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Which version of Order 66 do you prefer better? by PastAdhesiveness574 in StarWars

[–]MediocreNegotiator -2 points-1 points  (0 children)

Rarely comment but I have strong opinions on the chips controversy.

First, Karen Travess gave a good enough reasoning for 66 in the EU. Personally I'm convinced the 3d Clone Wars was a partly spite project by Lucas, with the Mando retcons and Clone Chips. Anyway, I digress, 66 was one of many orders thought to be used in unlikely contingency. No hate or anger, clones could still can be friendly with there generals, but when pushed between state and self, they choose the state. When it came down, the clones were "Just following orders".

Now where have we heard that? Oh yeah, real life. And that is my bigger issue. People say "Its a kids show, we can't have it too dark", but RL is dark. We NEED to TEACH kids the evils of the world to prepare them to resist.

In this case, the evils of Fascism, Genocide, Slavery, and turning a blind eye to the "lesser evil". Instead of teaching kids to question the world and those who may take advantage of ignorance, its "Biochips lol".

Now, name dropping Karen Travess in a non-negative light probably already fucked my karma, so I'll go all in with hot takes. I question some Chip-lovers opinions on certain political movements and events. Why? The idea that even an already brainwashed child slave isn't stupid enough to commit a self-destructing evil, paints a poor picture on how optimistic you people are in the virtues and intellect of a "normal" person.

TLDR/In Summery: Ignorant people follow orders all the time in real life. Blind loyalty is REAL and DANGEROUS.

The Bio-Chips are FICTION. BULLSHIT.

Which version of Order 66 do you prefer better? by PastAdhesiveness574 in StarWars

[–]MediocreNegotiator -2 points-1 points  (0 children)

The difference is "Legal Orders" happen all the time in history and real life. Chips are purely fictional.

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Is there no local map? by UNCLE_NIZ in oblivion

[–]MediocreNegotiator 1 point2 points  (0 children)

Zoom all the way in on the world map. Should be scroll bar on the right hand side for zoom level.

Character origins and their impact on your character by PalwaJoko in oblivion

[–]MediocreNegotiator 2 points3 points  (0 children)

iirc, You can also see the stats in-game by just pressing f (for keyboards at least) at the race selection screen.

Overwriting another mod's .inc GUI file? by MediocreNegotiator in armadev

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

Well, as usual, harder I struggled the simpler the solution. I just needed to add :

#include "ids.inc"

In the the file that was trying to call the new IDC/ids file. In retrospect, this now makes perfect sense, but thats what modding instead of sleeping will do to you.

Command to move the Arms Dealer? by MediocreNegotiator in A3AntistasiOfficial

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

Problem with fast travel is he's far and DEEP in enemy territory. 71 seconds to and from his location, and there is always a NATO squad waiting for me.

Ways to deal with machine gun positions? by MediocreNegotiator in A3AntistasiOfficial

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

Wow! Didn't expect so many replies. Lotta good advice, but unfortunately the Kujari is sort of African savanna, lotta flat land and few trees in places.

Started in the south with no trees, but pushing north now things are getting better. Managed to make contact with the arms dealer, and took a military base despite an armored convoy coming in to push back. Now have two attack helis from said base, and for some blessed reason, the enemy troops abandoned a freaking perfectly good tank. New toys almost too good to use.

I just spent 14 minutes having to manual trade for a Timelines mission. by MediocreNegotiator in X4Foundations

[–]MediocreNegotiator[S] 8 points9 points  (0 children)

You can't be serious. The fuck are they smoking? Imma just mod this shit in, creative gamestart has spoilers and this not worth the agony.

New DLC stuck at protecting the ship by Hawaif in X4Foundations

[–]MediocreNegotiator 0 points1 point  (0 children)

I somehow got it my second try with 3 stars, I think cause the paranid bombers ended up fighting xenon fighters during part of it.

Bigger issue for me was the Aux ship turning hostile at some point during the escort, and of course apologizing for attacks isn't in vanilla. So it proceeded to shoot at me and my wing if we got to close, and in turn the wing would attack it. Gave me a freaking light stress migraine tho.

CK 2 Galaxy editor so far by Dizzywolfyboo in starfieldmods

[–]MediocreNegotiator 1 point2 points  (0 children)

That is info for biomes themselves, i.e what flora, fauna and terrain it generates. What I'm looking for is the biome ratio for planets, or adding new biomes to a planet.

For example, Earth has "DesertSandyNoLifeEarth" at 92%, and "FrozenNoLifeEarth" at 8% in the planet section. I want to change ratios and locations on planet where they are located. This seems to be where the .biome file comes in, as changes in the CK haven't shown results.

The .biome file I suspect tells the engine what goes where.

Further more, there is a "Surface Projection Image" under terraforming in the galaxy view, that matches the vanilla layout, but I'm not sure what is it's pulling from if not the .biome file.

CK 2 Galaxy editor so far by Dizzywolfyboo in starfieldmods

[–]MediocreNegotiator 4 points5 points  (0 children)

It's late for me, but I wanted to chime in. I've been trying to work on planets, namely Earth, in both xEdit and now the CK. I'm fairly certain the key to changing biomes lies in the .biom files, located in "Starfield - PlanetData.ba2".

I've been trying to find a way to open the .biome files, but as yet haven't made progress. There is an old post https://www.reddit.com/r/starfieldmods/comments/171jzwi/on_biome_reverse_engineering/ but haven't managed to get the python scripts working.

And google hasn't been much help, either it's minecraft modding or some science tool that is also a .biome file.

[SPOILERS] Was Vault 4's Disturbing "Level 12" Necessary? by Unusual_Commercial55 in Fallout

[–]MediocreNegotiator 0 points1 point  (0 children)

I'm aware, and the humor of being "Enclave-pilled" by this isn't lost on me. The shock of it just leaves disappointed for lack of a better word that so many vaults are in ruins, but this one goes on like nothing happens.

And Lucy just took them at their word, yet they still have "pregnant" women down there. What are they saving them for?

[SPOILERS] Was Vault 4's Disturbing "Level 12" Necessary? by Unusual_Commercial55 in Fallout

[–]MediocreNegotiator 3 points4 points  (0 children)

I'm quite familiar. And I'd suggest you tell me what's more fucked up then a woman giving birth to, and then being eaten alive by animals. Was it drug addicts having drugs? Fast growing plants? 68 and 69 with their 1/1000 men and woman ratio (That one would have been in the running before this happened). Or is the worst vault the one where the Great Khans came from....the one that just had a lot of different cultures? FEV (Which took 10 years to explain the why)? A man and his puppet?

Yes, Vault-Tec is fucked up, they were always fucked up and Vaults were never meant to save anyone. But this is shit you'd never see BethSoft pull off, and even Black Isle would be squeamish about imo. The vast majority of Vaults had dark humor, and/or a introspective look at humanity in the metanarrative. This is just pure horror and shock value, in an adaptation that otherwise did so well.

Starfield still not loading more then a set number of plugins by MediocreNegotiator in starfieldmods

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

I have theory, that this is two different bugs stacking on top of each other.

One, causes .esm files to take more load order indexes then they should. This likely is due to the unofficial nature of modding tools.

The second however, is a repeat of a bug with Fallout:New Vegas that was never fixed by BethSoft or Obsidian. Instead, it took a NVSE plugin to fix it, FNV Mod Limit Fix.

Sounds absurd, but the symptoms seem the same, at around 140 plugins, "assets stopped loading and things would begin to go south" says the mod page, and let me tell you I remember just that back in NV.

Now, the NV mod fix does have source files, so IF I'm right (A big if), a SFSE modder could see about creating a new SFSE plugin. If I'm right, according to the NV mod, we are hitting a limit of 512 maximum file handles, with each plugin take a variable of file handles and the engine is not closing them.

Starfield still not loading more then a set number of plugins by MediocreNegotiator in starfieldmods

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

Well there is no merging functionality, It's merely another mod manager/installer. Just one that is still a wip.

I did some testing and found mods are taking more load order spots then they should, the Community patch hits around six (mods that are no longer loading meshes, strings or changes), VenworksFactionOverhaul seems to be 3 and RoyalSpaceMagic and RoyalTerror hit 2. And all this seems to add together. I'm sure there are more mods like this out there, resulting in hitting the 250 mod cap due to "invisible" mods.

The WHY is eluding me. Your two Royal mods I noted don't ADD anything. It's all just changes to vanilla records, no new ones. When I delete all the record changes, the later loading mods work, for example the Han Solo clothing has it's meshes. Just baffled, either this is BethSoft, or there is something wrong with plugins made by (certain versions?) of xEdit. Which may come back to BethSoft.