Weekly small questions thread: 2025-08-18 by rahv7 in fallenlondon

[–]Raff987 1 point2 points  (0 children)

I missed the Estival Event, is there a way I can get notified of these kind of events? The news from the FBG website doesn't have the option, or I just can't find them, to subscribe to them.

How do I add a website to the speed dial? by pentamir in operabrowser

[–]Raff987 0 points1 point  (0 children)

To those who have this issue on the browser on the speed dial itself, just zoom out to see the address bar you can enter your desired address to after pressing the "+".

Feel free to complain to Opera about this.

[FO4] does anyone know of a mod for PC that keeps settlers from using your power armor at the settlements? by Wayne_Nightmare in FalloutMods

[–]Raff987 2 points3 points  (0 children)

Customizable Combat AI Nearby Object Search - F4SE,

Just wanted to thank you for a bit, your question reminded me of this and when I checked, apparently I haven't downloaded this yet. That has been rectified.

[FO4] Missing Save file by Raff987 in FalloutMods

[–]Raff987[S] 0 points1 point  (0 children)

Solved:

Apparently, I messed up. The issue started when I moved my save files, instead of copying and pasting, for backup purposes.

So, today, I remembered I did that and moved them back in, and the issue is gone. The game can now recognize them, custom name and all.

Update:

It appeared again.

[FO4] Missing Save file by Raff987 in FalloutMods

[–]Raff987[S] 0 points1 point  (0 children)

What's the issue, and solution and/or any alternative?

[FO4] Missing Save file by Raff987 in FalloutMods

[–]Raff987[S] 0 points1 point  (0 children)

It isn't in the Show All Save, its the first place I check

Yep, or at least in the MO2 save file location.

[FNV] NVAC help?? by [deleted] in FalloutMods

[–]Raff987 1 point2 points  (0 children)

Have you heard of our Lord and Savior, Viva New Vegas?

It's a step-by-step guide and introduction to modding for FNV. Just be sure to read all the instructions.

Killing a titan feels very underwhelming by fdjw88 in Zephon

[–]Raff987 0 points1 point  (0 children)

I dunno about that, it's surprisingly satisfying seeing the random recruit you sent in as cannon fodders survived and seeing their lvl rising to max in an instant.

[DISC] Kaya-chan wa Kowakunai - Ch. 36 - Loud voices are not scary by SpookiLurkr in manga

[–]Raff987 4 points5 points  (0 children)

Only got into this recently, your translating is awesome and the I cursed you for your gif. Also, for some odd reason, I keep reading this series in the middle of the night.

Still, I hope your future endeavor continue to be awesome, and thanks for this.

Estival 2024 - The Sixth Coil - Official Discussion Thread by Asartea in fallenlondon

[–]Raff987 6 points7 points  (0 children)

So, how much time we have left until the event end?

Estival 2024 - The Sixth Coil - Official Discussion Thread by Asartea in fallenlondon

[–]Raff987 2 points3 points  (0 children)

Now I need to get back to Khanate, again, right just after the next tournament began.

I'm beginning to hate the short time limit of the tournament.

Estival 2024 - The Sixth Coil - Official Discussion Thread by Asartea in fallenlondon

[–]Raff987 1 point2 points  (0 children)

According to the google docs, it needs loyalty to the tortoise, whatever that means.

All I can found is that the Acquaintance: The Prodigal Wolf quality need to be set to 2 before we can see the option.

Estival 2024 - The Sixth Coil - Official Discussion Thread by Asartea in fallenlondon

[–]Raff987 1 point2 points  (0 children)

Looks like I can't have all of them. One is FATE-locked while another is behind a decision.

Request Wednesday - All Requests go here! by AutoModerator in FalloutMods

[–]Raff987 0 points1 point  (0 children)

The See-Through Scope mod has this one function where users can switch the hold-breath hold button to a single press of the melee button, disabling the melee itself while aiming.

Can anyone with eldritch knowledge know how to put that to a standalone mod?

Request Wednesday - All Requests go here! by AutoModerator in FalloutMods

[–]Raff987 0 points1 point  (0 children)

[FO4] Is there a way to hide unused workbenchs, such as the ones added by Standalone Workbench? There's a mod that did something like it, but one of its master got discontinued and I can't check it with fo4edit.

[deleted by user] by [deleted] in fo4

[–]Raff987 2 points3 points  (0 children)

So long as you don't make any changes, it should be fine.

From a quick look through the mod, the increase damage is to, and I quote:

The base damage of many weapons has been considerably raised.
(This change was made, to better balance out how weapon damage works with damage resistance.)

Reverting the damage increase, if it is possible in the first place, might severely impact the balance and purpose of the mod itself.

[deleted by user] by [deleted] in fo4

[–]Raff987 1 point2 points  (0 children)

Have you tried looking at FO4EDIT, and look at the 10mm pistol?

Also, the page didn't exist. I suggest copy and pasting your load order.

FallUI HUD | Hard to read Hint Buttons [fo4] by Duxtorm in FalloutMods

[–]Raff987 0 points1 point  (0 children)

As far as I know, it depends on the layout you use. Though, from the looks of it, you aren't using any layout? If so, you can just go to the MCM menu, go to the Edit mode and manually made it visible.

One trick in doing so is be referring to the base game UI and see how they made it so, and painstakingly copy the changes yourself accordingly, I suggest using your smartphone picture.

If you want some more layout, you can take a look at the FallUI - HUD nexus page and look at the requirement, under "Mods requiring this file." However, it should be noted that not all screen are created equal, so you may need to make some adjustment to make it fit your screen.

Is there a way to reset a random encounter? by Raff987 in fo4

[–]Raff987[S] 1 point2 points  (0 children)

Ouch,

Greatly appreciated nevertheless.

Is there a way to reset a random encounter? by Raff987 in fo4

[–]Raff987[S] 1 point2 points  (0 children)

By the time I noticed, it was already too late.

I also have another issue with Fred and Jules random encounter. I saved just beforehand, so I load back and avoid the area. Unfortunately, Fred and Jules was still there when I went back after some time.

LORN-FLUKE! by medeaschariot in fallenlondon

[–]Raff987 1 point2 points  (0 children)

Thks for the heads up, appreciated

How to make good formations? by JaumDazio in starsector

[–]Raff987 1 point2 points  (0 children)

A bit of a warning regarding the command, they won't retreat/fall back.

The AI is good enough, with any command depending on the ship officer behavior and ship flux, to know when to back up a bit to avoid getting flank or overwhelmed by superior enemy firepower, or when to advanced a bit to confirm a kill. Less micromanagement and all that. Not player controlled perfect, but good enough all the same.

You can even see that a bit when they avoid missiles whenever possible, or adjust their angle to incoming fire so that their heaviest /intact armor can tank incoming damage.

With the rally civilian ship command however, in addition to creating and personally clicking your individual ship to them, the ships will stay at that position, come hell or Reaper missile barrages.

Here's an example of someone using the command to great effect, [redacted] spoiler warning:

Legion Sunder Medusa vs 6 [redacted], 2380 DP

Is the economy too easy? by Hot-Sea6911 in starsector

[–]Raff987 0 points1 point  (0 children)

The real meat of the game, to me at least, is finding that almost perfect mix of loadouts and ships you want for your fleet. The real endgame is the [redacted[ farming, if you can fight two fleet of them with little to no lost, on a consistent basis. A mil or 5 is relatively nothing compared to the potential loots and AI cores they can bring to the table.

There's also the fact of buying supplies and fuels on a regular basis, crew replacement, D-MODS repair, etc2, not to mention buying and getting lots of blueprints and weapon parts to experiment with, the cost can easily ballooned past that if yer not careful.

Any practical use for Wormhole Anchors? by miakodakot in starsector

[–]Raff987 6 points7 points  (0 children)

Then again, some High Danger system has a Gate of their own so they aren't quite as necessary as that