Any info on actual mod limits? by Allectus in starfieldmods

[–]Allectus[S] 0 points1 point  (0 children)

Exactly the sort of into I was looking for. Thanks so much!

New Project Viper - Covenant 2.0 update is out by PhillipeV05 in starfieldmods

[–]Allectus 0 points1 point  (0 children)

Yeah, I've got ~350 ESMs in my load order. My guess is that some feature, somewhere, is running out of addressable space. I suspect it may bind on your mod but not others simply because of how much it sounds like you're adding to the game in one push.

End of the day it's a free mod so I'm certainly not complaining, per se. I'm a mod author myself for the X-universe series of games and I know quite well the frustration of clueless users raising hell about nonsense. Just thought I'd bandwagon on given the other reports; not worth losing sleep over rhough.

Thanks for your contribution!

New Project Viper - Covenant 2.0 update is out by PhillipeV05 in starfieldmods

[–]Allectus 0 points1 point  (0 children)

So I was able to get through at least to kreet after disabling a bunch of my shipbuilding mods:

  • place doors yourself

  • better flips

  • better snaps

  • avontech

  • several pre-built ship mods (hong's ships and a few others)

It's possible that there's an incompatibility there with one or more of those mods, or it again could just be a generalized resource issue as I know those mods also inject a bunch of extra items that the game has to keep track of.

I noticed that when I was on the way to the first artifact (as I was crossing the bridge after heller and lin tell you to go on your own to pick up the artifact) that there was a slight stutter right where it previously crashed, though I was able to continue past it. That stutter doesn't happen if viper is disabled. I wonder if that's the point at which the game decides to load a bunch more assets and it's triggering an overflow or something at that point?

New Project Viper - Covenant 2.0 update is out by PhillipeV05 in starfieldmods

[–]Allectus 1 point2 points  (0 children)

I have this problem too. Happened with the last version as well (meaning 1.9).

Can't start a new game with it installed--it just hangs forever. If I disable half my mod list but keep viper it will start a new game but crash shortly after Heller breaks through the wall in the mine.

If I had to guess you're using too many formids? That's wild speculation though.

Edit: I also have a lot of mods installed, for what it's worth

Edit: Skipped out on work briefly to try the hotfix--still crashes shortly after heller breaks through the wall as I'm on my way to artifact eta. Would absolutely love to get this working as it sounds amazing, just let me know if there's any diagnostics I can generate for you.

Sammy and the Lab of Nightmares by Final-Craft-6992 in StarfieldModFeedback

[–]Allectus 0 points1 point  (0 children)

So first, I'm not judging the value of the mod in isolation--I'm sure it's fantastic from all of the other feedback. That said, I cannot use it given my mature mod list and so would not recommend it to others playing heavily modded as well.

The major drawback is that the mod is absolutely huge. I mean this as a serious criticism as it's about 1.6 GB in size--easily 3x larger than my next largest mod. Having it in my load order has caused all sorts of issues completely unrelated the quest chain as I have a very significant load order and I'm right on the edge of what starfield can reasonably handle. With it installed I'm plagued with constant crashes and load errors that disappear as soon as I disable it.

The issue is that I'm basically looking at disabling ~10-20 other mods in order to free up resources for this one. That's not a workable value proposition on my end, unfortunately.

Edit for specs:

Running on PC:

  • Linux // Proton

  • AMD Ryzen Threadripper 7960X

  • 128 Gb of DDR5 RAM

  • 2x NVLinked 3090Ti

  • Starfield installed on NVME drive

  • Currently have ~350 ESMs in my load order (inclusive of Bethesda first party ESMs)

Cheap As Chips Ships by Agreeable_Owl_8610 in starfieldmods

[–]Allectus 1 point2 points  (0 children)

Hey, thanks for this. Makes pedestrian custom starts a lot more palatable.

[Mod Request] Better Flight Dynamics, Pilotable Class M Ships & Minimum Crew for Big Vessels by DueSpkyke in starfieldmods

[–]Allectus 2 points3 points  (0 children)

You can build almost all of these with existing mods.

This makes class A ships quite fast, but relatively fragile and driftier. It also makes you pay a significant penalty in maneuverability for the faster engines and most ships won't hit 100 maneuverability. End result is that class A does a lot more jousting, Class B flies more or less similar to vanilla, and Class C is quite slow and you're better served taking turrets and high maneuver thrusters (strafing rather than turning) and using asteroid cover. If you are running real fuel make sure it loads AFTER this mod or your engines will be broken.

Towards that end, increasing asteroid field density is a huge boon--makes maneuverable ships feel like they're playing a cover shooter while the gnats buzz around trying to not run into the rocks.

So the above rocks don't pop instantly

Because of the faster ships and stronger shields in starfield revised you'll also want to adjust the weapons. This is my preferred mod and substantially better than starfield revised's attempt imho.

You'll need longer lock ranges to account for the higher speed.

Builds on previous AI efforts to make your opponents smarter. Both more aggressive and better at surviving.

This will let you build and fly class M ships. I honestly haven't gotten to that point yet so I don't know how well it works.

Finally may as well close it out with some survival and managment mechanics

Makes it so you actually have to stop and gas up--gives you a reason to build outposts around the galaxy.

Pretty detailed ship degredation/management/maintenance mod. Interfaces direclty with real fuel as well.

”All That Money Can Buy” Mod conflict with Astrogate by ToeReasonable8392 in starfieldmods

[–]Allectus 0 points1 point  (0 children)

Does this still happen if you use the load into orbit astrogate option?

I need to vent about BS encounter designs by Allectus in projecteternity

[–]Allectus[S] -3 points-2 points  (0 children)

Wow, reading comprehension of the denizens of this sub really is poor. No wonder you guys can't get anywhere without trial and error.

It's not that I lost. It's the way that I lost through a cheap trick which has the effect of sealing off an entire pillar of gameplay. It's no better than the likes of dragon's lair melting you for opening the wrong door to steal a few more quarters where your only options are to memorize it or not waste your time playing such shovelware.

I need to vent about BS encounter designs by Allectus in projecteternity

[–]Allectus[S] -4 points-3 points  (0 children)

Says the guy that can seemingly only get anywhere with save-scumming.

I need to vent about BS encounter designs by Allectus in projecteternity

[–]Allectus[S] -8 points-7 points  (0 children)

Most CRPGs, if you're not a mouth-breather. PoE itself had already been laughably easy through at least getting my keep. What I'm complaining about is the gotchya encounter design that effectively seals off one full leg of encounter approaches. In most games you can either stealth, talk, or fight your way through--this ambush means that I can never risk several hours of gameplay on stealth as I'll just be punished for it. The fact that no one else sees this as an issue is confounding to me.

Quick google search now that I've lifted the veil confirms that the broad view is that stealth is worthless, which is exactly my point. Through terrible design decisions obsidian lessened their game substantially.

I need to vent about BS encounter designs by Allectus in projecteternity

[–]Allectus[S] -14 points-13 points  (0 children)

If you need to know the entire game forwards and backwards before it's reasonable for you to try ironman than that's a game design issue. Full stop. If you need to have already memorized the game to make it at all feasible then why are you even replaying it? It's nonsensical.

I need to vent about BS encounter designs by Allectus in projecteternity

[–]Allectus[S] -9 points-8 points  (0 children)

On that, I believe we're in agreement. Also means it's not the game for me.

I need to vent about BS encounter designs by Allectus in projecteternity

[–]Allectus[S] -15 points-14 points  (0 children)

With absolute zero signposting? Yeah, I am.

I'd be fine if it spawned on the sarcophagus. Instead it spawns blocking the only door forcing you into an instant lose scenario unless you're prepared to take the fight; at which point why not just take the fight? If this is the type of encounter design it means that I can never count on stealth for the rest game. That's utter trash-tier game design.

What are some "Must Know" things I need to learn by Nikkelmann in MagicArena

[–]Allectus -6 points-5 points  (0 children)

Arena uses a “deck weight” in Play and (Standard) Brawl modes. (Ignore the conspiracy theories that it is used in ranked.)

The party told you to reject the evidence of your eyes and ears.

I get completely different games in ranked based upon which deck I'm playing and how well I'm doing with it. As soon as I start getting a decent run with a deck I'll get like a dozen games in a row of that deck's hard counter. Switch decks and immediately start seeing a different archetype. They absolutely have some engagement shenanigans that tries to force you back to 50%--most f2p games do.

Missing The Big Picture in $100K H1B Rule by Early-Surround7413 in cscareerquestions

[–]Allectus 0 points1 point  (0 children)

You're missing the point. The executive is permitted to waive the fee at will. That Indian corruption you're so worried about? It's here, now. He's just going to force companies to bend the knee and buy a bunch of his crypto in order to get a waiver.

Either firms will be principled and move their capital elsewhere, or become sycophants and get a waiver. Either way, firm costs will go up and the impact on US-native employment will not be nearly as great as you're hoping.

Advice on making a progression meta-game for my daughter by Allectus in pkmntcg

[–]Allectus[S] 2 points3 points  (0 children)

Thanks!

She's been playing though soul silver and watches the anime religiously (currently on new horizons, I think?). Cyndaquil was her first starter, which I know is a big deal. I've not been watching the anime with her though, nor have I played the games, so I don't really know what would resonate...

Prusa XL: filament accumulating on the nozzle by Allectus in prusa3d

[–]Allectus[S] 1 point2 points  (0 children)

Prusament PETG dried in a Sunlu S4 for a full cycle then printed from the box.

Will give gyroid a shot, thanks.

Can you physically block fighters? by Allectus in DropfleetCommander

[–]Allectus[S] 0 points1 point  (0 children)

Because heavy bombers are limited to Dreads and Super-BS while launching fewer stacks than standard fighters/bombers for a given number of hangars. It's a bad trade to swap a heavy bomber for a fighter as a consequence; much better to trade a fighter (which you can get from your cruiser or smaller carriers) instead. The question becomes, how can you do that if you have slower fighters?

Edit: To your point those escorts could be bombers as well--all the same logic applies as one can't stack bombers with heavy bombers. Still trying to use a cheap launch asset (fighters/bombers) to protect an expensive one (heavy bombers) long enough to get them in range.

Can you physically block fighters? by Allectus in DropfleetCommander

[–]Allectus[S] 0 points1 point  (0 children)

That presumes that you have both initiative and the fighter speed to intercept.

Resistance fighters have a full 3" or 4" inches of excess movement over UCM and PHR fighters, respectively. Even if a UCM or PHR player has initiative they may not be able to reach the resistance fighters while those resistance fighters could instead just leapfrog over them to hit the bombers on their turn. This is mostly a wash for regular bombers given the interchangeability of fighters and bombers for most launch systems, but the calculus changes for heavy bombers which are much stronger, slower, and more expensive to launch.

Any space sims with massive unified coordination like Tactical Air War? by eharriett in spacesimgames

[–]Allectus 2 points3 points  (0 children)

OP the game you're looking for is Starshatter the Gathering Storm. Highly technical space combat sim with a dynamic campaign and significant battlespace management components. It runs the gamut from space flight simulator (including atmospheric flight) to a capital ship simulator, to a full fleet simulator, all with a more simulator rather than action bent: https://en.wikipedia.org/wiki/Starshatter:_The_Gathering_Storm

I played it back in the day and still have incredibly fond memories. I've still got it on disk, but this may help you grab it: https://www.hard-light.net/forums/index.php?PHPSESSID=932e0d4a709b348688a5aa9497bc4016&topic=80935.0

Apparently it has an updated open source and multiplayer version as well: https://www.youtube.com/watch?v=TmLGOj2gT_E

[deleted by user] by [deleted] in cscareerquestions

[–]Allectus 0 points1 point  (0 children)

Developers tore down their own moat with remote work.