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paradoxbound

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Everything posted by paradoxbound

  1. It is primarily a shot at the hearts and minds of devs, Microsoft are working very hard and playing very nicely to to be a player again in web scale development. This allows the massive FOSS ecosystem to treat them as just another Unix like system and bring a lot of tools onto Windows.
  2. Possibly of interest only to Devs and old *nix hacks like myself but Windows 10 is getting Ubuntu Bash. https://blogs.windows.com/buildingapps/2016/03/30/run-bash-on-ubuntu-on-windows/
  3. Do not like, found it offensive and cruel.
  4. They announced mods coming soon to XBox and PS4 coming soon twitter the other day. Still no creation kit, I playing it most evenings (around 300 hours play time) and I am tracking anything interesting I find on Nexus but I am not modding (even textures) until the creation kit and MO are available. My suspisions are that they are working through with Microsoft and Sony how mods are going to work at the console level. Personally I would be much happier if they released a patch for broken traders like Deirdre and recruitable NPCs like tina De Luca. MO is in alpha2 so looking like March April maybe before Tannin is ready for a GA release though I might jump in on late beta or early RC if it is looking good.
  5. Ibaraki Ben's Youtube is excellent deserves a lot more views.
  6. It maybe a little late but I came across this video using the "rug technique to place items where they usually wont go. Worth a try if you are still struggling. https://www.youtube.com/watch?v=yF-tUy8I29M
  7. Thanks for the pointer, I just checked and I had no slider, however I updated my drivers and now I have one.
  8. There is one thing I can not do with the new Radeon settings that may effect the guide. I can no longer override the Anisotropic Filtering mode. The only option I have is "Use application settings".
  9. <rant> Mod Organiser "Configurator" it's horrible, an unspeakably vile UX, no search, not even alphabetical sorting of sections. I have given up scrolling up and down the huge Display section looking for the options I need to edit. Opening up the skyrim.ini and skyrimprefs.ini in the profile directory and searching for the setting is just so much easier with your favourite text editor. </rant> p.s. I use vi so make your own mind up about "an unspeakably vile UX".
  10. The one of a given ammo type applies to companions and settlers. I armour up my companions. I have given front line guards spike armour army helmets and miniguns and 5 rounds of 5mm. the tall sentry post are placed near the entrance to settlements and spawn points with automated heavy machine turrets. I farm "The Forged" for flamers and give them to my farmers along with leather armour hard hats and Molotovs. Scavvers get metal armour miners helmets for seeing in to all the crevasses to find the cool stuff. The scavenging benches, work shops and their homes are placed back from but near settlement entrances and natural spawn points so they can respond quickly to incursions. I equip them with sub-machine guns the Nick Valentine quest line gives you lot of SMGs. Sentries get sniper rifles and leather armour again but I place their three sentry posts on roof tops with access ladders so they can shoot see the enemy coming and shoot down at them as they come in. Vendors get shotguns and wear normal clothing ballistic cloth reinforced. This gives me a very good defence without spending a lot on automated turrets. The variation in clothing avoids the place looking like a communist collective while still making it fairly easy to recognise unassigned new comers without using the summoning bell all the time.
  11. Mama Murphy is a huge pain, first playthough I gave her chems and she never made it off her chair, this playthough, she is the farmer and I made her cold turkey. The Longs have a mini gun each, Sturges mans the scaveging station and is equipped with a flamer. I pity any raiders who come calling.
  12. I want a few things but I trying really hard not to touch any mods until I have done one vanilla playthrough. Better settler AI, they are a dull bunch of people so far. Randomly named settlers Settlers with families/children/babies Graves for dead settlers UI group settler by assigned role; guards, farmers, shopkeepers, scaveners, unassigned. 24/7 guards, if you have nine guards, per 8 hour period 3 are on duty, 3 are resting doing paper work and 3 are sleeping. Police/station/baracks options for my guards Lookout if the settlement is attacked settler will sound the alarm, all "off duty guards" rush to defend the settlement. Ability to see which settlements are producing surplus/deficit via terminal. Ability to hire mercenaries to act as additional guards for supply caravans and provisioners who's routes are dangerous. Bank/stores to collect surplus in a single place.
  13. Same here completely vanilla, it does seem to be getting worse, currently lvl 27 but I have a lot of settlements.
  14. Huge thanks for your research, my own settlement building is crude primative and ugly but I shall try to learn from this.
  15. Use a password manager for this stuff, Every site I am signed up to has a different ideally 24 character random password including upper/lower case, numeric and symbols. I use multifactor authentication if it is available especially for sensitive services like Facebook, Google and use physical keys for some services such as Github and Dockerhub including Yubli and an assortment of client supplied dongles. I have changed my Nexus password already. I am glad to hear that Nexus were using good practice and using salted hashes when storing passwords.
  16. OK I will start reading the Blacksmith section of the forums and see what I can pick up, if someone wants to point me in the right direction that would be appreciated.
  17. I am a system administrator have been for the last 15 years, code some too mainly declarative stuff but I know a little PHP, HTML, CSS and Javascript, I don't usually code in it though. If you have got a repository or even a tar or zip of the files and a list of things you want doing with it send them my way. I will see what I can do feature request and bug fix and send in pull requests to s4n for code review, approval and merging.
  18. Still say beta is the right shape but I agree the thatching is wrong, there a a small minority of thatched cottages that do thatch around the chimney but the thatching is done quite differently than the mod, which as I look at it becomes more jarring.
  19. Loving the raiders abilty to throw grenades 500 meters with pin point accuracy, my energy gun is dropping at that range.
  20. New DJ is great, I wonder if he is going to have breakdown on air. the game play sucks, I reckon it will 6 months of mods before the suckiness starts to get shifted. It is the little details that count though.
  21. Please dear $deity someone fix the AI and pathing I spent 5 minutes boxed in corridor between Dogmeat and Cosworth. Now I am having to revert save because the quest giver is standing on the roof and I can not reach him.
  22. I like the beta 2 they are right with the bell shape, SPs flaunching would make them near perfect though.
  23. I am contemplating replacing my pair of 290X 8GB cards with a single GTX980ti, I know RAW performance favours the 290X crossfire but from my reading on the subject I am going to get better performance from a single OCed GTX 980ti for Skyrim and Fallout series. I will also avoid the itinttextureresolution=2048 bug. Anyone have any thoughts on the subject?
  24. The "dumb sex mod" is the SFW version of Amorous Adventures, fade to black and no SL framework needed. It is thousands of hours of careful edits of vanilla dialogue and scripting to to seamlessly add depth to the romancing of NPCs in a lore friendly manner, as well as add a number of well crafted adventures. October has been a tough month to launch a mod. Immersive Jewellery didn't make the top 5 which is a sign of how tough the competition was.
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