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#and not a whole lot of games actually like...separate that for immersion like this addon has it
violet-dragongirl · 5 months
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Yep I need to take a break, eat, drink, maybe get tipsy, watch some Lupin III Series 5 and chill for second
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meimae · 3 years
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I’m sorry if you explained this before. I have only been following a few months, but I was curious what you use/how you track your number of characters read/reading speed? I’ve noticed all your amazing graphs but always was curious how you generated that data. If you did answer this you can just point me in that direction. Thanks and congrats again on 1 mil characters!
Hello friend! Thanks for hanging out in my blog a lot, I appreciate it. ( ´∀`)
I'm actually not sure if I mentioned it before, but maybe passively and under a whole lot of other resource pages so it probably got buried.
Note: The stuff I use to track with counts by characters (文字), not words.
For manga, there really isn't a way to know how many characters there are. We just assume that it could contain anywhere between 10,000-20,000 characters (mostly based on average reading speed of advanced learners), and that might even be a generous amount, so I only keep track of the time I spent per volume.
For books, I upload my epubs/html files into Ttu Reader and at the bottom of the page, it shows you the total character count. As long as you have uploaded your books, this site can work offline and keep your bookmarks on your desktop or on mobile with Kiwibrowser and Yomichan. You can also tap the number to make it go away. I track by chapter to make it easier to subtract.
For visual novels, you need to setup Textractor which hooks the text from the game. Follow this guide for a clean setup. You also need the Clipboard Inserter addon for your browser, so whenever it's on, the text gets copied and pasted into this Texthooker Clipboard page that not only tracks characters/line, but also comes with its own timer that shows your reading speed/hour. I would suggest that you have a separate timer, like the MultiTimer app, as a backup just in case you forget to pause. If you would also like to track other things like news articles, wiki pages, blog posts, and whatever other digital reading material you have, you can copy and paste it into this and it will show you exactly how many characters there are. I don't do it because I'm lazy so I only track the time.
I would also suggest to mostly cover up the timer on the clipboard page while reading, because even catching a glimpse of it will force you to read beyond what you are capable of - people in a few immersion communities have dubbed it as whitenoising - and you will end up sacrificing overall comprehension for speed. Speed will come over time whether or not you track. It's just bonus information for motivation, so it's good to keep that in mind.
JPDB is a good resource to see how long a read is going to be by character count and a good enough gauge for difficulty as well if you need it.
As for actually tracking, I just take whatever character count I end up with and divide it by the time (in decimals) I spent reading. Divide character count by time and get your average speed.
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Time - Character Count - Character Lines - Average per Hour and Number of Days.
Here's my data for 白昼夢 as a sample table from my spreadsheet on Google Sheets. And here's me showing how to make a graph with the data from a book.
Note: Character Lines are not really important to me, it's just there because it's available.
Hope this contains everything you need to start tracking your reading. Have fun! (๑•̀ㅂ•́)و✧
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victorluvsalice · 3 years
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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.
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kaliiwashere · 6 years
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Best WoW Addons
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