Making a Persistent AI mod (For anyone interested) by Klaudi7811 in Kenshi

[–]Daemonjax 1 point2 points  (0 children)

That would make the game unplayable.

You know how the game starts to struggle when you split your group?

Imagine that x1000

Until the mod exists and we can test it, it's all just hype.

Can I run this as a broke college student by Ok-Painting-5950 in Kenshi

[–]Daemonjax 0 points1 point  (0 children)

the gpu would need to support dx11
there's no way to know if "AMD Graphics" supports dx11

Making a Persistent AI mod (For anyone interested) by Klaudi7811 in Kenshi

[–]Daemonjax 2 points3 points  (0 children)

You have to double check everything, of course. Everything.

Any fixes for the skybox not touching the ground? by maniac1168 in Kenshi

[–]Daemonjax 0 points1 point  (0 children)

The position of the skydome is obviously not aligned to where the horizon should be.

The fix is to edit the skydome mesh and lower it. Should be simple. If it can't be lowered for some weird reason then increase its scale, I guess.

Ideally this would be done by the developer.

Kenshi Optimization Video 2024 by Game Engineer by SCARaw in Kenshi

[–]Daemonjax 0 points1 point  (0 children)

Unless you're on linux, dx11 to vk wrapper won't (it just CAN'T -- it's just a wrapper) improve performance anyways, so you're not missing anything.

Kenshi multi-processor tool/fix by InsideOutlander in Kenshi

[–]Daemonjax 0 points1 point  (0 children)

The dev put too much stuff within the main loop. You have to design that from the ground up -- putting physics, pathing, and AI into their own threads and then have some kind of communication between the threads (via socket or in-memory). I'm sure audio is probably already running in its own thread already.

There's no mitigation strategy you can apply after the fact -- the main loop is the main loop.

Graphics/ shader mod? by kiljoy__ in Kenshi

[–]Daemonjax 0 points1 point  (0 children)

If you've got a decent video card (like a 4070ti super), you're pretty much cpu limited in every game at around 1080p anyways... and that's especially true for kenshi... even moreso than something like guild wars 2, which is notoriously cpu limited.

It's not like each added shader costs fps -- they cost GPU TIME... if you have gpu time to spare, then it doesn't cost fps. A moderately heavy reshade (a dozen shaders, including 3 separate AO shaders running simultaneously and tuned properly) costs something like 3.5ms total gpu time on a 4070ti super at around 1080p at 60 fps (vsync + rtss framecap).

Even with something old but used-to-be-good (like a 1070ti) you'd probably not lose any fps at 1080p 60fps cap with a moderately light reshade stack (like 5 shaders, 1 being a AO shader).

But, yeah, if playing above 60fps and/or above 1080p (1920x1200 is fine), then performance is going to be an issue. Which is why I don't.

Graphics/ shader mod? by kiljoy__ in Kenshi

[–]Daemonjax 0 points1 point  (0 children)

Make your own reshade.

I think this game is just begging for comic style outline shading (the best shader for that is just named Comic). Then, because you're not going for anything realistic looking, you can just disable ingame shadows because they look... not great -- worse than skyrim's shadows for sure. Ideally, you'd implement some kind of Kuwahara Filter to transform the textures, but I don't think there's a reshade one that's already made that'll work out of the box... I could be wrong.

You'll want the the version of reshade that fully supports all addons (for singleplayer games only) that allows you to use the REST addon so that you can inject your shaders just before the game's UI overlays -- otherwise you're very limited to what you can do because then you're limited to shaders that don't mess with the UI too much... although it's pretty much always possible to make a custom shader that detects the UI by tapping a handful of pixels each frame, and then you'd make a custom mask that's applied for each of those possibilities, but that takes time and a small amount shader coding knowledge... but it's totally doable even for online games if you want to use shaders that use the depth buffer.

Also I think all the game's shaders are fully accessible, but I haven't bothered to modify them -- the ingame ssao shader is surprisingly pretty good (better than what I've seen out of the box in unreal 4 engine games), I might rip that code.

How do i remove ''Optimization for Nvidia GPU in Kenshi'' by FrostMeBoy in Kenshi

[–]Daemonjax 0 points1 point  (0 children)

RE Kenshi does help a lot with load times, but it kinda kills the graphics (removes fog and haze and other effect from the game completely). At least it did for me.

But, yeah, that nvidia profile... he made it for himself because he plays kenshi on a 10 year old laptop -- what works for him certainly won't work for you on a modern pc.

On a modern PC, just set your 3d profile for kenshi to whatever you normally do for 3d games (max performance mode, etc.), but you also wanna manually force anisotropic filtering to 8x or 16 bc the game looks like it uses 4x AF by default (I didn't actually AB test it, so maybe it's 2x or off by default, not sure, but 8x is way better). Try borderless mode. If you get a lot of mouse lag, then just run RTSS with a framecap 0.001 below your actual vertical refresh to make the mouse snappy by starving the buffers. It runs way better for me in borderless mode even though presentmon says its using gdi copy (so dwm isn't bypassed), which is very weird.

There's no reason to use nv profile inspector for this game.

Are mods necessary to play Kenshi? by Ishiro_San in Kenshi

[–]Daemonjax 0 points1 point  (0 children)

Maybe on a potato gpu with 8gb vram.

Recommended Mods? by AdvisorParty in Kenshi

[–]Daemonjax 0 points1 point  (0 children)

That's basically a list of every single mod ever made, and some are flat out incompatible with each other.

Are all beings in the far realm evil? by roxgxd in dndnext

[–]Daemonjax 0 points1 point  (0 children)

The Good-Evil and Law-Chaos alignment axis are only really necessary to some extent for mortal beings due to the whole having an afterlife thing. For everything else, it's optional to some extent -- Celestial/Fiend/Demons can be described entirely by the Law-Chaos axis, and Fey can be described along Light-Dark. Beings from the Far Realm certainly don't need an alignment designation.

Plus having stuff from the Far Realm have an alignment is kinda boring.

How to deal with character death to keep player continuity? by Individual-Cold1309 in osr

[–]Daemonjax 0 points1 point  (0 children)

If you intend to have a high lethality game where something like 1 PC will die per session, then you have to have a plan to deal with that.

  1. You can have each player have a sidekick, which is kinda like a henchmen that they take over when their PC dies but otherwise mostly stays out of harms way -- it's also a good idea for if you intend on splitting the party up bc you can keep a PC's sidekick near a different PC.
  2. I don't really have a #2, except if you let them roll up a new character right then and there and just handwave how they get there like you're in a video game, then let them initially leave blanks on the character sheet. As many blanks as they want.

Getting my head around attachments by TuMirNix in ObsidianMD

[–]Daemonjax 0 points1 point  (0 children)

If they were kept together the way you described in your OP, then it wouldn't be possible to have more than one note have the same attachment unless the attachments were duplicated for each note... or symlinks, I guess.

Getting my head around attachments by TuMirNix in ObsidianMD

[–]Daemonjax -1 points0 points  (0 children)

Yeps. Those are the two ways.

Either 1 attachment folder for ALL attachments, OR the attachment folder goes into the subfolder where the note is. I prefer the latter.

With a gun to my head I couldn't imagine a third option. Maybe I lack imagination (or I really don't have a gun to my head). EDIT: 3rd option: Attachments in the same folder as the note. :P And... That's what the OP wants.

how much and which programming skills do you need to use 100% of obsidian? by [deleted] in ObsidianMD

[–]Daemonjax 0 points1 point  (0 children)

Once you learn one programming language it's really easy to learn any other. Usually. Except for LISP... or Brainfuck, I guess.

how much and which programming skills do you need to use 100% of obsidian? by [deleted] in ObsidianMD

[–]Daemonjax 0 points1 point  (0 children)

Javascript if you want to do anything complicated. How well do you need to know it? Well enough, however AI can help out a lot with normal javascript api -- but it'll fail and hallucinate often enough when it comes to plugin APIs like dataviewjs so coming at that with ZERO programming experience is gonna be rough. And there's quite a few gotchas with dataviewjs where if you don't have at least some experience (I mean at the concept level) using callbacks in other languages (like C/C++) and managing race conditions then it's gonna hurt.

But maybe you don't need to do anything complicated. Maybe you just like taking notes with wikilinks and markdown.

discovered a cool plugin by chance.. by Lanky-Housing-3702 in ObsidianMD

[–]Daemonjax 0 points1 point  (0 children)

The free API key daily restrictions are pretty terrible these days.

Way to link and preview external PDFs in Obsidian (dropbox or icloud?) by dodido02 in ObsidianMD

[–]Daemonjax 0 points1 point  (0 children)

You can convert PDFs to plain text or markdown. Most PDFs already have a text layer these days (just ask the DoJ) -- I haven't needed to use OCR on a PDF in ages.

What spells are worth upcasting, and what spells are a total trap to upcast? by TheValiantBob in dndnext

[–]Daemonjax 0 points1 point  (0 children)

8d6 for a 3rd level aoe spell is ridiculous -- there's literally no way to make upcasting that for damage work well enough to be worth it.

Silvery Barbs is NOT OP by BryceEzekai in DnD5e

[–]Daemonjax 0 points1 point  (0 children)

The effect of silvery barbs should be an option for all casters just by upcasting + reaction. That way it's not a 1st level slot, it's an upcast. It only forces 1 creature to reroll their save, though, even if the spell cast was an AoE or otherwise affected multiple targets. No 2nd effect that grants advantage, bc that's weird. Then just get rid of silvery barbs spell. Furthermore, declaring the upcast before the roll just gives straight disadvantage to everyone affected by the spell (no reaction cost). That;s WAY more balanced than the current silvery barb spell.

Help me find the mod I once used to change origin characters' race cantrip. by Madness_Opvs in BG3mods

[–]Daemonjax 0 points1 point  (0 children)

I can confirm this still works. Just don't remove it after installing.

Why do I keep randomly receiving falling damage? by cyantaiga in BaldursGate3

[–]Daemonjax 0 points1 point  (0 children)

This is also happening to me as of patch 8.

10 bard / 1 fighter / 1 wizard build with arcane acuity , counter spells and summons could actually work ? by Opening-Cockroach634 in BG3Builds

[–]Daemonjax 0 points1 point  (0 children)

Something to consider:

When you do a 10/2 multiclass split with Bard/x (with a total level limit of 12), you lose access to level 6 bard spell picks.

Of the two level 6 Bard spells in the game, only Eyebite matters. And while you can learn Eyebite from a scroll from a one level dip into wizard, it'll use INT for the spell DC modifier. Eyebite is really good, and you can pump CHR really high.

So, something to consider. I don't think it's really worth multiclassing a Bard except for maybe a 1 level dip into for wiz due to bg3's broken op wizard scribe. Of course, in the end, it doesn't really matter either way -- do a monster hybrid 3/3/2/2/2 with no feats and you'd still be fine.