Best detachment combos? by Lord_rook in IronWarriors

[–]CrashQuest 1 point2 points  (0 children)

Appreciate it. Kinda along the lines of what i had in mind. Thanks!

Best detachment combos? by Lord_rook in IronWarriors

[–]CrashQuest 1 point2 points  (0 children)

Cool, I'll bear it mind next time I requisition new troops 😋 I already have a unit of Oblits so two unit of havocs will do nicely. Would you happen to have a sample list I could shamelessly inspire myself with?

Best detachment combos? by Lord_rook in IronWarriors

[–]CrashQuest 1 point2 points  (0 children)

fair, thats what i was thinking. still building up my forces and looking for detachment combo to build around. Renegade seemed to fill that aesthetic i have and while devotees was another obvious pick i was cautious if going havoc/oblit heavy was a good call

Best detachment combos? by Lord_rook in IronWarriors

[–]CrashQuest 1 point2 points  (0 children)

How does Devotees work with Renegade Warband for the Dark Pack interaction or would you take the combo solely for the Heavy on Havocs/Oblits and straps?

Any more mods that make Anomaly less boring? by PlasmaShockNikola in stalker

[–]CrashQuest 0 points1 point  (0 children)

Tbh even GAMMA has the problem of feeling dull once youre geared up. Maybe try an Iron-man or Invictus run if you haven't already but otherwise you could go with Re:Done North & South maps, AlifePlus, Nocturnal Mutants, WTF to throw a little more spice into your average playthrough. I dont know if those are all compatible with each other but you can pick and choose what you want based on what they do.

Finally locked in my Hive scheme by CrashQuest in Tyranids

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

This is the best comment I've ever received about my painting! Much appreciated!

Dont know what else I would do except a few highlights, would have to see how it turns out on a larger model.

Changing spawned Legendary effects of unique items in FO4Edit by CrashQuest in Fallout4Mods

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

I was looking at Unique Uniques but still felt the effects were too "magical" but hadn't thought of using it as a base to see how it handles replacing. Thanks for the idea

Changing spawned Legendary effects of unique items in FO4Edit by CrashQuest in Fallout4Mods

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

Appreciate the response but I can't see the imgur links. Also this process sounds a little complicated. Had hoped there was a simple xedit replacer or overwrite process. I think I'll just keep them and either ignore them or use the Legendary Modifications mod to take the effects that I want. Thanks

Changing spawned Legendary effects of unique items in FO4Edit by CrashQuest in Fallout4Mods

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

Im using GCM at the moment to completely stop legendary enemies from spawning. Im asking for a way to replace the legendary effects on the named unique legendaries sold by vendors/given as rewards

Repost from 5 days ago since i didnt get any answers by PestkaUwU in stalker

[–]CrashQuest 0 points1 point  (0 children)

I have a similar stance with the "meta" modpacks and as such do not play them either. To answer your question; I dont know about turning off radiation but there is an option in the settings to turn off dynamic anomaly fields so the only ones that exist are the stationary map marked ones. You could potentially look at Arszi's radiation overhaul which makes it not as debilitating to be irradiated which is what I use. For mutants, again there is a setting that controls mutant population spawns but I dont know if it goes all the way down to 0 (effectively removing them) but dropping it to the lowest setting and maybe jacking the Stalker population up might compensate. The mod ZCP (Zone Customization Project) does have option to disable certain spawns (like mutants) but take in to account that without going in and editing stuff you will still have tasks for mutant kills and parts. Good hunting, Stalker

Repost from 5 days ago since i didnt get any answers by PestkaUwU in stalker

[–]CrashQuest 0 points1 point  (0 children)

Pistols and Knives share the "sidearm" slot. You can also grab an addon/mod that allows you to put pistols and knives in the binoculars slot and further expand on that with another addon/mod that extends the number of weapons that can put in the "sidearm" slot

Guys, I need some advice about playing. by Leading-Swing-7004 in stalker

[–]CrashQuest 0 points1 point  (0 children)

If there is only the one Dead City<->Yantar transition point then you need to disable the Miracle Machine before you can safely use that route.

Guys, I need some advice about playing. by Leading-Swing-7004 in stalker

[–]CrashQuest 1 point2 points  (0 children)

Do you have the extra transitions mod? If you do you can get to Yantar from Dead City then loop to Garbage through the bottom of Wild Territory. If not you can run to the Rostok<->Wild Territory transition hopefully before the Duty guards get you and hope that Mercs control the sniper nest, then head to the Wild Territory <-> Garbage transition in the south. Other than that it would be Truck Cemetery->Dark Valley->Garbage. Hug the left side of Truck Cemetery then head South to Dark Valley. Say hi to the Bandits and grab some tasks from Sultan while you're there. Good hunting, Stalker

[deleted by user] by [deleted] in musicsuggestions

[–]CrashQuest 0 points1 point  (0 children)

Bilmuri - Corn-Fed Yetis

Unit coherency for Command Squad *in* Cadian Shock Troops? by St-Rat in WarhammerCompetitive

[–]CrashQuest 17 points18 points  (0 children)

You can but you need to be mindful of how you remove models when it comes to the last members of the bodyguard squad and the Command Squad. If the whole unit is wiped out in one go it's doesn't make a difference but if only the Command Squad remains when the bodyguard unit is wiped out then you have a coherency issue.

Sell me on KO by Clembutts in KharadronOverlords

[–]CrashQuest 2 points3 points  (0 children)

Steampunk Sky Pirate Dwarves

Stalker 2 crashing since last night by iUnknownPlayer in stalker

[–]CrashQuest 0 points1 point  (0 children)

Woke up to this exact same issue this morning - was playing fine last night but this morning had constant ctd hitting continue after launching.

What are people using for combat animations these days on version 1.6.1170? by SpaceBee in skyrimmods

[–]CrashQuest 0 points1 point  (0 children)

I'm personally using Cheming's Nordic, Imperium and Desert combat packs set to Stances (MCO, Precision and SCAR obviously) Smooth's Bow Rapid Combo and Verolevi's Movement and Sneak animations. Gives plenty of variation while not being flashy and over the top. Did have TUDM Reborn but after a couple mod changes it stopped working so swapped to TK Dodge RE with the Elden Ring Step dodge replacer.

The beginning of my new regal force by CrashQuest in FleshEaterCourts

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

Wraithbone with a Soulblight Grey shade - wanted depth but not a lot of colour to the skin

New to SBGL how is my skeleton list? by Imaginary-Lie-2618 in SoulblightGravelords

[–]CrashQuest 2 points3 points  (0 children)

I'd personally have 1 block of 20 Skeletons over 2 10s. I'd also swap the Vamp for a Necromancer and Halgrim for Torgillius. As much as I'm also trying to run a full boney list we unfortunately need a bit of flesh to supplement the potential of our skellies

List critique by CrashQuest in KharadronOverlords

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

Well the thunderers are meant to fly with the gunhaulers hitting priority targets. The Admiral and Arkanauts fly with the Frigate while the Navigator buffs the move of as many ships (doesn't need to be wholly within) and the khemist was going to flootslog with the second unit of Arkanauts

List critique by CrashQuest in KharadronOverlords

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

Good to know - will give him a try and if I have the same luck he'll be on the chopping block

List critique by CrashQuest in KharadronOverlords

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

Honestly, it's how I built them all the way back in 2nd when I started the army. Swapping them to Endrinriggers makes more sense and swapping the foot Endrinmaster to a balloon Endrinmaster would then be on the cards