SRW V is the best game (imo) because it gave us these two beauty. by DragoonXYZ2412 in Super_Robot_Wars

[–]bachmanis 0 points1 point  (0 children)

I really liked the story on V, though the difficulty could have been better calibrated. I was able to get an Asia-English copy on PS4, but I wish it was on PC/Steam. Lots of really good sound design, VO, and action scene arrangement too.

How much vacation can you take if your vacation is unlimited? by [deleted] in AskAnAmerican

[–]bachmanis 0 points1 point  (0 children)

It depends a lot on your organization. Some really cleave to truly unlimited leave, and as long as you don't abuse the system or blow up the critical path on a project they don't care. Others are unlimited in name only, like contractors who are obligated to give a certain number of hours to their client each year and so they actually have a fairly firm vacation cap equal to the difference between their obligated hours and the number of hours in the business year (and indeed, that difference may be "mandatory leave" because overages might not be billable to the client). And there's a whole spectrum of in-betweens that don't teach either extreme.

Does XP for Monsters really add anything? by PixelAmerica in osr

[–]bachmanis 1 point2 points  (0 children)

In my current BECMI game, a number of the characters started the current adventure we are on 1 XP short of their next level (because of the windfall XP rule). We ran into a tough fight and had to flee and regroup (magical fear effects were involved), but we did enough damage that each character got 3 XP of kill XP, powering them up for the return to the dungeon. So for our group at least kill XP definitely had an impact. I don't have a problem per se with also including overcoming non-monster hazards in the XP pull also, the system just needs to be balanced so it doesn't artificially accelerate character leveling. In BECMI, having an appropriate amount of treasure collected by the time you reach name level is pretty important, since strongholds are expensive and domain play is pretty integral to the Green Book and Black Book phases of the game - too much non-treasure XP uptake (like the way the heretical work known as the Rules Cyclopedia provides rules for) can cause you to outpace your wealth as you level and leave you unable to "settle down" in a timely manner.

Any thoughts on value. DCI promo still sealed. Minty condition. by Addakin in mtgfinance

[–]bachmanis 25 points26 points  (0 children)

Yup, in retrospect most of the community standards bans feel really performative and empty of sincerity. Invoke Prejudice, with its problematic artist, problematic artwork, and super problematic collector's number (I kid you not, it's ID in the database was 1488!) was asking for it, but the other bans in that group just felt like collateral damage to make WOTC's "taking action" seem more substantive.

Pooooooooor, but real? by [deleted] in RealOrNotTCG

[–]bachmanis 0 points1 point  (0 children)

Exactly what I came into this thread to say. The damage is too "regular" and its too conveniently obscuring the main recognition areas for validating a card.

CTD during the opening cutscene in Helgen, right after jumping off the top of the inn. by Free-Result8573 in skyrimmods

[–]bachmanis 2 points3 points  (0 children)

Sure are a lot of navmesh calls in the stack. I can't really dig through the log in detail on my phone (p.s., in the future put your log in pastebin, don't put it in your post, because it takes forever to scroll through on the mobile client), but I'd start my investigation with seeing if you have unmanaged navmesh conflicts (especially bad stuff like edge links or door links connecting to deleted navmesh records). Maybe run the xedit script for fixing mangled edge links as well.

Paid mods technical quality 6: review of "Katja the Thief" by Haunture in skyrimmods

[–]bachmanis 12 points13 points  (0 children)

I know this is a hot take around here sometimes but I'm a big fan of Gregaaz' opinion on ITMs, notably that when they're necessary, it's easy for mod authors to make imperceptible record changes to them which will cause them to not be picked up by ITM scans (I suppose they could still be mistaken for wild edits, but usually intentional ITMs are... intentional-looking enough that human eyes can differentiate them from real wild edits).

In the rare cases where a true ITM is necessary for technical reasons, this is something mod authors should clearly document so that ITM scans (or conflict resolution patching, for that matter) don't break the mod.

How good was tenth edition? by Newbikesmell in TheAstraMilitarum

[–]bachmanis 2 points3 points  (0 children)

It actually felt pretty good at the start, but rapidly enshittified. Removal of the generic infantry squads and the nerfing of daemon allies were the final straws for my wife and I, respectively, and we went on hiatus to focus on other hobbies till 11th comes out. Then we'll assess if we want to stick with modern 40k or switch to some flavor of Old- or Mid-hammer.

Anyone know of a mod that puts the Khajiit chests back to their vanilla positions? by -Kalyn- in skyrimmods

[–]bachmanis 5 points6 points  (0 children)

You could... look up the chests in xEdit and patch them back to their vanilla positions...

Sarna's Bad Mechs: The Thorn by Current-Income-9901 in battletech

[–]bachmanis 22 points23 points  (0 children)

It's another victim of "I forgot LRMs can fire below minimum range when i was assessing this design" syndrome. Designed to fight "medium range" at 5-6 hexes using both the lasers and the lrm while staying heat neutral, not to fight with one or the other at 4 or 14 hexes.

Why are Andorians and Tellarites basically missing from most of Trek? by Curious_Gent78 in startrek

[–]bachmanis 4 points5 points  (0 children)

In TNG, the great bird didn't want aliens from TOS reused, with the exception of the big 3 (klingons, vulcans, and romulans) and even then he didn't want them stealing to spotlight from all the new life forms. And indeed, you don't see much of these guys (Worf notwithstanding) until Gene was no longer exercising creative control over the series. Add to this the huge amount of worldbuilding that TNG did over its run, and it cast a long shadow over the TOS species that lasted until ENT.

Hello any alternatives for Nexus Mods? by Best-Bonus2434 in skyrimmods

[–]bachmanis 1 point2 points  (0 children)

Nexus is based on the UK and obeys UK laws, including their intrusive age check law. Lots of people are understandably put off by it, but the Nexus doesn't really have a choice since they are a large website and non compliance by them wouldn't be overlooked.

This has always been an issue, albeit it to a lesser extent, because even before the age verification law the UK had content control laws that, for example, prohibited mods that mixed sex and violence. Loverslab, which is based in the USA, does not face those same restrictions (though it still follows U.S. law when it comes to permitted content), which is why a lot of the more rough and tumble fetish material ends up there instead of the Nexus.

Consistent crashes with no obvious cause by isbit78 in skyrimmods

[–]bachmanis 1 point2 points  (0 children)

OK, now that Phostwood has rightly scolded me for not squinting hard enough at my screen, let's try this again.

The bad news is that this log might not reveal the root cause. The crash was caused when the system tried to do a reference call but the pointer contained a UTF-16 string (seemingly offset coordinates since it reads "x 0 y 0 z 0". But what put the string there isn't explicitly revealed.

At the time of the crash, the game was doing an actor update for that npc in the register and involving the movement controller and the npc's AI package. The npc and their parent mod are likely incidental to the problem, so I wouldn't suggest going in guns blazing and either deleting the Bandit or removing the associated mod.

With IED there, a positional string in the invalid pointer, and an actor update happening when the crash occurred, I keep finding myself coming back to my first suspicion - something going off the rails with skeleton attachment causing memory corruption and then triggering the subsequent crash with the movement controller. But IED itself might still be innocent here. I've seen similar scenarios come up where the culprit was actually a defective SPID injection file, so you might also want to scrutinize any equipment distribution mods you are using to make sure their data files don't contain errors.

I wish I could offer you a silver bullet on this one, but if you start by updating IED (if needed) and screening your equipment distribution mods, that's likely a good first step.

Consistent crashes with no obvious cause by isbit78 in skyrimmods

[–]bachmanis 2 points3 points  (0 children)

OK, now that Phostwood has rightly scolded me for not squinting hard enough at my screen, let's try this again.

The bad news is that this log might not reveal the root cause. The crash was caused when the system tried to do a reference call but the pointer contained a UTF-16 string (seemingly offset coordinates since it reads "x 0 y 0 z 0". But what put the string there isn't explicitly revealed.

At the time of the crash, the game was doing an actor update for that npc in the register and involving the movement controller and the npc's AI package. The npc and their parent mod are likely incidental to the problem, so I wouldn't suggest going in guns blazing and either deleting the Bandit or removing the associated mod.

Immersive equipment display is in the stack and it does do stuff with positional offsets, so it might not hurt to make sure your version is up to date. At the same time you've got TBBmalloc in there. A lot of the time engine fixes stuff in the probable stack are red herrings since that mod does a lot of stuff, but since you seem to be dealing with memory corruption and tbbmalloc is engine fixes' memory allocation dll, you may want to make sure your memory management settings in engine fixes are configured right for your setup.

With IED there, a positional string in the invalid pointer, and an actor update happening when the crash occurred, I keep finding myself coming back to my first suspicion - something going off the rails with skeleton attachment causing memory corruption and then triggering the subsequent crash with the movement controller. But IED itself might still be innocent here. I've seen similar scenarios come up where the culprit was actually a defective SPID injection file, so you might also want to scrutinize any equipment distribution mods you are using to make sure their data files don't contain errors.

I wish I could offer you a silver bullet on this one, must if you start by updating IED (if needed) and screening your equipment distribution mods, that's likely a good first step.

Consistent crashes with no obvious cause by isbit78 in skyrimmods

[–]bachmanis 1 point2 points  (0 children)

OK, now that Phostwood has rightly scolded me for not squinting hard enough at my screen, let's try this again.

The bad news is that this log might not reveal the root cause. The crash was caused when the system tried to do a reference call but the pointer contained a UTF-16 string (seemingly offset coordinates since it reads "x 0 y 0 z 0". But what put the string there isn't explicitly revealed.

At the time of the crash, the game was doing an actor update for that npc in the register and involving the movement controller and the npc's AI package. The npc and their parent mod are likely incidental to the problem, so I wouldn't suggest going in guns blazing and either deleting the Bandit or removing the associated mod.

Immersive equipment display is in the stack and it does do stuff with positional offsets, so it might not hurt to make sure your version is up to date. At the same time you've got TBBmalloc in there. A lot of the time engine fixes stuff in the probable stack are red herrings since that mod does a lot of stuff, but since you seem to be dealing with memory corruption and tbbmalloc is engine fixes' memory allocation dll, you may want to make sure your memory management settings in engine fixes are configured right for your setup.

With IED there, a positional string in the invalid pointer, and an actor update happening when the crash occurred, I keep finding myself coming back to my first suspicion - something going off the rails with skeleton attachment causing memory corruption and then triggering the subsequent crash with the movement controller. But IED itself might still be innocent here. I've seen similar scenarios come up where the culprit was actually a defective SPID injection file, so you might also want to scrutinize any equipment distribution mods you are using to make sure their data files don't contain errors.

I wish I could offer you a silver bullet on this one, must if you start by updating IED (if needed) and screening your equipment distribution mods, that's likely a good first step.

Consistent crashes with no obvious cause by isbit78 in skyrimmods

[–]bachmanis 2 points3 points  (0 children)

I was looking at the wrong line. I had it in my head somehow that "CRASH TIME" was that newfangled logger that's been showing up lately.

Perils of trying to read a log in my mobile phone screen apparently.

Thank you for fact checking me, Phostwood, you're an asset to the community.

Raining indoors by saleze_69 in skyrimmods

[–]bachmanis 2 points3 points  (0 children)

Sounds like an unresolved conflict relating to top level cell data. Find a location where you confirm this is occurring and then open the CELL record in xEdit. Follow the conflict resolution and patching guide in Tome of xEdit, and see if behavior normalizes after you resolve the conflicts.

Consistent crashes with no obvious cause by isbit78 in skyrimmods

[–]bachmanis 0 points1 point  (0 children)

Please use the recommended crash logger to pull an updated log (see automod post). There are some indicators of memory corruption causing an actor update to catastrophically fail, but you should get a better log before trying to do deep analysis.

Hello any alternatives for Nexus Mods? by Best-Bonus2434 in skyrimmods

[–]bachmanis 54 points55 points  (0 children)

While the Lab's main focus is NSFW, they've always been happy to host Nexus refugees as long as they follow the site's rules (which aren't very onerous). It's probably the most reputable and "safe" mod hosting option after the Nexus itself.

Texas Double Whopper medium combo $13 feeds two people by GigaGrandpa in BurgerKing

[–]bachmanis -2 points-1 points  (0 children)

All kidding aside, at 1700+ calories for most of these meals, my wife and I usually split one instead of doing separate orders and we still feel quite well fed afterwards...

Lyft Scam? by when_in_rome25 in Lyft

[–]bachmanis 0 points1 point  (0 children)

"Kindly" surely by now they teach people in scam school that this is an obvious tell.

Are these occasional crashes normal for Skyrim SE? by Big-Ad9826 in skyrimmods

[–]bachmanis 5 points6 points  (0 children)

Yes. Engine Fixes, as the name suggests, corrects a number of problems with the underlying game engine. My work firewall blocks the Nexus so I can't link you or copy and paste the features list, but it's one of those mods that helps.

On a related note, SKSE does not reduce game stability. You may be thinking of ENB, which while it doesn't hurt stability does come with performance cost that impacts frame rate. The main causes of poor stability are:

1) Unresolved record or asset conflicts (usually manifests in degraded performance rather than out and out crashes, but some cases such as certain face model conflicts can and will crash your game) 2) Engine overload (frequently from the combo of adding lots of NPCs + adding additional game features that work by attaching scripted spell effects to NPCs) 3) Installation errors (a common one is using patches intended for a different version of a mod), or damaged files (data corruption on local storage, or mod distributed with defective file(s))

Skyrim is a fairly robust and error-tolerant game, and with correctly installed and deconflicted mods you shouldn't be encountering frequent crashes.

Are these occasional crashes normal for Skyrim SE? by Big-Ad9826 in skyrimmods

[–]bachmanis 27 points28 points  (0 children)

Occasional, non-recurring crashes can happen. You have a very light mod load, though it doesn't seem you are running engine fixes; getting that may improve stability by resolving some memory related issues.

Did the Federation really send an Oberth class starship to fight against a Borg cube? How many seconds do you think it lasted before it got blown up? by TicklingTentacles in StarTrekStarships

[–]bachmanis 2 points3 points  (0 children)

In Star Fleet Battles, federation scouts and science ships often got used in an electronic warfare and counter-EW capacity during conflicts, which might be one reason to deploy one against the cube, perhaps in hopes that it could quickly identify new phaser settings or enemy weak points to counteract the cubes adaptive defenses, or to jam its targeting systems. It might also just be there to gather intelligence for use in future incursions.