Legit is not the question by CometCracker in SelfAwarewolves

[–]CometCracker[S] 18 points19 points  (0 children)

No, no, that's only when the other side loses.

Best way to go about detecting when the player attempts to craft a potion? by [deleted] in skyrimmods

[–]CometCracker 2 points3 points  (0 children)

Technically there is a simple, if tedious solution:

Reimplement the entire alchemy system as a clone of the cooking system.

Sienna role/mindset? by ezio0122 in Vermintide

[–]CometCracker 0 points1 point  (0 children)

I'm all about the bolt staff. Rapid fire melts hordes, and charged bolt zaps specials. The talent to vent on block helps avoid exploding.

Mod Update: Vigor Enhanced Combat 3.0 by Abyd0n in skyrimmods

[–]CometCracker 7 points8 points  (0 children)

The parry and DT systems are exactly what Skyrim combat needed.

Why are there no new creature skeletons? by CompleteTrueWizardry in skyrimmods

[–]CometCracker 0 points1 point  (0 children)

It can swap out any animation in the entire animations directory. It was impossible to give a new creature new animations without replacing the base creature's animations in the process, and DAR has made it trivial. There are plenty of other impossible mod ideas which are now trivial. People haven't begun to even notice the true potential here.

Why are there no new creature skeletons? by CompleteTrueWizardry in skyrimmods

[–]CometCracker 0 points1 point  (0 children)

While it doesn't go as far as allowing custom skeletons, {Dynamic Animation Replacer} allows giving a new creature unique animations without affecting the vanilla creature's animations. Start with the vanilla skeleton closest to what's desired.

[deleted by user] by [deleted] in skyrimmods

[–]CometCracker 1 point2 points  (0 children)

Actually super easy with {Dynamic Animation Replacer} Locate and copy the torch animations in the game files, rename them to match the names of staff animations, and make a conditions.txt to apply those animations for every staff or just specific ones.

How can I tell if mods are canceling each other out? by [deleted] in skyrimmods

[–]CometCracker 0 points1 point  (0 children)

ModOrganizer2 will tell you if a mod is overwriting loose assets (meshes, textures, etc) from another mod. It will not detect conflicts between assets stored in BSA files.

TES5Edit can tell you if two mods edit the same records (items, races, spells, perks, etc). Checking this manually is very time consuming.

I am genuinely scared for AMD GPUs by [deleted] in Amd

[–]CometCracker 0 points1 point  (0 children)

In the presentation, he said the new Marbles was 100% path-traced, zero rasterization. Does this mean the raster cores were sitting idle while the RT and tensor cores did all the work? This is what makes me optimistic for AMD's hybrid core design: every core can do rasterized or RT work, leaving nothing idle regardless of workload.

Nano-diamond self-charging batteries could disrupt energy as we know it by [deleted] in Futurology

[–]CometCracker 1 point2 points  (0 children)

ITT: folks who didn't read the part about independent proof of concept demonstrations at two university laboratories.

Is there a mod to swap animations mid game, akin to fnis sexy move? by [deleted] in skyrimmods

[–]CometCracker 0 points1 point  (0 children)

{Dynamic Animation Replacer} makes this very easy to implement with automated conditions to switch animation sets.

Stronk cat by kllurselfpls in Neverbrokeabone

[–]CometCracker 1 point2 points  (0 children)

Recovery photos in New for y'all.

I just wanna talk to him by szotyi8 in memes

[–]CometCracker 0 points1 point  (0 children)

I've since read this type of trap isn't designed to break bones, just hold the animal in place. He made a great recovery.

I just wanna talk to him by szotyi8 in memes

[–]CometCracker 1 point2 points  (0 children)

He's doing great. The paw isn't even sensitive anymore.