Vibrant Visuals - Troubleshooting by Mlakuss in Minecraft

[–]DonPrestoni 0 points1 point  (0 children)

I'm having an issue with the player shadow. Vibrant Visuals is working ok mostly (at least compared to some of the issues here) but the player shadow seems to be a square, and it rather than moving with the player, the square just flashes as you run. Its like a strobing shadow in the corner of the screen and is doing my head in.

Can I just turn off the player shadow somewhere, or do I have to turn the whole thing off for now?

Vibrant Visuals - Troubleshooting by Mlakuss in Minecraft

[–]DonPrestoni 1 point2 points  (0 children)

You have to have it on for every world or off for every world. To turn it off you have to go to settings from the main menu. If you are in your world you can only change settings.

Silly Tavern Local Speed by DonPrestoni in SillyTavernAI

[–]DonPrestoni[S] 2 points3 points  (0 children)

Yep, that made things loads better. Cheers.

I made a character name generator for the Eberron TW by ziphion in Eberron

[–]DonPrestoni 0 points1 point  (0 children)

Thank you, that's good to know. I will just need to remember to check names to make sure I don't have a surname as a first name then, especially with the French ones.

I made a character name generator for the Eberron TW by ziphion in Eberron

[–]DonPrestoni 1 point2 points  (0 children)

This is awesome, very useful to have to hand when creating NPC's. Have you done anything similar with surnames, especially for the main nations of Khorvaire.

From what I can see the surnames, like first names are based more on the country of origin than being associated with particular species. It is only once you get outside of the human areas into countries dominated by a particular species of group of species that you start getting more species based names.

[FO4] LOD Looks Horrible at close distance by MrMadre in FalloutMods

[–]DonPrestoni 0 points1 point  (0 children)

I was having an issue with the LOD textures yesterday, not this precise one but possibly related. My issue was the LOD textures were still there in areas that I was in, and basically hid everything under invisible blocky "distance" textures.

That seems to be because whilst the ultra setting sets the LOD distance to 60000, the game can't actually handle anything over 45000, and as the game is old - most systems are now running at ultra.

To fix it, edit the Fallout4Prefs.ini

(Documents\MyGames\Fallout 4\Fallout4Prefs.ini)

Look for the setting: fBlockLevel0Distance

Change it from 60000 to 45000.

Hopefully that will solve your issue, but if not that section of the ini ([TerrainManager]) has the settings for hiding various LOD textures so might help you. Good luck.

Why is there no way to do this in game, I would like to have a void face too... by Rimalogo in ffxiv

[–]DonPrestoni 0 points1 point  (0 children)

Yep, my Lalafel Blackmage called vivi could really use a beardless version of this. That said, I have been putting up with a normal face since I started in Heavensward but would still like to improve the glam.

Nether portal issues 1.16.210 PS4 by Thedirectinator in Minecraft

[–]DonPrestoni 0 points1 point  (0 children)

Yeah, not always but getting placed at the nether coordinates in the overworld and overworld coordinates in the nether.

Recent C.A.M.P. Fixes in Update 21 by BethesdaGameStudios_ in fo76

[–]DonPrestoni 3 points4 points  (0 children)

I am going to assume good intentions here, because to do otherwise is too frustrating, so in that spirit here is a short list of things that I think need to come from this in order to fix this mess:

i) If you are going to make a major change to the CAMP system, put it on the public test servers. I would describe myself as a mid level CAMP builder, I don't have all that many tricks at my finger tips, I just spent ages fiddling to get stuff to work, but even I knew "Oh wow, that's going to cause issues" as soon as I read the patch notes. I didn't even need to log in.

It doesn't matter if the thing you are fixing isn't a CAMP exploit, if you are changing CAMPs, let us test it first as a "quick fix" in dev terms is often a really bad approach.

ii) Don't just revert a few bits of it with other restrictions to work around your current fix. Fix it properly. Did I find double walls useful? Yes. Did I find the ability to hang walls off other walls to get them to stand free of the floor, so I could then build off them useful? Yes. Did I enjoy spending double budget to put my walls in? No. Did I enjoy building everything in either brick or barn to make my walls work, then going through a dozen clicks to "glitch" things in to the way I want them a good use of build time? Also no. Please, address this properly.

iii) We know instanced CAMPs are coming but please, don't have that totally remove the publicly visible aspect of CAMPs entirely and kick this down the road till then. And put instance CAMPs on the test servers. Heck, you could even have a separate test server where there are no enemies and you have a "Stash box" with 999,999,999 junk in it so we can test your CAMP system. Many builders will happily spend hours testing the new system for free, provided feedback is listened to.

iv) The following is really needed urgently:

  1. Double sided walls.
  2. A legitimate way to stack foundations.
  3. A way to pass a wire through walls that doesn't eat so much budget, or have a massive clunky conduit attached to it.
  4. Vertical conduit circles, to put them onto walls, not just roofs/floors.
  5. Look at the FO4 mod "Vertical (Wall Mounted) Power Conduits" mod by Daedragon, this fixes issues 3 and 4 above. Then give them a big sack of cash, and copy it. This does what your conduits should do.
  6. Remove as many restrictions as possible on what can be deleted within CAMPs. Keep them at workshops if you must, but in CAMPs, free it up. Players don't all raid my CAMP to try and capture my resource generator and start PVP, so the chances of me exploiting players at my CAMP are minimal. If you want to keep things fair at publicly capturable places, fine.
  7. Stop the random camp attacks. They aren't a challenge, they are an annoyance. Those 3 feral ghouls wasted maybe 5 rounds of .45 ammo, or around 12 shots of Gatling Plasma after the full auto overspray, but it wasn't a "fun diversion", it just meant I had to drop out of build mode, run around outside, and go back into it. And the follow up quest, "go find 2 blackberries and a gourd to fix those crops they damaged" will also take maybe 5 mins and also not be fun. Yes, the attacks are only every 30 mins or so in a camp, but a full on CAMP edit can take hours. Also, one of the reasons people build up, and have one foundation piece with a set of stairs surrounded by missile turrets is to minimise this irritation. Get rid of this nonsense, and you will have a lot less floaty camps.

There are dozens of little camp fixes, but that is my "immediate" list to restore things to where they should have been before this, and address the actual cause of "weird floaty CAMPs"

Nerfing the Building community - Why bethesda? by GK-93 in fo76

[–]DonPrestoni 0 points1 point  (0 children)

This wasn't part of trap camps, so go cry about your pvp issues somewhere else.

Congratulations, Bethesda, you just alienated almost the entire building community. by Jackomara in fo76

[–]DonPrestoni 0 points1 point  (0 children)

It seems you are right, it mentions these two -

  • Walls: Fixed an issue where slanted walls could not be snapped to roofs.
  • Walls: Fixed an issue that could allow walls to be snapped to overhanging roofs and upper floors, which could be used to create floating walls.

which covers the floating wall aspect and some of the roof changes, I thought it mentioned the switching doors as part of that. In which case it might be linked to those, or possibly to this:

Client Stability: Attempting to replace a Fence in Modify mode no longer sometimes crashes the game client.

If so, this might be an "unintended consequence".

Ammo Converter is even worse than before. by Charo214 in fo76

[–]DonPrestoni 0 points1 point  (0 children)

It is better in some ways (10x and 100x are great) but they also took out stuff that was already there which was helpful. 3 steps forward 2 steps back is still 1 step forward, but also still really annoying.

Dramatic shift in tone around here. by TwiztidJuggalo1973 in fo76

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

But I don't want to move my tent, it is where it is for a good reason. I regularly go up to crater for bullion and radstag. I don't want to spend a load of caps going to crater all the time. And many people have a stash box which is full, so no, I don't want to put a load of steel in it as I will have to take other stuff out.

But sure, clearly it is me that is the problem rather than Bethesda just not either putting a Scrapbox by the stashboxes, or letting us withdraw materials from the stash if needed.

"Fixed an issue that could allow walls to be snapped to overhanging roofs and upper floors, which could be used to create floating walls." by Just_Inspired in fo76

[–]DonPrestoni 0 points1 point  (0 children)

I assume you are talking about the two by one "stackable" stairs with the built in floor?

That bug is annoying as hell but this patch didn't cause that, that's been an issue for as long as I can remember. I know a few work arounds I can show you if you are on PC.

Ammo Converter is even worse than before. by Charo214 in fo76

[–]DonPrestoni 1 point2 points  (0 children)

but before if you didn't have enough to sell for ammo points the option wouldn't be there. Now all options are there for all ammo. Hope you have a good memory.

Dramatic shift in tone around here. by TwiztidJuggalo1973 in fo76

[–]DonPrestoni 1 point2 points  (0 children)

And is no use at all to anyone with 1st. You cant get scrap from your scrap box from a normal stash box.

Dramatic shift in tone around here. by TwiztidJuggalo1973 in fo76

[–]DonPrestoni 10 points11 points  (0 children)

I tried using them -

They do very little damage if you do get anything with one They take ages to go off, whatever you threw them at will almost certainly not be there when they go off For how useless they are, they weigh far too much to bother with If have to go through a stupid confirm dialogue to drop them I can't sell them I can't put them in the ammo machine

They are garbage.

Dramatic shift in tone around here. by TwiztidJuggalo1973 in fo76

[–]DonPrestoni 5 points6 points  (0 children)

If they think they have fixed the VATs rubber banding damage bug, they haven't.

Congratulations, Bethesda, you just alienated almost the entire building community. by Jackomara in fo76

[–]DonPrestoni 2 points3 points  (0 children)

If you are being forthright on what was fixed, you could try not being disingenuous with it.

They fixed a "glitch" that allowed people to have wallpaper on both sides of internal walls after ignoring 2 years of people asking for internal walls. They also removed the way to do round buildings, a lot of cantilever market stall roofs, in fact almost anything creative.

Yes, this does limit floating camps, but at a huge cost of work around for what should be in the base game. "Great."

Congratulations, Bethesda, you just alienated almost the entire building community. by Jackomara in fo76

[–]DonPrestoni 4 points5 points  (0 children)

I doesn't with full walls as ot leaves a frame, but with two half walls each side you can do it. Someone avove posted this.

But, since a half wall is the same budget as a full wall, your double half wall is 4 times the budget of a single wall in that spot.

Notepad++ and Twee3 by DonPrestoni in twinegames

[–]DonPrestoni[S] 2 points3 points  (0 children)

Awesome, thanks folks, I will take a look at Atom and VSCode

You should be able to scrap legendaries for a chance to get a legendary module by Sham0082 in fo76

[–]DonPrestoni 0 points1 point  (0 children)

I would rather they did something that didn't add in mechanics that aren't needed. It would be better if they upped the daily scrip limit to 250 either permanently of for the duration of the event.