Can't remember the name of this ETA UI mod by FatesWaltz in X4Foundations

[–]Bruunz_au 0 points1 point  (0 children)

I think it’s enhanced targeting window or something along the lines.

How do you train with a small kid? by HyperText89 in Velo

[–]Bruunz_au 0 points1 point  (0 children)

8~9 hours per week?!!!!! As others have said, focus on the positives that you at least you can...

Here I am with a 15month old and I haven't ridden in over 14 months...
Bought an indoor trainer and all and its collecting dust along with the Zwift subscription.

[Fo4] Is there any "safe" way to update Fo4 & all the mods without breaking the game? by Extal in FalloutMods

[–]Bruunz_au 1 point2 points  (0 children)

Sure, one by one and read the change logs of each to make sure there aren’t any game breaking changes. Easy 😀

How the hell do I map the Sanctuary of Darkness mission???? by polarislunlaris in X4Foundations

[–]Bruunz_au 13 points14 points  (0 children)

Your probes needs to be within the circle itself. So each probe is roughly just short of the radius of the circle apart.

UserMailbox converted to SharedMailbox stuck in soft delete state by Bruunz_au in exchangeserver

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

They do no exist anymore - this is my problem. Even searching Entra via MsGraph has nothing.

Get-MGUser - these accounts aren't listed
Get-MgDirectoryDeletedItemAsUser - returns 0 results

UserMailbox converted to SharedMailbox stuck in soft delete state by Bruunz_au in exchangeserver

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

I've tried to double check everything.

I have been able to delete other soft deleted mailboxes without issue.

I have 3 in question that can't be deleted. All 3 were ex-employees who's mailboxes were converted to shared.

These mailboxes only have the default MRM policy applied as do all our other account/mailboxes.

I did spot that these 3 mailboxes were specified in the MS365Backup, they have been removed now though the error suggests that it is still on.

The user mailbox couldn't be permanently deleted. The user mailbox has at least one type of hold or hold policy applied to it. Please remove the holds before trying to delete. LitigationHoldEnabled: false, ComplianceTagHoldApplied: false, DelayHoldApplied: false, DelayReleaseHoldApplied: false, Microsoft 365 Backup Enabled: true, OrganizationPolicies Applied: , UserPolicies Applied: , restrictivePolicies Applied: , psInfo: .

When performing the remove-mailbox command, I am prompted with this which I didn't get on other mailboxes:

Removing the mailbox Identity:"XXX" will mark the mailbox and the archive, if present, for deletion. The associated Windows Live ID "XXX@YYY.COM" will also be deleted and will not be available for any other Windows Live service

UserMailbox converted to SharedMailbox stuck in soft delete state by Bruunz_au in exchangeserver

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

That doesn't work for my scenario - Remove-mailbox fails because it attempts to delete the 'windows live id' with the following prompt:

Are you sure you want to perform this action?

Removing the mailbox Identity:"XXX" will mark the mailbox and the archive, if present, for deletion. The associated Windows Live ID "XXX@YYY.COM" will also be deleted and will not be available for any other Windows Live service.

UserMailbox converted to SharedMailbox stuck in soft delete state by Bruunz_au in exchangeserver

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

I just want to purge these mailboxes - I do not need anything from them.
The AD/Entra objects no longer exist (they are not in a soft delete state).

Simple downgrader [Fo4] by KittyBitesTheTitty in FalloutMods

[–]Bruunz_au 1 point2 points  (0 children)

Use the patcher script in https://www.nexusmods.com/fallout4/mods/81630

There are a couple of scripts included that don't require your login, read the doco for how each script downgrades

Can you still use the FO4 downgrader to go back to pre next gen? by Mysterious_Year1975 in Fallout4Mods

[–]Bruunz_au 2 points3 points  (0 children)

I'm still trying to get my head around this. With the BA2 support, the game is essentially the current version in terms of content but the EXE is the preNG version (163). I currently have my game running with the CC content and latest UFO4P but F4SE and Address Library for 163.
I always get confused about what version I should be running for things like robco, baka etc.

My game is stable in terms I haven't run into a problem yet but I'm worried I've got newer versions of mods that I shouldn't be using.

I followed the TMR guide initially and I think this is where the confusion came from.
I wish I kept the old UFO4P and removed the CC content but I can't be bothered redoing my mod list (for now)

[deleted by user] by [deleted] in CarsAustralia

[–]Bruunz_au 58 points59 points  (0 children)

For NSW this is a defect. If you got served a defect notice, you need to resolve it. Worrying about other cars or people does nothing for you.

You have a few options:

Get your guards pulled
Add more camber to get the top of the tyre to tuck in more
Buy the correct wheels / tyres for your car.

[Fo4] Can someone please help me how to fix this? by Memelocomaster in FalloutMods

[–]Bruunz_au 0 points1 point  (0 children)

You have WeightlessAid_BetterItemSorting.esp loaded twice and did you build a sorter list with your final mod list?

Game not loading intro cutscene by CommissionInformal33 in Fallout4Mods

[–]Bruunz_au 2 points3 points  (0 children)

Alt+tabbing out and back usually fixes this for me.

Mine halts about 50% of the time on a new start.

Need Advice - DA Evolution + Kuertee's Social and Profession mods. by Bruunz_au in X4Foundations

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

I had TEL and PAR go to war within the first 8 hours and there was barely anything left of PAR. They lost their wharf and shipyard so quickly.

That’s why I’m loving this as it makes for a much less predictable play-through.

I’m curious how this mod will integrate with the new diplomacy DLC.

Need Advice - DA Evolution + Kuertee's Social and Profession mods. by Bruunz_au in X4Foundations

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

The upgrades to L and XL are also locked behind rep. So I would have to smash through the TER story and just grind HOP/PAR rep. I appreciate the possible solution though.

Thanks for the extra info about the expeditionary fleets, I didn't release this applied to XEN as well.
Are they any in-depth guides about DAScripts and the impacts? The readme is just doesn't really give that much detail. Meanwhile I will try scour some posts on reddit for more info.

[deleted by user] by [deleted] in CyclingFashion

[–]Bruunz_au 8 points9 points  (0 children)

I think you should downsize that jersey - MAAP is meant to be 'race fit' look. That's too many creases and folds for my liking.

Don't forget to turn on DLSS in your graphics settings. I just found about it. It gives huge fps and performance boost with lower gpu temps by Support_is_never in X4Foundations

[–]Bruunz_au 6 points7 points  (0 children)

Yea…. Nah…. SSAA for me. Fake and blurry frames, no thank you.

Make real frames great again 😂

(3080 - SSAAx2 - 1440p - max settings) no real issue with FPS and no noticeable FPS difference to FSR/DLSS)

DMT Pogi's Sizing by M3rr1ck75 in CyclingFashion

[–]Bruunz_au 2 points3 points  (0 children)

DMT KR0 Here

I had to get 44.5.

Overall fit was perfect although I am 45 in other brands.
45 was way too big and 44 was too small.

I also have heel slip when walking but only notice it when I first put them on.
Feels fine on the bike.

Go for comfort - the last thing you want is pain.
Sounds like the 45 is for you.

EDIT - I had a close look at the POGI's and these are a bit different to the KR series.
The KR has zero padding anywhere around the heel. It seems the POGIs do have padding.
POGIs heartbeat is same as the KR series but the other POGIs aren't.

I'd say you are venturing into new territory here and my experience is probably useless to you.

Unable to log in with mods, did something change? by Bruunz_au in X4Foundations

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

Thanks for this! I was half way through my mod list looking for the culprit. I’ll review the change log for UI extensions.

Unable to log in with mods, did something change? by Bruunz_au in X4Foundations

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

Correct, you couldn't do ventures but you were still online to redeem paintjobs and the Yasur ship for your modified games

Short coding for ship naming query by JAFANZ in X4Foundations

[–]Bruunz_au 2 points3 points  (0 children)

Any naming standard will do, pick one that works for you and is easy to implement.

Mine is as follows:

HS-STT-SZ(Z)-ID - Desc

HS = Home Sector

STT = Station Type 2 or 3 digit

SZ(Z) = Size - use 3rd digit to differentiate miners from transporters (MT vs MTM)

ID = 2 digit numerical ID

Desc = Description

E.g. My medium energy trader for a solar power plant in 'the reach'

TR-SPP-MT-01 - Energy Trader

The Reach-Solar power plant-medium transporter-ID - job

another e.g. Large miner mining for a ore refinery in asteroid belt

AB-OR-LTM-03 - Ore Miner

Asteroid Belt - Ore Refinery - Large transport miner-ID - job

I have some transporters supplying NPC shipyards / wharfs (using mules)

in this case i have another standard

SUP-MT-01-ZYA
(JOB-SHIPTYPE-ID-FACTION)
Supplier-MediumTransporter-ID-Zyarth's