesel Stuff for it to show up properly.
#THE SIMS 3 CC TUMBLR BEACH HOUSE FREE#
I had to edit the lot a little bit but now it only requires free CC. The Split-Level House (for the lack of a better name :D)
#THE SIMS 3 CC TUMBLR BEACH HOUSE MOD#
READ THE README!!! I mean it! Also please post pictures and tag Rockwood Island! Download World Download Lighting Mod Thanks to all my testers and all the others, and a special thanks to amanda for cloning all the EP CC to make this base game compatible, you are awesome with basketball and football field where the yellow boulders may need to be deleted as sometimes they prevents sims exiting the lot!.This is a BETA so there will still be some routing issues!.The cafe has a glitch where sims like to use the water taxi to exit it, a library file of a fixed Cafe has been included, please replace the lot in game!.This world has its own lighting mod, so please remove any lighting mod you use or download the lighting mod if you want it for other worlds, its a realistic one!.BG Compatible: EP CC is included if you are missing an EP but some objects may still be replaced by statues (very few).Fully built up but no interiors to houses.Town hall, festival ground, cafe, bar, playground, community pool, park, basketball field, school, football field, grocery store, beach community lots included.around 20 tiny houses, most do have at least 2 bedrooms!.This world is an EDIT of Hylewood by the amazing credit for terrain and plant placement goes to them! Built up by a few members of Rosewood, Rockwood mimics its big sister, just in a bite sized way! When life gets too loud in Rosewood, Rockwood is place to go! Only a few miles off the coast, this tiny Park addon sprouted a cozy community of individuals who like to live life a little slower.

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so, you got the steam port of sonic adventure 2, and you noticed its a completely broken mess. yeah, i did too. i spent around an hour yesterday troubleshooting, and ive compiled some bugs and solutions in case it could help anyone. all of this is only tested for windows 10 with an xbox one controller (and a dualsense, in later revisions) and an NVIDIA graphics card
i'll start by saying the pathing to navigate to the sa2 folder because youll need to be in the folder to change a few things. the pathing for me is
This PC > C:// > Program Files (x86) > Steam > SteamApps > Common > Sonic Adventure 2
this may change if youve changed where your steam games install, but this should be the default. ill just be referring to this as "the sa2 folder" from now on
my game freezes on boot:
navigate to the sa2 folder. right click "sonic2app" (you may also want to do this for "Launcher"). click "Troubleshoot Compatibility", then "Try Recommended Settings", this should set the game to windows 7 compatibility. test it, and if it stops crashing, save the settings
my controller isnt being recognised:
this is something that ive found can only be toggled through the launcher rather than ingame, under the menu Player
i don't even see gamepad as an option under that menu:
try booting SA2 specifically through steam's client, as opposed to through the modloader or other methods
i cant get past the creating a savefile screen:
while in the sa2 folder, navigate to Resource > gd_PC folder. right click and hover New, and make a new folder inside gd_PC, and rename the folder as SAVEDATA. relaunch the game and you should be able to save now
my game is going like 120-200fps, oh god
(note: i do not know how to fix this on any graphics card that isnt NVIDIA)
(EDIT: the SA2 modloader features a FPS lock, so this could also be a valid option)
open the nvidia control panel (i can access it via right clicking on my desktop, and it comes up under the dropdown)
navigate to Program Settings, and under Add, navigate to "sonic2app" (location listed above). to tweak any settings under this, i had to set "Select the preferred graphics driver for this program:" to be "High-performance NVIDIA processor"
under "Specify the specifics for this program:", scroll to Vertical sync and toggle it to on. Max frame rate can also be toggled under the same window, i toggled mine to 60fps
my game keeps freezing
this fix is also under the nvidia control panel. change the toggle for power management mode, i have it set to prefer maximum performance but maybe try adaptive. default seems to be optimal power
wtf is with this trolley in city escape being stuck on my screen?
this is an issue with intel processors. this is another issue that can be fixed with the SA2 modloader
my controls feel extremely sensitive
try this mod
other issues ive had have been mod related. so if anyone has any questions about those or other issues, do feel free to ask and i am willing to assist
#long post#i know some people that follow my twitter that have had issues so i wanted to make a writeup about it#cuz twitter character limit#dethtxt
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Hey, you know how I tried to restart Fallout 4 properly around my birthday with a new Victor save? Yeah, uh, ran into a few issues with crashes and whatnot and had to start again! Fortunately, after much fiddling and poking and whatnot, I seem to have finally gotten myself a save that’s at least somewhat stable, so this here should be my final Victor Sole Survivor to go through the game with. Allow me to go through some of the pertinent points of my playthrough with you:
Appearance: Yeah, I had to redo him again -- at least this time I’m a bit happier with the eye spacing. He’s always going to look rather weird simply because I’m trying to translate a Tim Burton character into flesh, but I think I did a pretty good job under the circumstances!
...As for his fashion sense, he found the chestpiece and whatnot in a suitcase by Sanctuary, and the hat gives him +1 Intelligence and thus is giving me a bit more experience for his early quests. He’s not here to look good, he’s here to level up.
Stats: I ended up having to tweak his SPECIAL, mostly because I forgot just how many points you get at the beginning, and because I wanted to pivot slightly with how I designed his build. Here’s what he started out with:
Strength: 3
Perception: 3
Endurance: 7
Charisma: 2
Intelligence: 7
Agility: 4
Luck: 2
He’s still a high Endurance/Intelligence build, but I’ve decided that Agility is probably going to be his third “main” stat, because perks like “Moving Target” (harder to hit when you’re sprinting) make sense for him. (I mean, dodging like crazy was how he survived so long against Barkis!) I’ve already boosted it twice -- once with the You’re SPECIAL! book that you can find in Shaun’s room, and once through a level-up. I’ve also boosted his Perception thanks to the bobblehead in the Museum of Freedom. As for perks, he’s currently level 5, so I have the following:
Scrapper Level 1 (scavenge more uncommon components from scrapping things)
Gun Nut Level 1 (basic gun mods)
Armorer Level 1 (basic armor mods)
Given Victor’s whole “thing” in this universe is that he’s something of a tinkerer and good at modding things, this felt appropriate. :p
Mods: Because it’s not recommended to play without them! Certainly not without the fixes. . . Anyway, my complete mod list as of now is below, if you’re curious. I did try to vaguely group them into “these mods are part of the same category and/or go together,” but it’s not perfect. Still, if you see anything you find interesting, feel free to go to the link and check it out!
Fallout 4 Script Extender (https://f4se.silverlock.org/): Allows for script changes, enables certain other mods and serves as my game launcher through Vortex
Achievements Mod Enabler (https://www.nexusmods.com/fallout4/mods/15639): Enables achievements in a modded game; requires manual install (extract files into Fallout 4 folder)
Mod Configuration Menu (https://www.nexusmods.com/fallout4/mods/21497/): Adds a menu for configuring compatible mods; uses F4SE
Unofficial Fallout 4 Patch (https://www.nexusmods.com/fallout4/mods/4598): General bugfixes and small improvements
Crafting Highlight Fix (https://www.nexusmods.com/fallout4/mods/27479): Removes the crafting “highlights” overlay so you can actually see your items while crafting; uses F4SE and requires MCM (to adjust things like how power armor pieces are highlighted)
Elevator Buttons Fix (Contraptions) (https://www.nexusmods.com/fallout4/mods/20664): Fixes floating elevator buttons from Contraptions (buttons can appear miles from the actual control panel)
Rusty Face Fix (https://www.nexusmods.com/fallout4/mods/31028): Fixes the rusty face glitch that may occur with the PC and NPCs (turning faces brown)
Nuka-World Bottle Scenery Fix (https://www.nexusmods.com/fallout4/mods/17853): Fixes the giant bottles that can sometimes spawn in Nuka World instead of the regular-sized models, completely obscuring the game world
No Aggro Impact Landing (Power Armor) (https://www.nexusmods.com/fallout4/mods/9019): Stops friendly characters getting aggroed if you jump from a great height and land near them in Power Armor
Vault 81 Molerat Disease Immunity with Power Armor and Hazmat (https://www.nexusmods.com/fallout4/mods/5646): Stops you getting infected with the Molerat Disease if you're wearing full power armor (chance of infection goes up with each missing piece of armor), or if your companion gets bit; lesser chance of infection if you're wearing a hazmat suit
CryoFreez Fix (https://www.nexusmods.com/fallout4/mods/10000): Fixes the bug where, if an enemy dies as a result of the Cryolater or other cryo-based weapons, they will respawn in a weird “dead” state with no AI
Cattle Feeders Immersively Filled (https://www.nexusmods.com/fallout4/mods/11998): Two files; first adds a filled water trough for brahmin to use, second fills the vanilla feed trough with plants
Worthwhile Caps Stashes (https://www.nexusmods.com/fallout4/mods/23464): Increases the amount of caps in stash and have them contain other junk items; also makes the stash tin itself a junk item
Piper Interview Restored (https://www.nexusmods.com/fallout4/mods/21829): Restores some cut questions post Piper’s interview about your pre-war life
Dumpster Diving (https://www.nexusmods.com/fallout4/mods/33474): Adds new containers to open dumpsters with new and amusing junk to collect
More Grind-Free Game Settings (from Thuggyfied – A Fallout 4 Mod List) (https://www.nexusmods.com/fallout4/mods/41435): Removes the need to get “Local Leader” Rank 2 to make crafting benches; quest markers display from five times further away; followers no longer auto-attack non-hostile Radstags; settlers run to the summoning bell; Jet doesn’t show up in pre-War coolers and containers (just Vault 95); pipe weapons no longer show up in Pre-War safes or trunks; ability to craft a ���Jetpack Ring” at the chem station (I mainly got this for the first two items)
Useful Pulse and Cryo Explosives 1.1b (https://www.nexusmods.com/fallout4/mods/24848): Tweaks the cryo grenade’s damage output and fixes the “dead enemy AI respawn bug” for cryo grenades; tweaks how the pulse grenade works, making it affect robots and turrets more strongly and removing damage to organic enemies (though the explosion can still stagger them); also changes the crafting recipes
Wasteland Survival Guide 5 - More Map Markers (https://www.nexusmods.com/fallout4/mods/26367): Changes Wasteland Survival Guide #5 (available in Gorski Cabin) to mark not only Diamond City, but also Goodneighbor, the Glowing Sea, Boston Airport, and Quincy
Strong Back Improved – Weightless Equipped Apparel (https://www.nexusmods.com/fallout4/mods/17361): Improves the “Strong Back” perk to first halve the weight of worn apparel, then make it entirely weightless, and give more carry capacity out of Power Armor
Diamond City Plus (https://www.nexusmods.com/fallout4/mods/19293): Updates Diamond City with new shacks and interiors to the lower stands (including an arcade and a laundry!), along with new NPCs to populate them; also adds a proper farm with brahmin and chickens by the mutfuit plants
Commonwealth Wilderness Overhaul (https://www.nexusmods.com/fallout4/mods/41008): Adds lots of little scenes, objects, and creatures (including rad rabbits, rad chickens, and wolves) to the Commonwealth Wilderness to fill it out and make it more interesting
Nuka World Open Season Extend II -- Assignable Factions - Recruitable NPCs (https://www.nexusmods.com/fallout4/mods/47209): Allows you, post- the “Open Season” quest, to attract settlers to Nuka-World who can then be sent to regular settlements, and populate the parks and main market area with more traders, or various faction NPCs! (So if you really want the Minutemen to hold Nuka World after you gun everybody down, you can use this – though if you want them to come and HELP you gun everybody down, you need a different mod)
Flashy(JoeR) - Advanced Needs 2 - Customizable Survival Mode (https://www.nexusmods.com/fallout4/mods/40440): A customizable “survival mode” that allows you to play with a character who needs to eat, drink, and sleep periodically without necessarily dealing with some of Survival Mode’s other stuff (namely, the lack of fast travel in my case). Comes with expansions for being a playable ghoul, food spoilage, and other activities if you’re into that, and a patch for “Campsite – Simple Wasteland Camping” so you can use the two together.
Sunshine Tidings – No Ghoul and No Corpse (https://www.nexusmods.com/fallout4/mods/47044): Will eventually remove ghoul and human corpses from Sunshine; assigns Professor Goodfeels protected status if he hasn't already been disabled
Croup Manor Waterfront Extended (https://www.nexusmods.com/fallout4/mods/47144): Adds another chunk to Croup Manor's building area so you can actually access the water on the nearby beach for purifiers and whatnot
CWSS Redux V4 – Craftable Working Showers Sinks Baths Toilets Urinals Kitchens Etc (https://www.nexusmods.com/fallout4/mods/14326): Adds craftable, usable bathroom equipment and some kitchen equipment in a separate workshop menu so the Sole Survivor, companions, and settlers can go to the toilet, shower, and have pretty kitchens
Vault-Tec Workshop Overhaul Redux (https://www.nexusmods.com/fallout4/mods/43643): Fixes some errors with the Vault-Tec DLC items for Vault 88 and adds newer, better versions for some other items (e.g., better lights, in three variations depending on computer specs)
Wearable Backpacks and Pouches (https://www.nexusmods.com/fallout4/mods/3258): Adds a backpack workbench and a variety of upgradable backpacks to the game (three files – standard, ballistic weave addon, power armor capacity addon)
Campsite – Simple Wasteland Camping (and HD Sleeping Bags) (https://www.nexusmods.com/fallout4/mods/11734): Adds a book to Sanctuary (the root cellar) that allows you to make camping gear at the chem station and set up camp in the Commonwealth whenever you want
The Mobile Mechanic – Portable Workbenches and Junk Scrapping (https://www.nexusmods.com/fallout4/mods/18262/): Allows you to make a portable, customizable workbench for scrapping junk and in-game crafting anywhere
Atelier – Paint and sculpt (Unsupported) (https://www.nexusmods.com/fallout4/mods/36485): Allows you to make and mix paint, paint pictures (for the "Well Rested" XP bonus), and work on a sculpture; also has settler-ready versions to increase happiness in settlements. Unsupported and glitchy ("Well Rested" perk sound will play incessantly if you try to paint, with the animation popping up when you disengage from the easel – keeping this mainly for the look of the thing for Victor’s house)
Fallout Instrument Pack (https://www.nexusmods.com/fallout4/mods/46604): Adds four playable instruments to the game, along with a small (and unfortunately bit glitchy) quest to unlock the ability to craft them; also has two new instrument-themed weapons
New Recipes (https://www.nexusmods.com/fallout4/mods/12276): 60-ish new recipes added into the standard categories, with unique effects and healing (like new teas under Beverages)
Fine Dining (https://www.nexusmods.com/fallout4/mods/33128): Adds a “Fine Dining” section to the cooking menu with six new recipes, with strong effects that require a (reusable) steel plate as well as the food; also adds milk and cheese as items to be found in the world
Culinary Masterpieces – Useful Food (https://www.nexusmods.com/fallout4/mods/16055): Adds a “Culinary Masterpieces” section to the cooking menu with new recipes, and the ability to plant tarberries, hubflower, bloodleaf, and rice (after buying it from the Abernathys)
Apple Trees 3.2 (https://www.nexusmods.com/fallout4/mods/40388): Adds an apple and pear orchard to the game near Vault 111, and a “Fruit Recipes” section to the cooking menu for apple and pear-based food; also you can grow apples and pears for food in settlements
Tales From The Commonwealth (https://www.nexusmods.com/fallout4/mods/8704): Extended quests and companions mod – features new characters, new locations, and new quests across the Commonwealth, along with three new companions (contains additional file for DLC commentary from the new companions)
Tales From The Commonwealth Visual Fixes (https://www.nexusmods.com/fallout4/mods/43974): Patch to fix some of the broken precombines and visual bugs from TFTC
Tales From The Commonwealth – FaceGen Data (For PhysOp or Vanilla) (https://www.nexusmods.com/fallout4/mods/45148): Patch to help provide face generation data for TFTC; vanilla file used
We Are The Minutemen (https://www.nexusmods.com/fallout4/mods/6443): Overhauls the Minutemen, giving Preston a new outfit, making patrols more common and more powerful as you level up, giving you a command table to make Minutemen, and cools down the frequency of radiant quests
Better Companions – No Conflicts (Accuracy Version) (https://www.nexusmods.com/fallout4/mods/24233): Improves companions – in particular, making them more accurate and better at sneaking
Settler and Companion Dialogue Overhaul (https://www.nexusmods.com/fallout4/mods/41785): Increases the variety of companion lines while adventuring; gives certain companions their own radiant quests; gives settlers more variety in what they say to you while visiting settlements (acknowledging you as Minutemen General, complaining less)
Realistic Conversations Fallout 4 (https://www.nexusmods.com/fallout4/mods/32514): Makes conversations between NPCs more realistic, adds variety
Settlers Of The Commonwealth (https://www.nexusmods.com/fallout4/mods/8704): Adds unique new settlers to the Commonwealth that you can recruit
Level 4 Merchants Improved (https://www.nexusmods.com/fallout4/mods/40747): Puts all the level 4 merchants you can find and recruit in the Dugout Inn for easier location; also assigns protected status to certain ones that might otherwise easily die (like the Vault-Tec Rep)
Squirrels of the Commonwealth (https://www.nexusmods.com/fallout4/mods/20027): Adds a variety of (surprisingly tough) squirrels; using the “docile” version that adds Garbage Squirrels but makes most squirrels run away if you shoot them
True Storms – Wasteland Edition (Thunder-Rain-Weather Redone) (https://www.nexusmods.com/fallout4/mods/4472): Improved weather, with more intense thunderstorms and whatnot; also has files for earlier sunsets, compatibility with Far Harbor and Nuka World, and (if you want, I didn’t) more dangerous Far Harbor fogs and Glowing Sea
Atomic Radio (https://www.nexusmods.com/fallout4/mods/8704): New radio station with original radio shows and commercials
Where I Am In The Game: Given Victor’s only level five, you’ve probably guessed I’ve only just started -- and you’d be right! Victor’s about five days into his adventures in the Commonwealth, and has spent that time mainly cleaning up Sanctuary and the Red Rocket, meeting Dogmeat and Preston, killing raiders, and molotoving and machine-gunning a Deathclaw to death. I’ve completed Out of Time and When Freedom Calls for quests, and I’m currently working on Sanctuary before moving onto The First Step. Next playsession, Victor and Codsworth are going to go visit the apple orchard on the other side of Vault 111 and get some apples for everyone! And probably fight a bear! :D What, the gang needs food, and I want to give them more variety than gourds and melons.
What Comes Next: While I hope to actually start the main plot a lot sooner than I did in my original attempt at playing, we’re definitely doing some Minutemen stuff first, plus exploring the general area around Sanctuary so I can pick up that “double meat” magazine. Think of it as Victor getting his hand in as he tries to figure out how to survive in this brave new world.
#fallout 4#sole survivor Victor#fallout of darkness#since what I do in this game is going to inform any writing I do for that#at the very least once I get Piper#I need to find a good place for Alice to 'spawn'#but yeah ran into issues restarted once again#then had to figure out my way around a crash at Concord#fortunately things seem to be working now#I will beat this game into submission with a baseball bat if I have to#because when I DO get to play it I enjoy it#it's just the glitchiness that gets to me sometimes#I don't get how people have hundreds of mods in this game#I'm genuinely worried about adding more to mine#though Advanced Needs 2 was a temptation I couldn't resist in the end#look I have all these cooking mods and camping stuff#I HAD to get a mod that gave me a reason to use them!#queued
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Futura Living - Retro-Futuristic Living and Dining Set
Mid-century was an interesting time design-wise as many things were going on. Coming out of art-deco and Bauhaus, we have multiple technology advances that helped shape design of the era outside of the popularity of what is commonly referred to Mid-Century Modern that we enjoy today. With the harnessing of atomic energy and space travel, these influenced aspects of design and gave some out of this world designs. This set is inspired by that period of design, when space age, atomic age, and Mid Century mingled to create an interesting eclectic style that was full of personality.
What you need to know:
The divider, fireplace, and pendant textures are linked to the shortest height package file. You must have that size in-game for the others to work
The credenza and Console have TV slots
The storage box was designed to add some interest to the console and credenza and fits perfectly into the shelves. You can put decor there if you want though
Be sure to resize the pillow down one to get additional size, just use MoveObjects and the up/down keys to get to right height
The single seat Onslo sofa is 2 tile because of the design
the table centrepiece is designed for round tables, although it can be used on regular tables, it will be oversized
Updates:
8/7/2019: updated candle tuning
23/11/2019 - Due to the Pre-Uni patch putting restrictions on number of bones, I have reduced the number of slots on the bookcase. It should now work without crashing the game. You will most likely have to re-place any clutter that was on any versions placed in-game
8/08/2020: updating round dining table rig to fix bug
The Build/Buy items feature:
basegame compatibility
non-default
40 meshes in total with between 8 and 40 colour/style options:
find items easily using phrase "Futura" in search bar (try this tutorial to easily find my sets)
style (found under "Modern" tag) and colour filter compatible
custom thumbnails
Pricing and polycount as follows:
Onslo Triple ($800, 1920 polys)
Onslo Double ($650, 1718 polys)
Onslo Single ($500, 1480 polys)
Onslo Wingback ($500, 2240 polys)*
Nina Dining Chair ($175, 1252 polys)
Herman Dining Chair ($125, 926 polys)
Plectra Dining Table ($475, 1310 polys)
Plectra Coffee Table ($210, 504 polys)
Plectra Nesting Tables ($100/120/140, 356 polys)
Kann Credenza ($420, 462 polys)
Treku Console ($375, 618 polys)
Volak Divider Small, Medium, & Large ($225/250/275, 938/1234/1530 polys)
Slant Bookcase ($365, 526 polys)
Snake Plant ($50, 290 polys)
Variegated Monsteria ($135, 1139 polys)*
Rubber Plant ($215, 1484 polys)
Balloon & Teardrop Amoeba Mirrors ($285, 464 polys)
Abstract Composition and Impressionism ($550, 98 polys)
Glazed Vase 01, 02, & 03 ($116/117/118, 410/362/338 polys)
Gazelle ($232, 548 polys)
Throw Pillow ($33, 240 polys)
Storage Box ($65, 98 polys)
Suspended Fireplace Short, Medium, & Tall ($725/750/775, 1788/1820/1820 polys)
Table Centrepiece ($295, 1530 polys)*
Capsule Lamp ($180, 852 polys)
Novo Floorlamp ($260, 1084 polys)
Gersh Pendent in Short, Medium, & Tall ($231/232/233, 626 polys)
Turbine Stereo ($285, 528 polys)
*This content is considered high poly so use in moderation, or if you don't think your computer can handle it, best to take these items out.
CC credits:
All custom content is mine, so feel free to browse through my downloads to find it.
Now, there are 2 download links. One for a merged package, and another with all packages separate within a folder in a RAR archive. To install, extract the archive using WINZip/WinRAR/7Zip/Unarchiver and place the folder or package files in your mods folder, then look for them in your game. If you are having issues check out my Installing Content help page.
Download:
Merged (Mirror) | Separated (Mirror)
I have also uploaded the files individually below
Download Individual Items:
Google Drive
My content will always be free, but if you are so inclined and able, you can show your support and buy me a coffee
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Hi! I am rather new to modding Oblivion and I was wondering if there is any mods you would recommend for it? Or maybe just your mod list, if you are comfortable with sharing that? Your Oblivion characters always look so beautiful, especially Iriana. Anyway, I hope you having a wonderful day! :)
It’s ironic you ask Nonnie, considering I’m wrestling with Oblivion myself and failing atm XD
Still, I’m happy to drop some recommendations for mods I use and can usually get to cooperate with me ^-^
First off, you’ll want the Official Oblivion Patch, the Unofficial Oblivion Patch, the Unofficial Shivering Isles Patch, and the Unofficial Oblivion DLC Patches (if you have the GOTY edition). They fix a bunch of issues in the game, and some mods require them to be installed, so they’re a solid place to start.
The rest are under the cut because boy this got long o.o
Character Creation:
I cannot recommend Nuska’s Oblivion Character Overhaul enough. It’s an absolute must have for me as it deals with Oblivion’s potato faces beautifully. And, thanks to the hard work of other modders, it is possible to customise OCO further. I’ll list those in just a second. You’ll also need the Oblivion Script Extender and Blockhead to get it to work.
I also use the HGEC Female Body for my OCs - if you use that mod or any other body mods, there are some additional files provided by Nuska that make OCO compatible with them. They’re located in the optional files for OCO, and the description for those will tell you what order you need to install them in.
Now, my other OCO Mods that I recommend:
Orsimer Overhaul for OCOv2 - merges OCO and Orsimer Overhaul for a look I personally love for orc characters. It can be a little hit and miss with getting it to work on my end, so you’ll need to decide if you want to have a go at wrestling with it, but I personally think it’s worth a try
OCOv2 Martin and Adoring Fan Fix - I’m not a huge fan of OCO’s take on Martin, so I prefer this one even though it makes him look a bit too young imo
Unique Face Features for OCOv2 - Adds some warpaints, scars, freckles, and other kinds of face markings to the cc. iirc they’re tweaked with the age slider
Warpaint for OCOv2 - adds some more Skyrim warpaints
Seamless for OCOv2 - removes the very visible neckseam on characters. Whether or not I can get this one to work is usually hit and miss for me ^^”
New Brows for OCOv2 - exactly what it says on the tin ;)
New Eyes for OCOv2 - new eye texture replacements, along with some optional files to customise them a little
Better Necks for OCOv2 - adds some detailing to the neck and throat of the character model. Not a requirement ofc, I’m just a sucker for detail
OCOv2 Male Beard - adds some actual beards to the cc
Hairstyle mods can vary in quality, and some only come available as wigs. I only use a couple myself.
Sidenote, wigs tend to make your characters look like they have no ears so you’ll need a mod that adds equip-able ears - I’ll have one recommended further down.
ANiceOakTree’s Hairstyles for Oblivion is a mod that adds hairs as wigs. There’s a few styles in different colours, and it’s the one I use for Iriana. You create your character with whatever hair, it doesn’t matter, and then travel to either Vilverin, which is the Ayleid Ruin literally opposite the Sewer Exit after you finish the tutorial, or in the Cheydinhal Chapel near the doors.I usually tend to go to Vilverin, as it’s closer for me and the chest is literally down the stairs from the entrance, plus it counts as stealing from the chapel so I’d recommend the ruin if you’d rather not get in trouble for wanting nice hair.
Zinni_s Braided Redguard Expanded is good if you plan to play as a Redguard and would like a braided style. It’s added to the cc, so you don’t need to go looking for it ^^
Chakaru Wigs 2.0 is a bit trickier. You need to access the Testing Hall in order to find them, and I can’t remember exactly which room they’re in. They’re located in a chest directly opposite the door, however, so it narrows the search a little. If I get to the point where Oblivion is cooperating with me, I’ll add the location here.In order to access the Testing Hall, open the console and type ‘coc testing hall’ (if that doesn’t work try removing the space between testing and hall, I forget which is the correct way), and then in the centre of the main room, find the door labelled Hawkhaven, go through it, and fast travel to return to Cyrodiil.
I’ve not used the Cazy Hair Pack in some time now, but it’s still worth a mention. It adds some new hairs to the cc, so no looking around ruins and testing halls to find them ^^
Armour and Clothing
Ordinarily I would never download Apachii Goddess Store, but it is where I get Iriana’s ears. On the ground floor, there’s a container full of equip-able ears you can take free of charge, and iirc they match to your character’s skintone.
Belphe’s Travelling Gear (the female version) is another mod I wouldn’t usually use, but it looks surprisingly good on Iriana sooooo. There’s a few mods on this page you can try out if you’re interested, but I have no idea how to install the ones without esp files, so I can’t help you if you want any of those.
This is my favourite remodel of the Archmage Robes (I could do without the titty physics, but it’s very unnoticeable most of the time so it’s survivable). Because of the unfortunate physics aspect, it does require Coronerras Maxiumum Compatibility Skeleton, but otherwise it’s a brilliant remodel. However, the Archmage Robes present a problem with equip-able ears - as they take up an amulet slot and these robes don’t let amulets show, you will have missing ears with these robes. There’s another mod I use to fix this, which I’ll get to late.
Alternatively, there is a male replacer for the Archmage Robes that I like but (obviously) have never used if you’re making male characters
The Triss Armour Retexture is another great mod, and I personally like to use the Dark Brotherhood variant for my DBH characters as opposed to actual Shrouded Armour. They can be a pain to obtain as you need to fight your way through some bandits in Fort Cedrian, then locate the bag in the Mausoleum, but they are worth the trouble.
Assorted Protective Female Armours is another must imo as it fixes the ridiculous boobplates and some textures for some of the game’s heavy armours.
If you used the HGEC Body for female characters, then you’ll want to grab the Vanilla Amulets Fix for HGEC as it’ll fix how amulets fit on that body.
Spike4072s Female Sheogorath Regalia is a great mod if you’d rather keep the iconic Sheogorath look on a female character rather than have it swapped out for a dress.
Shrouded Armour Cowl is another great mod for DBH characters; I use it with the Dark Brotherhood Triss Armour, seeing as the hood doesn’t really mix with it.
Sinblood_SonjaArmourTweaked is another good female armour mod; it looks good, and is reasonably functionable.
Other Mods
Oblivion Reloaded is a fantastic mod; primarily it’s a graphics extender mod, and it really does make the world of Oblivion look amazing.
Alternative Start is a great mod, and it functions very much like its Skyrim counterpart. If you want to do the Main Quest but start elsewhere, after a certain number of days pass you’ll receive a message to meet someone in a set period of time at the Temple of the One. That will put you in the tutorial and set up the Main Quest. Word of warning, miss that meeting and I don’t think it’s possible to do the Main Quest at all so just be careful.
Oblivion XP is an absolute must if you struggle with Oblivion’s levelling system like I do. XP is awarded for defeating foes, discovering locations, completing quests, stealing things, etc. It’s installed with Oblivion Mod Manager, so make sure you grab that.
Kvatch Rebuilt is a pretty damn good mod which offers a questline to rebuild the city of Kvatch and give it a ruler. That ruler can even be the player, depending on some choices you make. The voice acting isn’t stellar, but it’s worth it to see Kvatch restored.It requires the Engine Bugs Fixes so make sure to grab that.Also, make sure you pick up Compatibility Patches for OCO to avoid too many weird faces around Kvatch and other places.
Reneers Guard Overhaul is also a pretty useful mod if the ever-charming behaviour of the Oblivion Guards gets a bit wearing. They’ll no longer chase you to the ends of Tamriel, and a crime committed in Cheydinhal won’t get you attacked in Leyawiin (kinda like how Skyrim manages crime).
No Anachronistic Main Quest Comments is good for immersion; you won’t have people saying how a city might not go the way of Kvatch after the Oblivion Crisis is over.
Now, the amulet issue with the Archmage Robes. I fixed that with the Summonable Private Quarters, which provides a station where you can mess with slots for armour/clothing sets. There’s lots of use for this mod besides just making your amulets and ears visible, but this is what I primarily use it for.To make it work you need the Core files of Cobl, so manually download that and move the core folder into Oblivion’s Data folder.
I also use a couple of animation mods, namely Staff Animation which changes the PC’s idles and the way they move when holding a staff so it looks less awkward.
There’s also the Heroic Female Idle Replacer which is less stiff than the vanilla female idle. Otherwise I recommend searching through the Oblivion Nexus’ animation tag and finding any mods that suit you and your characters best.
Project Oblivion Gate Destruction Spell is useful if you get tired of diving into gates over and over again when you just want to get on with the game. Just cast the spell and poof, no more gate and you still get the Sigil Stone. It’s good for when you’ve already played the game over a few times.
The Elder Scrolls Online Imports is a must have if you love ESO like I do. It adds some bits of lore, creatures, and locations from ESO.
Better Cities makes the cities of Cyrodiil more varied and interesting, though it might be a bit troublesome at times. I’ve had the occasional problem with this mod, purely based on load order so just keep that in mind. Otherwise it’s a gorgeous mod with a lot of effort and creativity put into it.
Vanilla Staff Replacer isn’t necessary if you’re not playing a mage, but I really enjoy it personally ^^
I’m going to add Black Horse Colour Overhaul because it honestly bugs me that the black horses in Oblivion aren’t black
Companion Vilja is a mod I haven’t actually used yet, but I’ve got installed for this playthrough because I’ve been meaning to play it forever. Apparently Terry Pratchett himself contributed to this mod, so that should speak for its quality.
I hope this was helpful to you Nonnie, and good luck with modding Oblivion ^^
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Sims 4, Free! (thru May 28, 2019)
With Sims 4 being FREE through Tuesday, May 28, we've been seeing an upswing in new players on Deaderpool's Discord. If you're having trouble redeeming the offer, please visit this thread for help.
When you visit our Discord, Please READ the #rules_and_guidelines channel, where (if you're New) you will learn how to Verify your way onto the full server. You'll see a few read-only channels beforehand, but once you verify, several more chat channels will become available.
If you're brand new to Sims 4, welcome! Having been playing this game since launch (Sept 2014), and having done live chat support for various Sims 4 related errors (mods, cc, game...) for over two years on discord, I thought I'd share some things we've learned along the way.
First lesson, for adding mods and cc... It's all code, and anything can break.
Checking your Game Version is IMPORTANT when installing mods or custom content. Less so for "cc" than for "mods" overall, but that depends on what changes EA makes with a patch, also. For any Script Mod, and most "game changer" package mods, you MUST make sure it is compatible with the Sims 4 version you have.
CC: Custom Content, CAS ("wardrobe") and BuildBuy ("furniture")
Game Changer Mods: Traits, any custom content package file that "does things" in the game. (Several small tuning mods by LittleMsSam, for example.)
Reading a creator's installation and usage instructions is the single best habit you can get into, if you would rather spend time playing than fixing issues. We see errors in support daily from players who obviously did not pay enough attention to what they were installing.
In November 2018, EA updated Python for Sims 4, and ALL Script Mods from before that time are Now Broken. Don't even try them, they are not going to work.
Traits, Careers, and UI Mods all break pretty often. Their creators know this, and active modders are generally quick to update. Just be aware, you may need to remove them until updates are posted, following an EA patch.
Some mods and cc are pack-dependent. If you do not own a pack a mod requires, do not add that file to your game. Check for "flavors", some mods do offer various options for different packs/combinations.
I'm discovering there are so many different things I'd like to tell you, that today is getting away from me. I'd rather wrap this up and send it, due to the time-sensitive link. I'll do another "basics" post when I find the time.
I recommend you take a look at Deaderpool's Troubleshooting page, there is both MCCC-specific AND general-Sims 4 related help available there.
If you have questions, come to Deaderpool's Discord, and we'll see if we can help.
Finding egwarhammer
https://twitter.com/eg4mccc
https://eg4mccc.tumblr.com/
https://www.patreon.com/egwarhammer
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hey! I really love your sliders but recently whenever I use a preset with hip dips, if I try to change it to another the dips won't go away? also the actual weight of the sim seems to be influenced by the preset I liked before. do you know what this is about? could it be your sliders? thanks for your time!
thank you! and all sliders reset themselves when you choose a new preset, even custom ones so the sliders are not the issue. i get a few pms about this so might as well just answer it in a way everyone can see and add it to my faq lol. this might be a bit long-winded
the issue that i am pretty sure you are experiencing is pretty common if you have custom body presets from different creators (face presets do not cause this issue for some reason, yay). i’ll describe it the way it appears in my game that matches your description.
when i select another body preset after clicking the first one, sometimes the first preset i chose will mesh with the second one, creating some kind of frankenpreset. this can be a bit annoying if you don’t catch it early because the only way to change the sim back is if you undo until before you selected the preset.
sound familiar? well, what causes this can’t really be fixed unless you know which preset is sticking and if you do, how to use morph maker to fix it yourself. i’ll help you narrow it down; it is not any of my presets. i caught this bug after i released my first pack of presets i believe, after CmarNYC, the creator of the program that allows us to make presets, added a note in the program that warns not to use Sculpts for body presets.
for some reason, when using sculpts to create body presets, it causes this issue. any preset created using sculpts will cause this issue. the only way to fix it is if you use a sim modifier instead.
want to fix it yourself? open morph maker (can be found on MTS), open the preset causing this issue, go to the add/edit sculpt tab, export the DMAP shape and normals, go to add/edit sim modifier, import the same DMAP shape and normals and check all the same tags that are checked in the sculpt, go back to the add/edit presets tab and delete the sculpt and add the sim modifier. save as new package, add to mods folder and then test in game. this should work.
if you cannot fix it yourself (i do not think the program is compatible with MacOS) then there really is not much you can do other than making it a habit to undo after selecting a new body preset and before clicking another one or take it out of your game if it is causing too much of a headache.
as for the weight, some presets can be enabled to be physique presets which can alter the weight and muscle slider for when you intend on a preset to look a certain way. my more to love presets are this way because they are intended to be used around that certain weight. regular presets usually keep the weight and muscle you chose for your sim before selecting it, if i am not mistaken.
i hope this answers your question!!!
#and sorry if it reads a bit passive aggressive#not my intention at all#i just wanted to be succinct#asks#anonymous
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Whelp, started playing pokemon sword. Have complained quite a bit here about dexit & related issues, and honestly I would have skipped at least the initial versions of these games entirely, or at least held off on purchasing them until we could see just how egregious pokemon home will be. But my brother got shield, and my problems with sword and shield are not so severe that I’m going to refuse to play a game with family.
Thoughts so far? Setting dexit entirely aside it’s... another pokemon game, for better and worse. Largely for the better. The new monsters, at least those I’ve encountered so far, are fun and good. Music is nice. Tone is bright and cheerful. I love my team, and my protagonist. It’s been nice.
As expected going to a more powerful console, it looks better, but it’s not a huge jump from the 3ds games, not least because lot of the visuals of this game are ported over directly from those games, and the stuff that is new has been made so as to not clash aesthetically with the older stuff. If you’ve seen mods of usum that display the games at higher res and without the black outlines, it’s very much like that. Closer to that even than to the let’s go games in ways that I find difficult to articulate. In and of itself that’s not a complaint, really, the game looks plenty good enough for a pokemon tame. It’s just not a major leap forward in presentation like the leap from gen 5 to gen 6 was.
Gameplay is mostly what you might expect. Tall grass battles are an interesting mix of pokemon you can see on the field and engage or avoid as you wish and random battles that appear in the grass. The random fights appear as a rustling in the grass that again can be pursued or avoided, you just can’t tell what they’ll be before you bump into them. Finding rarer pokemon in a route is often a matter of sneaking or dashing between the new pokemon to get to the random fight, then crossing your fingers and hoping for the pokemon you want. I’m not sure if there’s deeper levels to it, like chaining or whatever. At the surface level it’s engaging enough.
The new pokemon are great so far. There’s a bunch early on that you won’t have seen if you avoided leaks, and that was really excited. I went into gen 7 knowing every new pokemon and with a particular desired team all worked out in advance. This time around I’ve avoided spoilers, and gamefreaks official previews have kept a lot more hidden, so it’s been really fun to meet a lot of cool new faces early on.
The game does let you skip some early tutorials, but still frustrates to no end by stopping you every three seconds for another unnecessary explanation or detour, so it’s still pokemon in that unfortunate regard. Routes are, if anything, more linear than ever before, at least early on, with the exception of an early expedition through the wild area which... I’ll talk about later.
Experience share is always on and cannot be turned off. It scales shared xp based on the level of the pokemon, with lower level pokemon getting a higher portion, but not by enough so it’s still a pain to keep everything in the same level range, and you’ll still probably be wildly over leveled from very early on with nary a challenge to be seen even if you try to avoid grinding.
You can access the box from anywhere, which can be used to help overcome both the maintaining-a-level-range and over leveling problems of the experience share, but it’s a hassle to do, and wouldn’t be necessary if you could just toggle off shared exp in the options menu. And on another level it makes the game even easier, since attrition is much less of a problem when you can swap in fresh pokemon whenever you feel like.
The online functionality is... kind of bad. Maybe it’s just my internet, but being online in the wild area causes all sorts of slowdown. Worse, there’s no equivalent to the pss functionality from gen 6. No way to just see which of your switch friends are online and directly offer to trade or battle with them. No instead you have to contact them *outside of the game* to share a 4 digit password, and then hope that nobody else happens to be using the same password as you when you try to connect with each other. Raid battles are neat, but infuriatingly use the same password hassle. You can’t just have easy friend-only raids from within the game itself.
It’s marginally better then gen 7′s festival plaza, but it remains miles and miles behind gen 6′s pss system that was simple and intuitive, and just centuries ahead of anything that came before or after.
Apart from raid battles, the wild area is... interesting? Not all that different from having just a really big route with subareas of various level ranges. Not bad, but not as big a departure as I had made it out to be in my head. An idea with some potential that future games might expand into something great but that, knowing this series, will just be dropped after a single generation instead. I’m still pretty early in the game, so my opinion on it might change after returning to it later.
The biggest frustration of the wild area, and something that brings it down tremendously, is that while you can encounter, and with some effort defeat, pokemon there, you cannot catch them at all if they’re above an arbitrary level range set by your number of gym badges. This runs so completely counter to everything almost good about the wild area that I basically swore the whole thing off until I get to the end of the game, and frankly they might as well have just made it a post game area at that rate.
It’s extra frustrating because the problem of a player getting access to a pokemon too strong for the game too early on is one that the pokemon games already solved infinitely more elegantly all the way back in gen 1! Just make pokemon that you acquire at too high a level uncontrollable, exactly like traded pokemon, so you can catch that over leveled onyx or whatever, but can’t use it until you’ve progressed far enough in the game for it not to be over leveled anymore. How hard is that? And who cares if a player gets an over powered pokemon early and steam rolls the game? If that’s how the player wants to play, why is it a problem? It’s not like the main game is challenging to begin with, thanks to always on exp share its almost impossible not to have over leveled pokemon anyway, what does it matter if it’s because you caught them that way or because they just outleveled the game curve? A better exp scaling system would fix all those problems anyway.
Pokemon games not only failing to progress and solve problems that return game after game, but also repeatedly forgetting solutions that the series has already implemented is the longest running and most frustrating and most justified complaint to level at the entire series. Of course, in the past pokemon as a series always had one core feature that none of the other - often more innovative - monster hunting games that sprang up in its shadow could replicate. Backwards compatibility, the ability to maintain your collection in full going forward from generation to generation in a chain unbroken since gen 3 on game boy advance. And that’s where dexit puts a sour note on the whole business.
The last several pokemon generations have failed to significantly improve on the core gameplay of a nearly two decade old franchise, but for many that has been largely forgiven because each new generation could easily be viewed not as stand alone games but rather as major expansions to the same existing game. Dexit breaks from that, and forces the new games to be viewed as stand alone games and... well they aren’t pad at all. They’re still cute. I’m having fun so far. Sword and Shield is no Anthem, no Fallout 76, no singular disaster to turn an otherwise largely positive track record on its head, and the extreme negativity directed against the game has been way overstated, even probably by myself. In particular any vitriol directed at the devs is almost certainly unwarranted, the problems that have been growing in the pokemon series generation after generation almost certainly come down to corporate decisionmaking way above the heads of anyone who actually *worked* on the game.
Still, now that gamefreak’s pattern of cutting progressively more and more corners has reached the point of cutting actual pokemon, it’s shouldn’t be surprising that a lot of people who had been giving all those issues a pass suddenly aren’t anymore.
And while pokemon sword and shield isn’t a bad game, it’s hard to compare it to something like oras or usum and say it’s worth 50% more up front cost AND an added monthly subscription to access features like GTS that used to be just part of the game to begin with.
The dex cuts would have been more forgivable if the games had been a major leap forward, whether in graphics or gameplay. Monster Hunter World, for instance, had /dramatically/ less content in terms of sheer quantity than the games that came right before it, but it also completely overhauled the visuals, heavily revised and updated the core gameplay, and completely changed how the area maps worked.
Alternatively, I think all the people currently complaining about models and trees and balance would have been fine with ‘just another pokemon game’ if it had maintained the backwards compatibility, just as they’ve been alright with ‘just another pokemon game’ for game after game after game until now. Imagine if gamefreak had announced sword and shield as the last main line games to maintain all previous pokemon instead of the first games not to. Then at least everybody’s personal faves would have had the chance to see play on a home system, and sword and shield could advertise themselves as the biggest pokemon games ever and actually mean it, and players would have time to adjust to what was coming.
I’m reminded of a scene from the Gravity Falls Halloween episode in season one. Mabel & Dipper had always trick or treated together, but this year dipper decided to ditch mabel to try and go to a teen party, arguing that they were getting too old for trick or treating. To which Mabel says something along the lines of “I knew some Halloween would be our last, but I didn’t realize it had already happened.”
And that’s the feeling I have with pokemon right now, the wet blanket draped over all the bright colors and fun new characters and monsters in sword and shield. I knew eventually pokemon games wouldn’t be able to keep supporting all the pokemon, I knew eventually my collection would be left behind. But I didn’t think it had already happened. And to find out that gen 7 of all games was the last ‘complete’ pokemon? That’s just kind of sad to realize. And while I am on balance enjoying sword and shield, it’s a realization that keeps coming back uninvited to sour the experience.
#pokemon#swsh#non spoiler thoughts#mixed feelings#still early in the game#time yet to win me over or drive me away#some dexit griping#Only two gyms in yet#still avoiding spoilers myself#still miss pss#honestly so far that's an even bigger complaint then dexit#though that's likely to change once I get to postgame#or subsequent playthroughs
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Nier automata crack crashes random

#Nier automata crack crashes random how to#
#Nier automata crack crashes random install#
#Nier automata crack crashes random mod#
#Nier automata crack crashes random drivers#
#Nier automata crack crashes random mod#
so now if inject reshade 3.07 directly in the game folder renaming dxgi files into ReShade64 to not overvrite far's dlls should work?or do i have to put the Reshade64 dlls into the mod folder? I have not yet looked into third-party software that I have no use for such as Discord, but you can be sure that I will eventually as part of my roadmap for 0.8.x. Like I've said, the 0.8.x branch of Special K is all about compatibility and when this stupid fiasco boils down, documentation. Tends to just be a band-aid compensation to bypass other issues that need to be resolved with the system.Kaldaien の投稿を引用:Yes, ReShade + 3DMigoto + Special K/FAR + Steam Overlay + GeForce Experience has been tested and shown compatible. I also don't consider adjusting CPU affinity to really be a good solution from personal experience. Well, I'm not exactly seeing a lot of evidence from this thread that it's even working. It's possible, I imagine, that limiting the number of CPU cores available to the game decreases the performance enough so that this race condition have time to solve itself before the second shader tries to access the resource that the first shader was working with. AMD actually solved the issue, unlike nVidia.Īccording to Kaldaien, the crash is due to some critical race condition bug that occurs because one shader is trying to write to some memory while another shader is reading from it.
#Nier automata crack crashes random drivers#
Messaggio originale di lPaladinl:I don't see what changing CPU affinity has to do with solving an issue of GPU drivers crashing.Īlso AMD users don't have this problem anymore so long as their drivers are up to date.
#Nier automata crack crashes random how to#
There's instructions for how to set up an automated shortcut you can use in the chapter about the issue in my guide: save using Escape -> Enter -> Enter if you're in a quick save area even after the issue have occurred.Īnyway, try the CPU core affinity trick out. The issue either involves a frozen image (as in your case) or a completely blank/white image, with the characteristics of the game running in the background and still recognizing input. That said, the core affinity trick is also one of the most effective ways to prevent the white screen issue from happening, which is the issue you're affected by as well by the way. They're running an illegitimate copy of the game, which is known to have major issues with crashes to the desktop. Messaggio originale di AnalogFlame:how would ur game crash.Mine would crash by freezing the game and freezing my PC but u could still hear the music from the game going I hope this helps someone who still wants to play the PC-version. I have the latest FAR-patch installed too. Since then I had for 3 hour no crash at all while on highest graphic settings running on a 980 gtx and an i7.
#Nier automata crack crashes random install#
Skip the software, install drivers only.) (I have the gut-feeling that its this tool what ♥♥♥♥s around with the game and brings it to crash, so maybe the same goes for AMD users. Important: by using "device manager",in windows so i can skip the GeForce Experience software, since it's always tries to update to newer versions. I installed the oldest nvidia driver from 2015. BLOCK any automatic update for nvidia or in my case windows 10 too uninstall drivers completly (with DDU) especially the GeForce Experience tool EDIT : Dind't work 100% better Solution in Post #3įor all of you who still try to play this amazing game which is programed like♥♥♥♥♥♥and crashes every 20-50 minutes, here's a possible good fix solution for nvidia gpu's (and maybe for amd, maybe)

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How to download and use the Curseforge Better Minecraft modpack - World Time Todays
💾 ►►► DOWNLOAD FILE 🔥🔥🔥 Minecraft has always had a thriving modding scene producing lots of user-created content to renew the Minecraft experience, with mod packs such as the Better Minecraft Modpack providing players with new biomes to explore, mobs to encounter, and bosses to fight. Two main editions of Minecraft, Bedrock and Java Edition, are currently available for players to download. Some Minecraft mods have even become famous in the Minecraft community, with players seeking out mods to improve the already excellent base game experience by adding new content or fixing technical issues and improving game performance. For the unfamiliar, Modpacks gather dozens of mods from different modders together into a feature-rich, curated bundle of user-created content. However, unlike some other games, Minecraft has a few commonly used mod loaders, and installing Modpacks such as Better Minecraft can be a little tricky, especially for players new to modding. Players should also note that two versions of Better Minecraft are available: one for the Fabric mod loader and another for the Forge mod loader. Generally, Forge is preferred by the Minecraft modding community; Fabric is less well-known and has a much smaller library of compatible mods, potentially making it trickier for players to add new content, such as a Minecraft mod adding an adorable straw golem. Players can download Forge , making sure to get the version that matches the current version of their Minecraft install and run the downloaded installer file to install it. Forge should be listed as an installation in the Latest Release drop-down menu. Players should then install the Curseforge application , which is needed to ensure Better Minecraft is installed correctly. Players should then be able to play Better Minecraft, an interesting and arguably very different iteration of a procedurally generated wilderness. Luckily, players who try Better Minecraft and find they prefer a simpler version of the game can always swap back using the Latest Release drop-down menu. The 1. Source: Curseforge. Tim is a freelance game guides writer for Screen Rant based in the UK. His experience includes writing reviews and features on everything from triple A titles to indie games on a blog he shared with friends, turning a lifelong hobby into work he actually enjoys. Tim also regularly works as a volunteer mental health support case worker in London. By Tim Comer Published Jun 22, Share Share Tweet Email 0. Related Topics Game Guides minecraft.
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