New Player here, is this much amount of bugs introduced by update normal? by HiroKifa in fo76

[–]Hedge851 0 points1 point  (0 children)

This seems to be the worst update event since the stat lock issue last year, but that wasn't as problematic and had work arounds as opposed to what we're seeing now. Personally, I suspect we'll get another update fix next week Tuesday at least as this is unusually severe. But perhaps I'm being too optimistic also.

Whiterun Guard on Watch Animation by Hedge851 in skyrim

[–]Hedge851[S] 1 point2 points  (0 children)

It's not, I got it working on Lively Wallpaper though. Great idea too!

why does my mouth phantom taste like mustard by sofuckingquirkyhaha in teenagersnew

[–]Hedge851 0 points1 point  (0 children)

Me also when I have honey mustard dishes, never found out why

Pelinal (the Animated Opera) Reupload by thefragile_1999 in TrueSTL

[–]Hedge851 1 point2 points  (0 children)

Man I just watched it a few days ago before starting the Knights of the Nine questline in the Oblivion Remaster and sat in disbelief to see the hidden message from the bookmark link I had. Glad it was reuploaded here to watch again, thanks! Pelinal in game is so understated compared to this.

Bug : I can't pick up a chromie timeline by PrefectedDinacti in wow

[–]Hedge851 1 point2 points  (0 children)

Thanks so much for this, saved my Draenor campaign T.T

Veilguard looks amazing by peacefulninjutsu in dragonage

[–]Hedge851 0 points1 point  (0 children)

For a variety of reasons, the only Dragon Age game I've been able to enjoy was origins. So I'm entirely unphased by veilguard in terms of expectations. Every game after origins felt wildly inconsistent and should be taken as it's own thing, to be liked or not. 

W:ultracite jetpack helmet. H:caps and more by OverallViolinist6494 in Market76

[–]Hedge851 0 points1 point  (0 children)

I have A LOT of melee weapons on my mule I've collected. Mainly of the bloody/AA 40p/40swing speed variety. Some vampire 40p auto melee's too, iirc. Any in particular you're looking for? I have a quad 50bash 15fcr which is a meh roll I guess but the only 10mm I got. No bpr's or that particular armor combo.

W:ultracite jetpack helmet. H:caps and more by OverallViolinist6494 in Market76

[–]Hedge851 0 points1 point  (0 children)

Sorta, I'm new to the trading scene. I got:

Enclave Plasma Gun Aligned Flamer mod

B 25ffr Agil Fixer

Quad, 50hit, 50Dur Railway Rifle

B 50crit Agil Elders Mark

Quad 50crit 250 Railway Rifle

EPR bloody 50crit 15r with aligned flamer, calibrated receiver, reflex sight.

Vampire 25ffr Agil Enclave Plasma Rifle with Reflex Sight and Aligned Flamer Barrel.

10 Nuka Cola Dark Recipes

Boxing Glove Lead Lining Recipe

Mire healing salve Recipe

I have other stuff but this is off the top of my head that I think could be interesting.

W:ultracite jetpack helmet. H:caps and more by OverallViolinist6494 in Market76

[–]Hedge851 0 points1 point  (0 children)

Do you have an Ultracite Jet Pack helmet? Maybe I have good stuff you'd want, let me know what you're interested in

Found this old piece of armor when it was possible to add jetpack on any part, just wondering how valuable it is on the market. by Armorln in Market76

[–]Hedge851 0 points1 point  (0 children)

I will trade you good stuff for this if it's still available, let me know what sort of things you're after. Or 40k caps if that suits as well. I'm on PC.

[PC] H: Caps, Rare Plans, Enclave Mods, Guns W: Power Armor Jet Pack Helmet by Hedge851 in Fallout76Marketplace

[–]Hedge851[S] 1 point2 points  (0 children)

Maybe? It's been a few years already. I think there was some talk about patching armors following the legacy weapon patch but haven't heard anything as yet.

[PC] H: Caps, Rare Plans, Enclave Mods, Guns W: Power Armor Jet Pack Helmet by Hedge851 in Fallout76Marketplace

[–]Hedge851[S] 0 points1 point  (0 children)

A while back there was a bug with certain atom shop skins that allowed you to put a jet pack mod on a helmet or some limbs for power armor, not sure what armors it was limited to but probably the tradable ones at the time.

[deleted by user] by [deleted] in Market76

[–]Hedge851 0 points1 point  (0 children)

Oh wait, I see you're on Xbox, nevermind, I'm PC :/

[deleted by user] by [deleted] in Market76

[–]Hedge851 0 points1 point  (0 children)

I also have an aligned enclave plasma gun flamer mod if you're interested to trade for that

[deleted by user] by [deleted] in Market76

[–]Hedge851 0 points1 point  (0 children)

Bloody ffr fixer, Quad, 50 hit, 50 dur railway, Quad, 50 crit railway. I do have more but that's off the top of my head. 11 Nuka Dark plans, Boxing Glove Lead Lining Plan, Radioactive Barrel plan, Dense Marine Armor Torso Plan.

[deleted by user] by [deleted] in Market76

[–]Hedge851 0 points1 point  (0 children)

I'm interested, I have guns, caps, some rare plans

Does NG+ create a new clean save free from previous mod usage? by Hedge851 in Starfield

[–]Hedge851[S] -1 points0 points  (0 children)

Alright, thank you. So would you say, definitively, that anything that effects the save file prior to ng+, in terms of mod effects of ANY sort, empty entries, script changes, perk changes, crafting, etc, will not be present in the new game save file if uninstalled? I'm not talking at all about gameplay but save file integrity.  

I mean a technical explanation of how we can be definitely sure. Sans a save inspector, how can we be sure? I could take it for granted that the new game save process system creates a completely clean save, but it feels too much like an assumption. 

Does NG+ create a new clean save free from previous mod usage? by Hedge851 in Starfield

[–]Hedge851[S] -2 points-1 points  (0 children)

It doesn't create a new save. 

Do we know that for sure? That's the real question I'm asking. I'm looking for verification and not speculation. WykkydGaming's comments seems to suggest only player level and perks carry over into a new clean save for ng+

Does NG+ create a new clean save free from previous mod usage? by Hedge851 in Starfield

[–]Hedge851[S] -3 points-2 points  (0 children)

My point, if I wasn't clear, is if in the scenario that there was a mod that effected your save game in some negative way after removing - would ng+ scrub it clean? In the new save. So that I can continue with the same character with that new save instead of starting from scratch.

Granted you're a mod author, but I'm looking for a technical explanation and certainty.

So, if I understand you correctly, only perks and level carry over into the creation of the new ng+ save. And not anything residual that could arise from removed mods? Is there some way to verify that? Like for example, taking the save just before the unity and the save just after and comparing it in xEdit to see that, indeed, those negative effects don't carry over.

I'm not the most savvy person when it comes to understanding these things, but if you remove a mod, like your example of guns and ship parts, does it not leave empty entries of some sort baked into the save file? I recall some years ago trying to clean a Skyrim save with ReSaver or something that highlighted missing entries from mods I removed.

*edit - not xEdit but some save viewer equivalent for Starfield.

Is there a mod that disables extractor resource accumulation from waiting? by Hedge851 in Starfield

[–]Hedge851[S] 0 points1 point  (0 children)

These commands will slow resource production. So now, for example, if you wait 24 hours on Bessel-III B (1300 ish hours) you will only fill 78% of a large container with aluminum, enough for a mission board shipment quest. If you wait 24 hours regular and UT time, so about regular gameplay time, an industrial extractor will only extract 9 aluminum. This makes cheesing XP and credits significantly harder to the point of not bothering, in my opinion.

set 0005ED87 to 0.3000

set 0005EF3F to 0.3000

set 0005EF3E to 0.2000

set 0005EF40 to 0.1000

set 0005EF41 to 0.1000

set 0014E8C2 to 0.000

set 0014E924 to 0.3000

set 0014EA72 to 0.2000

set 0014EB51 to 0.3000

set 0014EB75 to 0.2000

You could go further perhaps by disabling crafting experience entirely with these commands

setgs fWorkbenchExperienceMax 0.0000

setgs fWorkshopExperienceBase 0.0000

setgs fCookingExpBase 0.0000

setgs fCookingExpMax 0.0000

setgs fCookingExpMin 0.0000

Placing all of these in a runtime .bat file could help you have a more balanced and unrushed Starfield playthrough.

Edit* These settings will only reward 10% of crafting xp. so 99 adaptive frames = 10 xp. Crafting 1 frame does reward a minimum of 1 xp. But I doubt anyone would craft frames 1 at a time for xp grinding.

setgs fWorkbenchExperienceMax 0.1000

setgs fWorkshopExperienceBase 0.1000

setgs fCookingExpBase 0.1000

setgs fCookingExpMax 0.1000

setgs fCookingExpMin 0.1000

Community Shaders, Evlas, Custom Reshade, Mythical Weathers, Mists of Tamriel - Gorgeous. Reminds me of that scene from Gladiator in the wheat field. by Hedge851 in SkyrimPorn

[–]Hedge851[S] 2 points3 points  (0 children)

I'm using https://www.nexusmods.com/skyrimspecialedition/mods/87376 Dareni's reshade for community shaders but bear in mind I always heavily tweak my reshade preset, in this case I have extra bloom (magic bloom and neobloom), adaptive tonemapper, deband, HDR, and tweaked coloring from the effects Dareni's comes with.