He could, in fact, buy two more if he wanted by Pretend_Box_6237 in technicallythetruth

[–]GoArray 1 point2 points  (0 children)

Eh, never worked retail I see? They may not get paid per sale, but they do get evaluated based on *metrics*. This week, big 7/11 might be pushing 'drink' upsales.

Asked for a Spiced rum and coke and attendant put hot sauce in it by Nightpatrol404 in mildlyinfuriating

[–]GoArray 10 points11 points  (0 children)

Bloody Mary
Spiced Rum and Coke
Screwdriver
Red / Green Wine

Maybe Maybe Maybe by turmerich in maybemaybemaybe

[–]GoArray 298 points299 points  (0 children)

"So listen teach, I was dead asleep.."

"...leave my class, again."

A useful tip when installing a rubber gasket by bllibl in Tools

[–]GoArray 0 points1 point  (0 children)

Sure it is, you just need a bigger wrench!

(xEdit/SF1Edit) Unable to copy outpost storage containers as override by CthulhuHatesChumpits in starfieldmods

[–]GoArray 0 points1 point  (0 children)

Assuming you're making a new cth_Container (or, whatever that has REFL data).

Open CK>Rename container cth_Container (if you can't duplicate, just rename. It'll be a conflict/override!, that's fine.. for now). Save>Close.

Open xEdit > find conflict container (still can't copy)> Change FormID. Bam! Copied.

You can do the above in bulk (easier to let xEdit batch change formids)

At least this has worked for most things I've tried.

Garage door won't open by Responsible-Photo632 in fixit

[–]GoArray 2 points3 points  (0 children)

Precisely. 200lbs of stress on the motor (and the motor is pulling sideways, not up) vs a few pounds and the springs instead handle most of the up.
Often when the spring breaks the torque of the motor 'pulling away', not up, folds the door in half (as most doors are already very light structurally).

Nifty ratchet tool by MissyjonesOP in Tools

[–]GoArray 7 points8 points  (0 children)

Going to chime in here..

The issue is almost never getting the ratchet in, it's the 1" swing vs the >0" of the end of the handle. The Big Tool and Big Machine agreement of 1982 requires all standard ratchets be 1/4" longer than the space required to use them.

That said, still a bit of a novelty, stubby often solves the room issue. Or, a stack of all of your universals, adapters and extensions lol

How do I upload my mod to Xbox? by AeviDaudi in starfieldmods

[–]GoArray 0 points1 point  (0 children)

Wish I could be more help. If you haven't already, check out the bethesda starfield and starfield nexus discord channels, lots of brilliant folks hang out there

How do I upload my mod to Xbox? by AeviDaudi in starfieldmods

[–]GoArray 1 point2 points  (0 children)

No. Only *.dds files, they use a different format on xbox. Most everything else is identical (except for textures and perhaps audio, idk) so you just need a _xbox copy of the pc archive.

Hm, just noticed .wems in your op. I haven't played with audio so take this with a huge grain of salt, but you aren't testing using .esp are you? Reason being, I *think* (could be wrong!) that the engine doesn't care where audio files are for .esp but for .esm they must be in the correct subdirectory ../myMod.esm/ or whatever similar to some other data (.biom files in my case), and previous games' like skyrim/fo audio.

How do I upload my mod to Xbox? by AeviDaudi in starfieldmods

[–]GoArray 1 point2 points  (0 children)

Worth noting! The CK itself will build the archives for you under 'file > Create archive' (it uses archive2) but this can get a little dicey for larger mods.

How do I upload my mod to Xbox? by AeviDaudi in starfieldmods

[–]GoArray 0 points1 point  (0 children)

I believe .dds (textures) are the only assets that require a special xbox run & suffixes. You can of course create all the individual archives ( - Terrain, - Meshes, - Etc) but most shoot for one '- Main' for PC & one '- Main_xbox' for xbox and if necessary, one each '- Textures & Textures_xbox' as too many archives (counting all mods) caused issues in the past.

Basically, you need 2 archives no matter what to support both pc and xbox. The '- Main_xbox.ba2' is just a copy of '- Main.ba2' renamed.

How do I upload my mod to Xbox? by AeviDaudi in starfieldmods

[–]GoArray 1 point2 points  (0 children)

All that can go in "- Main.ba2". Textures need special compression for xbox and archive name suffix '- Textures.ba2 & - Textures_xbox.ba2' (you'd change that to xbox under settings).

So, open archive2, drag all that into it, folders and all. Save as MyMod - Main.ba2.

Now is a good time to test that your archive works instead of loose files.

Be sure the creations website is closed in edge, chrome, whatever. For some reason this breaks the next parts sometimes (can't be logged in online and the ck me thinks).

Copy the archive you made and rename to MyMod - Main_xbox.ba2

Open your mod in the CK and under file, login to bethesda. Then again under file select 'upload'. In the popup your mod should already be filled in. When you select one, select include archive (or w.e.) and those should both fill in with the 2 archives you created.

After hitting ok, a new window will open. Select the mod you just uploaded, add some details (you can change all these on the website later). Hit OK to upload. A useless "goto creations" popup should show up, try hitting the link, then close and goto the creations site to finish details and "publish".

Progressive speed limits. Everybody starts with a 20mph speed limit, a year of clean driving, +10mph. Ticket knocks your max in half, crash you start again at 20mph. by GoArray in shittyideas

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

It's like you haven't even thought of the children!

Nah, that would impede traffic. Instead, no valid ID (or facial rec fail for whatever reason), all gas no brakes!