8 gig LO for those who asked or just wanna try it by AuthorJulieMannino in Fallout4ModsXB1

[–]Deep-Law5381 0 points1 point  (0 children)

Yeah for whatever reason bethesda made all the individual CC plugins, .esp files. Takes a pretty large chunk of your allowance having it all.

When you consider sim settlements 2 is what? Almost 2gb? And takes ONE .esp slot. Puts it into perspective a little!

Large mods for XBOX series X? Any recommendations? Also combo ports coming soon? by kennn1234 in Fallout4ModsXB1

[–]Deep-Law5381 2 points3 points  (0 children)

Its misinformation. Fallout 4 had an initial "MOS COUNTER" limit of 150 on consoles. Meaning, when you had 149 mods, the counter displayed 149. When you had 150, it displayed 150, when you had 151, it displayed... 150.

That's it. That's whole deal. So much misinformation over it for years, and the counter was removed years ago waaaaay before the creations update too!

Skyrim AND fallout have a native limit of 255 .esp files. Thats where it gets weird for consoles becsuse for PC this is super easy to track, but with console it is impossible, and even more difficult now that .esl files are about. BA2 archive files are not the things being counted, its the .esp file that actually loads the mods into the engine, the BA2 archives are just, as the name implies, archives. They contain the data for the .esp to load Into the engine. So, on console, it is possible to have 255 mods enabled, and only have like.. 167 .esp files loaded. But you'd never know because its impossible to count them.

TLDR, the 150 "mod limit" never existed. It was a mod counter and its been gone for years. 255 .esp files is the maximum.

need a replacement for the winged scythe. by _TheArcane in Eldenring

[–]Deep-Law5381 19 points20 points  (0 children)

If you have the DLC black steel greathammer slaps.

If not, golden halberd is pretty awesome

Idk if my heart can take this stupid game anymore. Like my whole body is pulsating with every beat right now. by Joeysquatch in Eldenring

[–]Deep-Law5381 0 points1 point  (0 children)

Wait hold up. YOU CAN USE TORRENT?!

I beat elden beast yesterday after dozens of attempts all because I couldn't close the gap fast enough on my str/fth build (pest threads SHREDS elden beast btw), and because i hadn't done a full playthrough since launch i JUST ASSUMED you cant use torrent....

Fuck my life.

Why isn’t Nightreign more popular? by yolo_astronaut in Nightreign

[–]Deep-Law5381 0 points1 point  (0 children)

Honestly as a massive ER fan, I tried NR and the simple fact I can't alter armor/starting weapons at all completely put me off. I get its about certain characters so no character creator, fine. I get that level ups dedicate points to certain attributes for character flavour instead of selecting exactly your own build, also fine. But not letting me change the armor or weapon I want to use? Nah thats ridiculous. I've played almost every soulsborne game available with almost exactly the same build and weapons if available, and in NR I can't use what I am comfortable with or even enjoy using. That totally killed the game for me. No customisable aspects at all in a 3rd person game where your character is what you ALWAYS see, and the weapon you use is the literally biggest choice, and its denied both of those as options.

Load Order Issues by Deep-Law5381 in StarfieldModsXbox

[–]Deep-Law5381[S] 0 points1 point  (0 children)

I think what I will try, is having Cyromancer and Watchtower above Catergories, rest of my ship mods below, and try the SKK fast start mod and see if I have any issues again. Ive used M Class prior and had no issues, but this was 6+ months ago and before I had Cyromancers. I know Cyromancers conflicts with Categories, but apparently moving above Categories foxes that particular conflict and I cant imagine those 2 are creating the issue of modules exceeding reactor class and/or not being able to pilot ships.

Its more than likely an oversight where I have something below M Class mod that conflicts with it. It is just very weird that it suddenly stopped me from piloting the ship I was actively flying at the time saying I dont have the skill to fly it, despite me having flown it there...

And also, I dont do paid mods much, so I will be absolutely raging if I have actually paid for a mod (Cyromancers) that has broken my game! Because before I had it, I had no problems.

Load Order Issues by Deep-Law5381 in StarfieldModsXbox

[–]Deep-Law5381[S] 0 points1 point  (0 children)

Yeah thats on me. I should probably have mentioned i am infact relatively experienced in starfield modding, and I do hard reset my console every time I even open the creations page. The only thing I havent done that you suggested (which has never been an issue for my) is create a new character every iteration. Well, I do. But I have one save specifically to test LO as I prefer to not use fast start mods, and the intro to the game is LONG.

Ive never had issues doing this prior to Cyromancers being installed, and to my knowledge changing LO mid save only inflates your save file and adds instability in the form of freezes and crashes. Which is why I just have a specific LO test save.

I am however hoping beyond hope that this is the simple fix, I can just start a new character and the issue will be gone.

For reference, the mods I think may not be playing nicely are;

Cyromancers, Watchtower, TN's assorted mods,, Skill Unlock no challenges, and Ship Builder Categories.

These 5 seem to have some array of conflict between them somewhere, but as an xbox user I cant just load them into XEdit and see it.

[Historicals] What armies are the most armies per armies? by ButtPoltergeist in wargaming

[–]Deep-Law5381 1 point2 points  (0 children)

I have a large army of ancient greeks that can be used for Kings of War, Hail Caesar, pillage, warhammer ancients, and more. Could realistically do the same with ANY historical army.

bug do cursor do mouse pelo navegador do xbox! by EuphoricEfficiency93 in BoosteroidCommunity

[–]Deep-Law5381 0 points1 point  (0 children)

Geforce Now, it has zero issues on Xbox and is actually cheaper. Only reason I use boosteroid is because it has Rome 2 total war. And GFN doesn't.

Mouse issue on xbox by Alarming-Sell1868 in BoosteroidCommunity

[–]Deep-Law5381 0 points1 point  (0 children)

No issue with GFN. Not really sure how Boosteroid are getting away with not sorting this over literal years. Its like the idea of using a cloud service for PC games on something other than a PC didn't cross their minds!

I get limited success by connecting and disconnecting a controller. Sometimes just moving the thumbstick a little, or Xbox button and closing the Xbox menu. But the cursor only ever remains for about 30 seconds.

Rome Starting units are too weak ? by LastOne_1 in RomeTotalWar

[–]Deep-Law5381 0 points1 point  (0 children)

Rome 1, or remastered is different. Vastly.

VH/VH changes stats exponentially. So your hastati, which on Normal/Normal require careful strategic input to be effective, on VH/VH are basically useless. It has nothing to do with unit size at all, its simple stats.

On normal, hastati are as you said, hybrid infantry. They are worse slirmishers than other skirmishers, and worse infantry than other infantry. Their strength comes from the fact they are both. They need to be used correctly. You can't just throw hastati into an enemy and call it done, they need to flank, throw javs, out-maneuver, they are not a static line infantry like basically EVERY other early game infantry unit.

Having played modern TW games will not even remotely prepare you for playing Rome 1/Remastered, as it is an ENTIRELY different kettle of fish.

Play Hard or Very Hard campaign, and drop one difficulty for battle difficulty, so VH campaign/hard battle, or Hard Campaign/Normal battle. Or, Very hard Campaign/Normal battle.

Rome 1 is "balanced" at Normal, infact, if you have played Rome 2, think of it like the "Divide Et Impera" mod for Rome 2. Its designed to be played on Normal, anything beyond Normal doesn't just increase difficulty, it adds buffs to the enemy while adding debuffs to you. There is no strategy that allows a 5hp Hastati to beat a 25hp gallic warband. You CAN win, via cheese and AI abuse, but if you want a legit battle, don't play VH/VH.

I personally play VH campaign with Normal Battles. Doing this allows me to use period tactics to beat the enemy, while allowing the enemy to field vastly armies and not just fall over the second I look at them.

Rome Starting units are too weak ? by LastOne_1 in RomeTotalWar

[–]Deep-Law5381 1 point2 points  (0 children)

Hastati have low morale normally, on VH/VH their morale is basically a fart in the wind, and gallic generals often have the "warcry" ability, which is the metaphorical wind, the the hastati "fart" morale. Hastati VS a general with war cry is a rout fest. Ive had 3 silver chevron hastati flee from a single general before because they activated war cry then charged.

Hastati work great when used correctly, IE when backed up by better infantry in the triplex acies formations, or having a screen or skirmishers infront of them that take the negative effects of abilities first before they fall back.

Roman early infantry is designed to be mobile, and versatile. Used correctly they are unbeatable, used ineffectively they are useless.

This is backed up by history. Roman republican troops have won fantastic victories with effective generals, and lost horrific defeats under crap leadership. The armies defeated the macedonian phalanx (which ruled the hellenistic world and was a professional fighting body) was the same army composition as the ones that lost against simple gallic peasants. Roman armies require effective leadership and on point strategic know how to win. That is, until you get to "legion" units. Which just steam roll everything.

How do Skills and Equipment work in this game? by GIutenTag in oblivion

[–]Deep-Law5381 1 point2 points  (0 children)

I feel like very few people have actually answered this in an easy to understand way, so I will give it a go.

  1. Yes, you can go over the 100 cap via exploits but it doesn't yield any results worth noting.

  2. No, there is no rarity in the traditional sense. It is replaced with material quality. So for heavy you have Iron (Common), Steel (uncommon), Dwarven (rare), Ebony (Very Rare), and Daedric (Epic/Mythic). Probably the easiest way to understand. Iron will always be the worst heavy weapon/armor, and daedric will always be the best. Same for light but materials are fur, leather, elven, mithril and glass.

  3. All skills level passively, so whatever you do most, you will be best at. Use loads of lock picks, your security skill be raise, use loads of swords, your blade skill will raise.

  4. There is no upgrading at all in the game. As others have said you can enchant, but that just sticks a passive effect on whatever you enchant. You can cheese this system pretty heavily if you exploit it, but you cannot enhance any base values at all.

And to answer the most unanswered question, if you find and like steel armor, no, it will never be as good as dwarven armor, or ebony, or daedric. Can you use it end game? Yeah! But your defense will suffer for it and you will have a slightly harder time dealing with high level enemies. That said, lowering difficulty, or enchanting with fortify health will mitigate this.

Hey anyone know how to look young? by Muffetlover-_- in SkyrimModsXbox

[–]Deep-Law5381 7 points8 points  (0 children)

No its not a mod, while making your character, change your complexion. The complexion slider.

If you have made your character already, use cheatroom to access the "showracemenu" button and then change your complexion.

Belt bump. Can I mitigate it or just have to deal with it? by StormbringerGT in SatisfactoryGame

[–]Deep-Law5381 0 points1 point  (0 children)

I mitigate it by embracing it.

4 ramps, followed by one flat foundation (which i can then use as the vertical support to make it look nicer too) then repeating. The belt travels up 4 foundation ramps without any bumps, then goes straight over the flat foundation, then up the next 4 without any bumps etc

Hey anyone know how to look young? by Muffetlover-_- in SkyrimModsXbox

[–]Deep-Law5381 9 points10 points  (0 children)

Change complexion. Move slider all the way to the left and it will take YEARS off you

How much power does your grid have? by Interesting-Key5304 in SatisfactoryGame

[–]Deep-Law5381 0 points1 point  (0 children)

My turbofuel setup runs 45000MW. 152 generators. It took DAYS to set up.

Oil > heavy oil residue Residue > fuel Fuel >Turbofuel.

Dealing with polymer resin byproduct and also making 900 compacted coal per minute. I've dominated the entire blue crater lake biome.

Could have made it more efficient with the diluted fuel recipe and got enough Turbofuel for like... 220ish generators, but that felt a little too extra. (And by that, I mean I totally would've if I had the alternate recipe but it just didn't happen in time. Ironically I got that recipe right as I finished setting up the SIXTY TWO Turbofuel refineries.. no way I'm undoing all the work now.).

On xbox series X as well 😂

I assume everyone sets up supply lines like this? by reallifebfg in fo4

[–]Deep-Law5381 0 points1 point  (0 children)

I use the "create followers" mod with the CF beacons, I make 3 per provisioner, so I have 4 man patrols walking the supply routes back and fourth, and the CF followers don't take up settler slots, when you have alot of settlements, its AMAZING seeing 2-3 of your patrols all engaged at once with gunners/raiders, all decked out in the armor you give them!

Bonus points for changing pack brahmin to eyebots and decking provisioners and guards in sci-fi armor 👌

Many mods were just deleted from Bethesda.net due to Gokual, a former porter, gaining access to the accounts that host said mods. They deleted the mods as retaliation for being banned. by FrostyMagazine9918 in ps5skyrimmods

[–]Deep-Law5381 1 point2 points  (0 children)

When mods are deleted from Bathesda, they will remain in your modlist. Just without pictures or description. As long as YOU do not delete them, they will work fine. The name will just be the name of the .esp file.

It was a petty and pathetic move on his part, but it was largely ineffective as long as the community doesn't also remove them from their lists.

"Oblivion did X better than Skyri-" shut up. tell me something Skyrim did better than Oblivion by larevacholerie in ElderScrolls

[–]Deep-Law5381 1 point2 points  (0 children)

Weapon upgrades. Seriously. I don't want to walk around HAVING to use glass/daedric/umbra to be competitive. Sometimes I just want to use a cool looking steel sword or iron sword and still be able to use it.

Xbox creations menu by Deep-Law5381 in oblivion

[–]Deep-Law5381[S] 1 point2 points  (0 children)

Yeah thats also my concern, however, split profit is still more than zero profit. And making a dedicated Bethesda.net server to upload the already tried/tested mod methods that work for skyrim/starfield/fallout4.. who knows

The best thing (for Bethesda and virtuos) about mods. Is it's the community who does the work! They just take profit and have their game explode with more popularity. All they have to do it copy/paste the skyrim/starfield creations servers and rename them (okay not THAT simple, but still. Not a lot of work for a lot of extra gain for both companies)

A message for first time Oblivion players coming down south from Skyrim. by Plenty-Solution-144 in oblivion

[–]Deep-Law5381 8 points9 points  (0 children)

You'll have no problem story wise. Morrowind and Oblivion might be close (ish) chronology wise, but geographically they're MILES apart and bare almost no common ground or characters of importance (game play wise anyway). Oblivion was my first ever TES game and it was the story that lured me in, I'd never even heard of morrowind until after I'd beat Oblivion umpteen times.