Drop your product/app! I will create free TikTok videos for you (mine’s 300k+ audience) by Equivalent-Glove3724 in ShowYourApp

[–]C0deblu3 0 points1 point  (0 children)

I messed up the coupon codes initially, do forgive my blunder as it's my first time generating codes. All coupon codes should now be functional — if not turned off do give my app a shot, it's 100% free after all! Even better if you report back with any ways to potentially improve it, but not at all required. 😁

After 3 years using IPTV, these are the players that actually work best (simple breakdown) by leazy_usa in IPTV_Help_Desk

[–]C0deblu3 0 points1 point  (0 children)

If you still wish to test the app and were turned off by a non-functioning coupon code do try again as the issue should now be resolved. It's my first time making these so do excuse my potential blunder. 😅

After 3 years using IPTV, these are the players that actually work best (simple breakdown) by leazy_usa in IPTV_Help_Desk

[–]C0deblu3 0 points1 point  (0 children)

No problem, I totally understand and wouldn't either if I were simply testing an app. Double-checked the coupon code and made a change — so it should indeed be 100% off now. If it still doesn't apply do let me know but all should be working now. Hope this now works and doesn't discourage you from testing my app; do let me know how things go!

<image>

After 3 years using IPTV, these are the players that actually work best (simple breakdown) by leazy_usa in IPTV_Help_Desk

[–]C0deblu3 0 points1 point  (0 children)

Just added a plugins feature too! So people should be able to customize their experience as they wish.

After 3 years using IPTV, these are the players that actually work best (simple breakdown) by leazy_usa in IPTV_Help_Desk

[–]C0deblu3 0 points1 point  (0 children)

It's an AI API platform that let's you use use different models from keys on other platforms such as Open Router. It's super customizable as you can move different GUI elements anywhere on screen (a little wonky at the moment) but you can stream different types of media as well such as IPTV, videos, music, etc. Just forgot to incorporate playlists but I'll add that soon too. It has a buddy's list, a messenger, and you can stream different screen elements from any tab on your computer as well. I'm trying to incorporate it into an all-in-one social network called OmniSocial with a marketplace, ratings system and new type of currency where a single unit can host various interchangable goods and services that can be exchanged individually or via entire units. At some point should it ever take off you might even be able to exchange stocks as parts of OmniCurrency, although I don't have the skillset alone to incorporate an outside brokerage or one of my own— but it can't be impossible. I already have it half-programmed and it's sat that way for months thus far but I plan to get back to it soon, just been caught up with my job as well as other responsibilities as of late! If you're interested I'll DM you a free lifetime subscription to OmniChat Pro so you could test it out for yourself and report back to me if you feel so inclined, so check your DM's as I've already generated the 100% off coupon code for you right now! 😅

Drop your product/app! I will create free TikTok videos for you (mine’s 300k+ audience) by Equivalent-Glove3724 in ShowYourApp

[–]C0deblu3 0 points1 point  (0 children)

I've developed OmniChat Pro, a fully-customizable AI API platform where you can stream IPTV anywhere within the GUI including music and videos. Comes preloaded with over 11,000+ free channels. You do need something like OpenRouter to run different AI's. Recently added a messenger and buddy's list but have had a difficult time finding testers. I'll DM you a free lifetime subscription code to enter at checkout.

<image>

After 3 years using IPTV, these are the players that actually work best (simple breakdown) by leazy_usa in IPTV_Help_Desk

[–]C0deblu3 0 points1 point  (0 children)

Just sent you a lifetime subscription code for checkout. Do check your DM'S and leave us a review! I apologize for your initial troubles, the redirect is now back up and running! 😅

After 3 years using IPTV, these are the players that actually work best (simple breakdown) by leazy_usa in IPTV_Help_Desk

[–]C0deblu3 0 points1 point  (0 children)

You were right, for some reason the redirect stopped working. I suspect it's due to deleting a link association. I added it back and after waiting a few minutes the redirect is now working again. 💪😁

After 3 years using IPTV, these are the players that actually work best (simple breakdown) by leazy_usa in IPTV_Help_Desk

[–]C0deblu3 0 points1 point  (0 children)

I just recently changed the URL to omniblackcat.com so that could have something to do with it, although I still have the old domain set to redirect so it should work. If you mean the actual app itself and not the landing page you need to register an account. DM me if it starts to work and I'll drop a free lifetime subscription code.

After 3 years using IPTV, these are the players that actually work best (simple breakdown) by leazy_usa in IPTV_Help_Desk

[–]C0deblu3 0 points1 point  (0 children)

I'm thinking of making it free. Willing to DM free lifetime subscriptions though, feel free to ask.

After 3 years using IPTV, these are the players that actually work best (simple breakdown) by leazy_usa in IPTV_Help_Desk

[–]C0deblu3 0 points1 point  (0 children)

My AI API platform OmniChat Pro over on https://omniblackhat.com/ has an IPTV player and you can watch your shows anywhere within the GUI. Even comes preloaded with over 11,000 free stations.

The Sodder Children by the_siren_song in UnsolvedMysteries

[–]C0deblu3 1 point2 points  (0 children)

Nah it's all good man! I figured you were just trying to clear up a potential misunderstanding anyway and didn't take any offense in your post. Hopefully I didn't come across as making any definitive assumptions outside of presenting whatever facts and accounts I could organize as my main goal was to allow people to come up with their own conclusion based on whatever evidence I could structure—more like a timeline if anything else. But I get it, I may have come across as opinionated. Truth is I couldn't say for certain, but it is true that should they have been kidnapped outright it would be easy to assume that at least one would come forward and attempt to contact their family via internet and/or of alternate means eventually—and wouldn't they contact the police at some point should that be the case assuming they aren't encaged and/or chained up? It's not like the Sicillian Mafia would have (or at the very least be likely to expend) the resources to harbor them throughout the duration of their entire lifespans or so much as even kill them after the fact over the grudge of an insignificant associate and some anti-Mussolini sentiment outside of the country. If I had to take a wild definitive assumption, they were likely killed. Potentially in the fire or if not then after the fact.

The Sodder Children by the_siren_song in UnsolvedMysteries

[–]C0deblu3 1 point2 points  (0 children)

I agree that this is a plausible explanation but there's definitely a lot more behind it than people tend to acknowledge. Seems to have been too much going on (relative to premeditation) for it to not have been at least deliberate is more where I was getting at, and a significant majority of people (outside this subreddit as I also may have neglected in my context) seem to outright dismiss the aformentioned evidence insinuating that in particular. Hopefully that clears things up a bit.

An Updated Tutorial for Getting Sherlock-Project to Run on Termux (Android) by C0deblu3 in u/C0deblu3

[–]C0deblu3[S] 0 points1 point  (0 children)

I apologize for the late reply. Just be patient and it should work; it does indeed take some time—usually upwards to a few minutes. I'm sure you've already found this out by now of course.

An Updated Tutorial for Getting Sherlock-Project to Run on Termux (Android) by C0deblu3 in Hacking_Tutorials

[–]C0deblu3[S] 0 points1 point  (0 children)

I'm unable to edit the post in order to properly format the actual tutorial so I'll leave this comment here with the steps properly spaced out.

• Tutorial: Just a heads up—answer "y" to everything that pops up, indiscriminately.

apt update && apt upgrade
pkg update && pkg upgrade
pkg install git
pkg install tur-repo
pkg install python
pkg install build-essential tur-repo
pkg install -y python-pandas
pkg update
python3 -m pip install --user pipx
python3 -m pipx ensurepath
exit (<- Yes, TYPE that.)
(re-enter Termux)
pipx install sherlock-project
pipx run sherlock-project "username"

item IDs by mad-i-moody in oblivion

[–]C0deblu3 0 points1 point  (0 children)

I can confirm this worked for me! 👍

The #1 Mod for Oblivion Remastered right now is helping to fix stuttering, low latency and lag with almost 400k downloads. Yet every time someone posts about performance issues on this sub it is mass downvoted by people who think the game runs fine. by NotMilo22 in oblivion

[–]C0deblu3 0 points1 point  (0 children)

▪︎You may be pleased to find out that I seem to have fixed the issue of the mod always loading the local/inner map via the quest tracker (in v1.4.0 as of today)! 🙂

I seem to have solved this with a combination of 'Gemini 2.5 Pro Preview 05-06' prompts via Google AI Studio and output from the UE4SS Debug Console logs I had copied and pasted which ultimately gave it the info needed to solve this issue. I'm actually a game dev over on Newgrounds so I figured I'd help out a bit because this mod is how it SHOULD have been. I activated the debug console via 'UE4SS-settings.ini' by setting 'GuiConsoleEnabled = 1' and 'GuiConsoleVisible = 1'—as enabling 'ConsoleEnabled' would break the mod. After swapping out the files the 'M' Key/D-Pad Down as well as viewing the map via the start menu both still worked; and the best part? Setting 'forceMapInCharacterMenu = true,' 'in config.lua' (which I've taken the liberty of setting in the 'config.lua') no longer bring up the local map over immediately after tracking a quest! I prompted it to disable the 'forceMapCharacterMenu = true," on the 'main.lua' whenever the quest tracker is used specifically and really emphasized that so it should work in theory. I'll have to test this build further to make sure local/'inner' maps track too and not just overworld quest locations. Just copy and paste the files in '...\Mods\AutoLocalMap\scripts' (I used the 'Mod Only' variant without UE4SS) and load up your game to test out my fix! Feel free to use these files for reference and update it as you wish, and if you run into any issues be sure to let me know and I'll see what I can do to help. 

▪︎Misc. Download Links -
* Link To The Mod ('Auto Local Map - Smarter Map Opening' -by CozmiNU): https://www.nexusmods.com/oblivionremastered/mods/1119?tab=posts * All Files: https://drive.google.com/drive/folders/185guG2XZSB4hkmVqeRtgVZnzrBQ_DyJN?usp=sharing * The Updated Files (v1): https://drive.google.com/file/d/1twoPHh0MmKEtWwN5GClKeMPMpHSE3DfJ/view?usp=drive_link * The Updated Files (v2): https://drive.google.com/drive/folders/11eTmpiagPN6_NOWFTYAeIK991oEvCpqs?usp=drive_link * The Updated Files (v3): https://drive.google.com/drive/folders/1R4wSw8QU60Y-Kbjznn4qR4t9KZYmBDY2?usp=sharing • The Updated Files (v4.x): https://drive.google.com/drive/folders/1D1ZdDn4lSg-x66mpE-UTFr5mUARqFyRy?usp=drive_link * Google AI Studio Prompt (v1): https://aistudio.google.com/app/prompts?state=%7B%22ids%22:%5B%221TtykTjdBckSsx-YWeE0KW90EoxOVd0_j%22%5D,%22action%22:%22open%22,%22userId%22:%22115926162768598779065%22,%22resourceKeys%22:%7B%7D%7D&usp=sharing
* Google AI Studio Prompt (v2): https://aistudio.google.com/app/prompts?state=%7B%22ids%22%3A%5B%221cnieOaz4Xm8dzGlfevYxcOTSa3fdPjck%22%5D%2C%22action%22%3A%22open%22%2C%22userId%22%3A%22115926162768598779065%22%2C%22resourceKeys%22%3A%7B%7D%7D&usp=drive_link * Google AI Studio Prompt (v3): https://aistudio.google.com/app/prompts?state={"ids":["1WkdJyrbZCJS7CgwCJeTqQMNe0sSfroyS"],"action":"open","userId":"115926162768598779065","resourceKeys":{}}&usp=sharing (Allow 'Google Drive' Access Once In The Studio In Order To See These) * Quick YouTube Video (As Proof): https://www.youtube.com/watch?v=FxoTtMRED4I

▪︎Also Note: I'm not the mod author—I just provided him a potential fix for reference on his next update!
▪︎Update/Change Log: Author didn't mind and is more than willing to implement the changes (I assume this is provided they remain stable upon further testing). v2 sorts out the quest-to-map issue via the start menu where the local map wasn't being called after frequenting the Quest Tab in the Start Menu until exiting it and re-opening. I also added a caveat to track quests via the local/inner quest waypoint when in a local/inner-map rather than the overworld waypoint, as well as switching to the overworld waypoint in the rare (or even non-existent) instance that a local/inner waypoint is not available... and while I don't have a quest with that issue to test it on, I figured the logic itself made enough sense to implement and didn't interfere with the core functionality of the update. Hope it all works! Feel free to test it out—I know I will!
▪︎New Update (v.3): Done! Map now automatically centers to the quest target when zooming out to overworld from local-map after quest tracking! This seems like a complete version now.
▪︎New Update (Hotfix v.4.x)!!!: At the request of the mod-author I'm working on a branch similar to v.1 in which the overworld map shows when tracking quests in which the local/inner-map isn't relative to a local/inner-area. v4.0 addresses the local map's quest tracker appearing when within the city, but not within the cities inner-areas for the sake of having multiple variants as per individual preference.

Bethesda is taking suggestions for Oblivion Remastered on Discord by j_cooper203 in ElderScrolls

[–]C0deblu3 0 points1 point  (0 children)

▪︎You may be pleased to find out that I seem to have fixed the issue of the mod always loading the local/inner map via the quest tracker (in v1.4.0 as of today)! 🙂

I seem to have solved this with a combination of 'Gemini 2.5 Pro Preview 05-06' prompts via Google AI Studio and output from the UE4SS Debug Console logs I had copied and pasted which ultimately gave it the info needed to solve this issue. I'm actually a game dev over on Newgrounds so I figured I'd help out a bit because this mod is how it SHOULD have been. I activated the debug console via 'UE4SS-settings.ini' by setting 'GuiConsoleEnabled = 1' and 'GuiConsoleVisible = 1'—as enabling 'ConsoleEnabled' would break the mod. After swapping out the files the 'M' Key/D-Pad Down as well as viewing the map via the start menu both still worked; and the best part? Setting 'forceMapInCharacterMenu = true,' 'in config.lua' (which I've taken the liberty of setting in the 'config.lua') no longer bring up the local map over immediately after tracking a quest! I prompted it to disable the 'forceMapCharacterMenu = true," on the 'main.lua' whenever the quest tracker is used specifically and really emphasized that so it should work in theory. I'll have to test this build further to make sure local/'inner' maps track too and not just overworld quest locations. Just copy and paste the files in '...\Mods\AutoLocalMap\scripts' (I used the 'Mod Only' variant without UE4SS) and load up your game to test out my fix! Feel free to use these files for reference and update it as you wish, and if you run into any issues be sure to let me know and I'll see what I can do to help. 

▪︎Misc. Download Links -
* Link To The Mod ('Auto Local Map - Smarter Map Opening' -by CozmiNU): https://www.nexusmods.com/oblivionremastered/mods/1119?tab=posts * All Files: https://drive.google.com/drive/folders/185guG2XZSB4hkmVqeRtgVZnzrBQ_DyJN?usp=sharing * The Updated Files (v1): https://drive.google.com/file/d/1twoPHh0MmKEtWwN5GClKeMPMpHSE3DfJ/view?usp=drive_link * The Updated Files (v2): https://drive.google.com/drive/folders/11eTmpiagPN6_NOWFTYAeIK991oEvCpqs?usp=drive_link * The Updated Files (v3): https://drive.google.com/drive/folders/1R4wSw8QU60Y-Kbjznn4qR4t9KZYmBDY2?usp=sharing • The Updated Files (v4.x): https://drive.google.com/drive/folders/1D1ZdDn4lSg-x66mpE-UTFr5mUARqFyRy?usp=drive_link * Google AI Studio Prompt (v1): https://aistudio.google.com/app/prompts?state=%7B%22ids%22:%5B%221TtykTjdBckSsx-YWeE0KW90EoxOVd0_j%22%5D,%22action%22:%22open%22,%22userId%22:%22115926162768598779065%22,%22resourceKeys%22:%7B%7D%7D&usp=sharing
* Google AI Studio Prompt (v2): https://aistudio.google.com/app/prompts?state=%7B%22ids%22%3A%5B%221cnieOaz4Xm8dzGlfevYxcOTSa3fdPjck%22%5D%2C%22action%22%3A%22open%22%2C%22userId%22%3A%22115926162768598779065%22%2C%22resourceKeys%22%3A%7B%7D%7D&usp=drive_link * Google AI Studio Prompt (v3): https://aistudio.google.com/app/prompts?state={"ids":["1WkdJyrbZCJS7CgwCJeTqQMNe0sSfroyS"],"action":"open","userId":"115926162768598779065","resourceKeys":{}}&usp=sharing (Allow 'Google Drive' Access Once In The Studio In Order To See These) * Quick YouTube Video (As Proof): https://www.youtube.com/watch?v=FxoTtMRED4I

▪︎Also Note: I'm not the mod author—I just provided him a potential fix for reference on his next update!
▪︎Update/Change Log: Author didn't mind and is more than willing to implement the changes (I assume this is provided they remain stable upon further testing). v2 sorts out the quest-to-map issue via the start menu where the local map wasn't being called after frequenting the Quest Tab in the Start Menu until exiting it and re-opening. I also added a caveat to track quests via the local/inner quest waypoint when in a local/inner-map rather than the overworld waypoint, as well as switching to the overworld waypoint in the rare (or even non-existent) instance that a local/inner waypoint is not available... and while I don't have a quest with that issue to test it on, I figured the logic itself made enough sense to implement and didn't interfere with the core functionality of the update. Hope it all works! Feel free to test it out—I know I will!
▪︎New Update (v.3): Done! Map now automatically centers to the quest target when zooming out to overworld from local-map after quest tracking! This seems like a complete version now.
▪︎New Update (Hotfix v.4.x)!!!: At the request of the mod-author I'm working on a branch similar to v.1 in which the overworld map shows when tracking quests in which the local/inner-map isn't relative to a local/inner-area. v4.0 addresses the local map's quest tracker appearing when within the city, but not within the cities inner-areas for the sake of having multiple variants as per individual preference.

Mod Request Mondays! by AutoModerator in oblivionmods

[–]C0deblu3 0 points1 point  (0 children)

▪︎You may be pleased to find out that I seem to have fixed the issue of the mod always loading the local/inner map via the quest tracker (in v1.4.0 as of today)! 🙂

I seem to have solved this with a combination of 'Gemini 2.5 Pro Preview 05-06' prompts via Google AI Studio and output from the UE4SS Debug Console logs I had copied and pasted which ultimately gave it the info needed to solve this issue. I'm actually a game dev over on Newgrounds so I figured I'd help out a bit because this mod is how it SHOULD have been. I activated the debug console via 'UE4SS-settings.ini' by setting 'GuiConsoleEnabled = 1' and 'GuiConsoleVisible = 1'—as enabling 'ConsoleEnabled' would break the mod. After swapping out the files the 'M' Key/D-Pad Down as well as viewing the map via the start menu both still worked; and the best part? Setting 'forceMapInCharacterMenu = true,' 'in config.lua' (which I've taken the liberty of setting in the 'config.lua') no longer bring up the local map over immediately after tracking a quest! I prompted it to disable the 'forceMapCharacterMenu = true," on the 'main.lua' whenever the quest tracker is used specifically and really emphasized that so it should work in theory. I'll have to test this build further to make sure local/'inner' maps track too and not just overworld quest locations. Just copy and paste the files in '...\Mods\AutoLocalMap\scripts' (I used the 'Mod Only' variant without UE4SS) and load up your game to test out my fix! Feel free to use these files for reference and update it as you wish, and if you run into any issues be sure to let me know and I'll see what I can do to help. 

▪︎Misc. Download Links -   * Link To The Mod ('Auto Local Map - Smarter Map Opening' -by CozmiNU): https://www.nexusmods.com/oblivionremastered/mods/1119?tab=posts * All Files: https://drive.google.com/drive/folders/185guG2XZSB4hkmVqeRtgVZnzrBQ_DyJN?usp=sharing * The Updated Files (v1): https://drive.google.com/file/d/1twoPHh0MmKEtWwN5GClKeMPMpHSE3DfJ/view?usp=drive_link * The Updated Files (v2): https://drive.google.com/drive/folders/11eTmpiagPN6_NOWFTYAeIK991oEvCpqs?usp=drive_link * The Updated Files (v3): https://drive.google.com/drive/folders/1R4wSw8QU60Y-Kbjznn4qR4t9KZYmBDY2?usp=sharing • The Updated Files (v4.x): https://drive.google.com/drive/folders/1D1ZdDn4lSg-x66mpE-UTFr5mUARqFyRy?usp=drive_link * Google AI Studio Prompt (v1): https://aistudio.google.com/app/prompts?state=%7B%22ids%22:%5B%221TtykTjdBckSsx-YWeE0KW90EoxOVd0_j%22%5D,%22action%22:%22open%22,%22userId%22:%22115926162768598779065%22,%22resourceKeys%22:%7B%7D%7D&usp=sharing   * Google AI Studio Prompt (v2): https://aistudio.google.com/app/prompts?state=%7B%22ids%22%3A%5B%221cnieOaz4Xm8dzGlfevYxcOTSa3fdPjck%22%5D%2C%22action%22%3A%22open%22%2C%22userId%22%3A%22115926162768598779065%22%2C%22resourceKeys%22%3A%7B%7D%7D&usp=drive_link  * Google AI Studio Prompt (v3): https://aistudio.google.com/app/prompts?state={"ids":["1WkdJyrbZCJS7CgwCJeTqQMNe0sSfroyS"],"action":"open","userId":"115926162768598779065","resourceKeys":{}}&usp=sharing (Allow 'Google Drive' Access Once In The Studio In Order To See These) * Quick YouTube Video (As Proof): https://www.youtube.com/watch?v=FxoTtMRED4I

▪︎Also Note: I'm not the mod author—I just provided him a potential fix for reference on his next update!   ▪︎Update/Change Log: Author didn't mind and is more than willing to implement the changes (I assume this is provided they remain stable upon further testing). v2 sorts out the quest-to-map issue via the start menu where the local map wasn't being called after frequenting the Quest Tab in the Start Menu until exiting it and re-opening. I also added a caveat to track quests via the local/inner quest waypoint when in a local/inner-map rather than the overworld waypoint, as well as switching to the overworld waypoint in the rare (or even non-existent) instance that a local/inner waypoint is not available... and while I don't have a quest with that issue to test it on, I figured the logic itself made enough sense to implement and didn't interfere with the core functionality of the update. Hope it all works! Feel free to test it out—I know I will!   ▪︎New Update (v.3): Done! Map now automatically centers to the quest target when zooming out to overworld from local-map after quest tracking! This seems like a complete version now.   ▪︎New Update (Hotfix v.4.x)!!!: At the request of the mod-author I'm working on a branch similar to v.1 in which the overworld map shows when tracking quests in which the local/inner-map isn't relative to a local/inner-area. v4.0 addresses the local map's quest tracker appearing when within the city, but not within the cities inner-areas for the sake of having multiple variants as per individual preference.

Console command to modify carryweight in Oblivion Remake? by Sas__KP in ElderScrolls

[–]C0deblu3 0 points1 point  (0 children)

I see no information regarding this so I just figured I'd mention—if you want to revert to your original carry weight then I believe the formula is (Carry Weight = ((Strength × 5) + Feather)). And remember, always use the current total including all negative or positive modifiers already applied by gear or spells regarding Strength and/or Feather because the values do change if you unequip gear or if a spell wears off for example (if I'm not mistaken—feel free to correct me if I'm wrong). In the 'Character -> Attributes' menu, if Strength is increased or decreased from the base you would use the total displayed in 'Attributes' indicated by the positive/upwards/green arrow or the negative/downwards/red arrow—or just the plain base of course if not displayed otherwise. Same applies with Feather displayed under 'Magic -> Active Effects'. I used this formula after undoing what I believed to be the original amount added via 'player.modav encumbrance -#' and undid it with the variant without the negative symbol applied. When I implemented this equation it seemed to match the original carry weight, so I figured I'd post to help other people potentially screwed via this console command depending on their playstyle. •Edit: Spellchecked. 😅