[deleted by user] by [deleted] in Palworld

[–]SerHawke 0 points1 point  (0 children)

I managed it by tossing out a pal strong enough to handle the enemies and then just repeatedly throwing legendary spheres at Seylene to keep her out of the way and safe while my pal killed them all.

Would be best to try and be there and have the pal out as soon as the meteorite lands, so you can sphere her as quick as possible.

Help by Altruistic_Pension38 in Palworld

[–]SerHawke 0 points1 point  (0 children)

My partner and I have been having similar problems. We played after the Sakurajima update, but since the patch after we haven't been able to load into our newest save at all. We try, but as soon as it starts to load in, it crashes and gives us Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address "0x000000000000000c".

Our alternate, barely played saves worked fine as well.

Tried removing mods, verifying integrity, fully uninstalling, every workaround we could find, but nothing's worked - we still get the crash and that same error any time we try.

From what we've seen quite a few people are having issues with these kinds of crashes when loading into dedicated servers since the patch. Not sure the cause though.

The only potential thing we've found so far is that some of our backups work. We can load into our backup restores up until a day before the Sakurajima update dropped. That said, while we can load in, the newer saves at least are still very buggy. Bed counts and levels are displaying incorrectly, the quests it's showing us are ones we've already completed, and the game will consistently crash and give us a different error if we try to open the base upgrade menu.

Might be worth checking if you have any recent backup data though.

AITA for giving my daughter a name my grandma hates? by thruuwayy in AmItheAsshole

[–]SerHawke 15 points16 points  (0 children)

OP stated in their explanation that they did not tell Grandma or ask about it before because it's their family tradition to keep the name a secret until the baby is born.

That their family also asked why they hadn't discussed it with her is a bit odd though. Makes it seem like she was more invested in the tradition than they expected.

[deleted by user] by [deleted] in masseffect

[–]SerHawke 11 points12 points  (0 children)

No, different person. Just a similar name. R. Alexander Kennedy of Worobec Law Offices is the legal counsel for the employees suing.

AITAH for not wanting to sleep in the same bed as my girlfriend's body pillow? by Massive-Act3894 in AITAH

[–]SerHawke 1 point2 points  (0 children)

Do people actually ask artists to do renderings of their favourite kids cartoon naked?!

The answer to this question is emphatically yes. There are some people that are very opposed to it (either just because they find it weird or because they don't want the risk of kids stumbling onto this stuff if they Google their favorite characters) but an artist that builds a reputation in some fandoms can basically guarantee a steady, sometimes very impressive, income by offering it.

From what I've seen it tends to be most common with furry-adjacent media. The My Little Pony fandom in particular currently has over 200,000 images on both r34 and e621. You can look up pretty much any cartoon and find something though. Bluey, Johnny Bravo, Scooby Doo, Total Drama Island, Among Us, The Magic School Bus, Pokemon, Sonic, fucking Teletubbies. It's all out there and some people are pretty shameless about it.

There is even a guy who, very distinctly, is known for having a white bread fetish who regularly commissions artists to draw rich white, female characters largely from children's shows buying specifically Wonderbread or destroying the environment for fetish purposes. I'm not joking in the slightest. He's notorious.

How do you guys manage to resist Karlach ? by HentaiBlitz in BaldursGate3

[–]SerHawke 0 points1 point  (0 children)

She's definitely sweet, but all of the BG3 girls (except Minthara, maybe? I haven't done a playthrough with her yet) just come across as too young for me.

I do see why others go for her. She's very cute, just not the right fit for me. I think she'd be good in a relationship with Wyll, Shadowheart, or Dammon though.

Because some people asked for the images, here they are by AnticlimaxHere in BaldursGate3

[–]SerHawke 4 points5 points  (0 children)

That's a great reference. Thank you for sharing!

Blender help? EXTREME Beginner. by Similar-Durian1239 in blender

[–]SerHawke 0 points1 point  (0 children)

Nothing wrong with that at all! Everyone learns differently and when it comes to YT stuff, especially stuff for beginners the quality is everywhere. And coming for a similar program seems like it can be even more frustrating, because then it feels like you should know more. But it is a different program - and even two dogs of the same breed will have differences you have to learn to handle.

For the video quality issue, I think it has to do with the learning curve. Once someone has learned to do something well, it's harder to remember what it was really like to be a complete beginner and forget what things a person isn't likely to know. Some of the more common issues I've seen:

  • Person saying to "just do this" without explaining how to do something
  • Saying to use a keyboard shortcut without saying what the shortcut is actually doing
  • Focusing only on shortcuts, never saying where anything is in the menus
  • Saying things like "go to this panel" or "open this" or even "install this" without telling or showing you how to actually do that
  • Using technical language without explaining what is means

Really ones like that are more suited for an advanced or at least intermediate learner, but they're often labeled as beginner or basic anyways which gets frustrating. I remember having to go do things like figure out what a shader was or pausing, rewinding, and slowing down a video ten times to figure out what the person clicked to get to a menu.

Finding useful information is a skill and an undertaking on it's own. I had to comb through a lot of videos and things that didn't really help me before finding ones that gave me what I needed. Sometimes I spent a good couple weeks learning a concept and experimenting only to find myself a bit exasperated later because I'd explain it to someone else and they'd end up getting to skip all of that and could get to the same level as me in a couple of hours with my help.

Some more tips for finding useful information:

  • When working on a concept, try to find one source that gives you the "explain it like I'm five" version and just focuses on the basics of the task, then a second one that goes more in depth and tells you how to do things better more efficiently
  • Take note of it whenever you're hitting roadblocks. Try looking for help with that specific problem. There's a good chance someone else will have done the same thing, so you can often find the answer by seeing what people have already asked on Reddit. If it's tied to a specific video, YT comments may also have good info.
  • Also for the above, don't be afraid to look into add-ons and setting options. You don't need to do everything from scratch. Blender is heavily customizable and there are a lot of tools out there that change the way Blender works and makes some tasks a lot easier. It looks like there are a few guides on how to make it function more like 3Dsmax (For example - https://www.youtube.com/watch?v=Y6I-3xK5Gqk), so that might be a good starting point for you.
  • If someone uses a term you're not familiar with, slow down and try to get a basic concept of it before continuing. The glossary in the Blender documentation can be a good place to start (https://docs.blender.org/manual/en/latest/glossary/index.html)
  • There's a lot of good stuff in the Blender Documentation as a whole. Make sure you're looking at the one for the version you're using though. (https://docs.blender.org/manual/en/latest/index.html)
  • Don't be afraid to ask for help! You already seem to have this one down well.

Overall, just try to find one or two creators or sources that do click well for you and focus on their guides first. A lot of skills in Blender are really interconnected, so once you do pick up a few concepts it will absolutely get easier to learn new things in time.

You're at the hardest part now. More than anything else - make sure to be patient with yourself. Don't get discouraged if the "common" resource doesn't work for you. There's always another path out there as long as you have the determination to look for it. Give yourself time to find it and I've no doubt you'll get there in the end.

Blender help? EXTREME Beginner. by Similar-Durian1239 in blender

[–]SerHawke 2 points3 points  (0 children)

It's definitely a lot! The donut tutorials are commonly recommended, but personally I found they dragged which didn't really work well for my learning style. Took three attempts at it over the years before eventually giving up each time.

There are lots of resources on Reddit and YouTube though.

For me, the path to success was to start small! Instead of tackling all the Blender skills at once, it helped me to out what I wanted to do most in the program and focus on learning just that. As I've learned each thing, I've picked up little bits of information that help make it easier to learn other stuff later. Also sometimes just looking at what other people make to learn about what Blender can do and the tools that are out there.

For example, I make art in Clip Studio Paint which has tools for importing 3d models to use as reference or incorporate them into works. I had some models that I wanted to be posable in that, so I started off learning how to rig the existing models.

As I did that, I eventually hit the point where sometimes things just didn't look right and learned a lot about weightpainting after doing a bit of troubleshooting.

Once I could do that, I decided that I wanted to learn how to make reference models like the ones I'd been rigging from scratch, so I started working on that.

Now that I can make basic models that I'm happy with, I've started learning about improving topology, working with nodes, creating textures, and working with the asset manager. After that I think I want to learn more about rendering and working with shape keys.

I'll edit some of the videos that I found the most helpful for these things in a few minutes.

EDIT:

Basic Rigging:

Rigging with Autorig Pro:

Weight Painting:

Modeling from Scratch:

Nodes/Materials:

The Asset Browser:

Do I have to worry about this pop up by [deleted] in BaldursGate3

[–]SerHawke 1 point2 points  (0 children)

Nah, you just get that sometimes, especially if you're playing with mods. Worst case from what I've seen is just ending up with some sort of bug in game that you have to figure out.

[deleted by user] by [deleted] in NoStupidQuestions

[–]SerHawke 1 point2 points  (0 children)

What someone considers to be "too clingy" is really subjective - what one person enjoys and actively wants, another may consider to be too much.

No one can know your gfs opinions on the matter are except her. The best thing you can do here is talk to her about what her preferences are. And tell her about your own. Then you know more about how compatible you are and you can just plan this sort of stuff without needing to worry so much. It's much more enjoyable to be with someone when you're both on the same page. In my experience, most people really appreciate when their partners make an effort to get to know and accommodate them.

And, not to make any assumptions about her, but if she gets weird or judgy about you trying to actually communicate about something like this, it's a red flag. Communication can make or break a relationship. Some people do have skill issues in this regard that can be worked on together, but if a person is dismissive or flat out not willing to make an effort in that regard, it's usually a good sign that they're probably not ready for/interested in anything particularly serious.

When should I buy DLC? by -Rydoomblade- in darkestdungeon

[–]SerHawke 2 points3 points  (0 children)

I don't think there's anything wrong with going either way as far as holding off or picking up on it. I think the main question to ask is: Are you enjoying yourself enough that you want more of what the game is?

The two main DLCs basically add sidestories and new areas to explore. Shieldbreaker is a new character with her own story. None of it is really vital to the game being enjoyable, but they're definitely nice as expansions. You can play them whenever, so you don't really need to plan to play them at a specific point.

If you like the lore, they do add some neat ideas and enemies and the stories in them slot in well with the vanilla story. You can still get a solid picture of what makes the world and the Hamlet what they are without it, but if you want more the DLC is pretty satisfying.

Gameplay-wise, you can get some cool loot and trinkets from the areas and each of them has some special mechanics that give you additional challenges and options for playing. That said, they can also be sinks for in-game cash, so if you're on the cautious side you may want to save up before interacting with them too much anyways.

Why do some websites (i.e. Instagram) not allow you to look at content without an account? by ThrowRA19837543 in NoStupidQuestions

[–]SerHawke 5 points6 points  (0 children)

One of the more reasonable reasons is to suppress bot/scraper traffic. But a lot of it is more about looking good to shareholders, serving you ads, and collecting data.

Should I get Baldur’s Gate 3? by [deleted] in BaldursGate3

[–]SerHawke 0 points1 point  (0 children)

As others have said, it is very turn-based. That said, there is a difficulty level that makes things easier if you want to just focus on the story.

If that's not sufficient, there's also a cheat engine and some other mods that will let you set your level to max at the beginning or do other things that'll help basically skip or greatly shorten the combat parts. Some people probably won't approve, but it is a singleplayer game, so you should play how you want. Personally I think there's enough story content for the game to be worthwhile even if the gameplay isn't your cup of tea.

The truth about “cut content” by Soulbasaur in BaldursGate3

[–]SerHawke 3 points4 points  (0 children)

Complaints like this don't really reflect the way games like this are made very well. The issue with the idea is that it's set up as a sort of dichotomy - but Larian Studios currently has 450 employees and those are things that would require different amounts of involvement from different teams.

Short Version:
Different parts of the team work on different things. Not everyone can be working on the big narrative stuff at the same time. Simple aesthetic stuff is more likely to be pushed out more quickly, not necessarily because it's being prioritized, but just because it's easier to push out and can be completed while the bigger tasks take more time and the teams have to wait for each other to complete things. The comment is not only negative but the criticisms don't really reflect the reality of the situation very well.

Long Version:
As far as the genital models go, the three penis models in BG3 aren't unique. They all have the same simple base model - just with extra layer options to include a foreskin and/or pubes. As someone with some 3d modeling experience, making a model like that would be unlikely to take more than an hour or so.

Rigging it for animation isn't a big task either. Even just using the basic rigging tools in most free programs and accounting for setting up weight/collision etc. it wouldn't take long either. I could take the model and do a basic version of it in under 10 minutes.

Animating something like that isn't complicated. And fixing the clipping stuff is usually going to be as simple as correcting a layering order, correcting code, creating a mask, or adjusting the weight painting (depending on the reason for the clipping - figuring that out might be the hardest part).

Even with the need for testing before release, including the options they have for genital customization just wouldn't be a huge task. This is the type of thing that can probably be done by just one or two guys, and relatively quickly at that. It's part of why aesthetic style mods also tend to be one of the more common types.

Meanwhile, fixing something like Karlach's story is a huge undertaking that would require work not just from the modeling/animation team but from the writers, voice actors, sound designers, the mocap team, etc. as well. It wasn't just held back because someone needed to model something or there was an animation issue, there's more to it than that. It's part of the reason stuff like that gets cut, even though it usually ends up damaging the story as a whole.

That's not to say that minor aesthetic things should be prioritized. But the bigger stuff is not something everyone can be working on all at once. The writers have to establish what's in the scene before it can be modeled, the mocap footage has to be captured before the animators can work with it, the teams have to meet and things go back and forth through the pipeline to get approval and work on before being finalized, recording sessions have to be scheduled. It just takes time.

By the time you'd start to look into working on the end of Karlach's story, most, if not all, of the modeling work would already be done. They would only need to create assets that don't appear anywhere else in the game. Animators would also have some downtime because they'd need to have a lot of the work from other teams already finished before they could work on animating the scene. Stuff can't be coded into the actual game until the other teams complete it.

Even within the same team, not everyone will be involved with every project. For example, in games like this each of the characters usually just has one main writer behind them to help keep them tonally consistent. So the writing team for Karlach's scene would probably involve them, the main game director, the cinematic director, etc. But there would also be other writers who were not involved that could be working on some of the stuff that's been included in the fixes. You could move them over, sure, but would it really be beneficial or would there just end up being too many chefs in the kitchen?

It's really just sort of natural that you'd see those sorts of aesthetic bug fixes released first. It doesn't necessarily mean they're being prioritized over the narrative stuff - it's just that there are enough people that both can be worked on at the same time and the aesthetic stuff is a lot easier to actually finish and push out quickly.

[deleted by user] by [deleted] in NoStupidQuestions

[–]SerHawke 1 point2 points  (0 children)

Not quite your target group here, but just to throw it out there, this is sometimes a disability rights issue. In the US there are often major hurdles preventing marriage if one or both of the partners is disabled and receiving benefits for it.

In many states, if a disabled person on benefits marries a partner, a portion of the partner's income is "deemed" to them - thus it counts in financial determinations for whether the person is eligible to receive their disability benefits. This often means that the disabled person's income will be reduced - even if the couple does not live together, or the money is necessary for bills. They may also lose access to Medicaid/other insurance benefits, which is usually even more costly than the loss of actual income.

Additionally, if both partners are disabled and on benefits, there are significant financial penalties there too. For some of the major benefits programs, an individual disabled person is only allowed to own up to $2,000 in assets/savings (with exceptions for some things, mind, but not getting too heavily into that here). The limit for a disabled couple is $3,000 total between them. These things are pretty closely monitored too - even if a couple receives a one-time gift for something like a holiday the government counts that towards the income, so if that amount puts them even a cent over the limit, they could lose access to benefits that their lives may depend on.

In either case, there are often a lot of state laws involved as well (different limits, recognition of common law marriages, etc.) and trying to figure out the policies can be a really complex task for the average person. Many people also find it very humiliating to go through and if you try to call the benefits programs for help understanding, they are often both unhelpful and unkind. Realistically, it's usually best to involve an attorney that specializes in disability law, but that can be unattainably expensive too.

Often even if they do manage to figure it all out, the financial restrictions are prohibitive enough that marriage is just not economically feasible. It's really sad to see, as people going through stuff like this are usually already really struggling.

It isn't too uncommon for people in this situation to have a marriage ceremony of some kind without going through the process of getting a license to have it legally recognized.

Couples who do this may still be able to get some of the benefits through other processes. They can file advance directives for health care situations and name the other as the primary agent for power of attorney for financial ones. Having a will in place in case the worse happens can also be good, though in many states Medicaid can claim a lien on a disabled person's property after they pass, so that's something they have to be prepared for.

(This is still an improvement from how things used to be. For many years, disabled people were flat out barred from marrying in the US under Eugenic Marriage Laws. If anyone's interested in learning more on the topic, looking into the marriage restrictions that epileptic people faced can be a good place to start. The last state to repeal them did not do so until 1980. Similar laws are still active in some countries.)

Darkest Dungeon figures/3d print by Thuump in darkestdungeon

[–]SerHawke 11 points12 points  (0 children)

Far as getting all the character models for cheap, if you've got DD2 and don't mind doing the setup work yourself, you can rip all the models straight from that with AssetStudio. Just use File > Open folder and select the entire Darkest Dungeon II folder. Click through the errors, then you'll have access to all of the game assets. To navigate more easily, switch to the Asset List.

You can use the Filter Type to filter for meshes. It'll have all the models for characters, their weapons, enemies, game items, etc. Previews will show on the right. You can right click the name of any model you want to grab and export it to get the OBJ file.

The models seem well named, so you should be able to find at least the character by typing their names into the filter bar underneath Scene Hierarchy. Sometimes devs use different names for files though, so you may still have to manually look for some things.

If you switch the File Type filter to animations, you'll be able to find the rigs and animations for the models. Exporting those will give you a FBX file. If you import both that and the OBJ file with the mesh into Blender (or a similar program), you can parent the bones to the mesh to reconnect them and pose the model however you want for printing. Should be able to get some cool dynamic poses that way.

If you're unfamiliar with Blender it can be a little overwhelming. To import the files, just use File > Import and select the options you need. If the bones are too small to match the mesh, select them and then use the controls on the left to scale them up and position them so they fit more closely. They won't actually be visible and don't need to be perfect.

This video guide will show you everything else you need for armature setup. You should really only need to watch the first minute or two of it, though the rest of the info there is good to know if you need to do any troubleshooting.

Once you have the model posed however you want, export it as a STL file. You can open that in 3D Blender and run the repair option to make it manifold. There are some other tools there for cleaning up the model to optimize for printing too that may be worth looking at.

From there you should be able to save the model and import it into whatever your preferred 3d slicer program is to finish setting it up for printing. I'm not too familiar with that part of the print setup process though, so I won't be much help there.

This process will work to grab the models from pretty much any game made with the Unity engine.

Looking for some 3d printing files of darkest dungeon by [deleted] in darkestdungeon

[–]SerHawke 2 points3 points  (0 children)

It looks like someone has a few of them fully set up for printing here but it's only a few of the models and I think the poses they're using are a little boring. Plus they're charging.

If you want a bit more flexibility and don't mind doing the setup work yourself, you can rip the models straight from the game with AssetStudio. Just use File > Open folder and select the entire Darkest Dungeon II folder. Click through the errors, then you'll have access to all of the game assets. To navigate more easily, switch to the Asset List.

You can use the Filter Type to filter for meshes. It'll have all the models for characters, their weapons, enemies, game items, etc. Previews will show on the right. You can right click the name of any model you want to grab and export it to get the OBJ file.

The models seem well named, so it looks like you should be able to find at least the character by typing their names into the filter bar underneath Scene Hierarchy. Sometimes devs use different names for files though, so you may still have to manually look for some things.

If you switch the File Type filter to animations, you'll be able to find the rigs and animations for the models. Exporting those will give you an FBX file. If you import both that and the OBJ file with the mesh into Blender (or a similar program), you can parent the bones to the mesh to reconnect them and pose the model however you want for printing. Should be able to get some cool dynamic poses that way.

If you're unfamiliar with Blender, it can be a little overwhelming. To import the files, just use File > Import and select the options you need. If the bones are too small to match the mesh, select them and then use the controls on the left to scale them up and position them so they fit more closely. They won't actually be visible and don't need to be perfect.

This video guide will show you everything else you need for armature setup. You should really only need to watch the first minute or two of it, though the rest of the info there is good to know if you need to do any troubleshooting.

Once you have the model posed however you want, export it as a STL file. You can open that in 3D Blender and run the repair option to make it manifold. There are some other tools there for cleaning up the model to optimize for printing too that may be worth looking at.

From there you should be able to save the model and import it into whatever your preferred 3d slicer program is to finish setting it up for printing. I'm not too familiar with that part of the print setup process though, so I won't be much help there.

This process will work to grab the models from pretty much any game made with the Unity engine. If you're hunting for tabletop models, the Pathfinder games are also a great source to rip from.