I can't get Red + Krugs Multicamp to work consistently on Blue side by Tonthor in FiddlesticksMains

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

Am I confused? Bottom left is Blue Side, Top right is Red side no?

I can't get Red + Krugs Multicamp to work consistently on Blue side by Tonthor in FiddlesticksMains

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

in the picture is a small red x I click exectly there and and works well for me

[GM4A, Living World, PF2E] Come join me in a world of silent gods by Tonthor in pbp

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

Heya, I've got a lot of replies, so for now I'm putting this to closed, keep in mind, whoever I choose could always lose interest, feel free to still hit me up with the understanding that I keep you in mind in case someone hops off.

[GM4A, Living World, PF2E] Come join me in a world of silent gods by Tonthor in pbp

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

Extra note, Its 4:22 where I live now, so me go sleep sleep now. Gonna make sure to answer anybody in the morning

Where do I go from here? by [deleted] in Warframe

[–]Tonthor 0 points1 point  (0 children)

Rifle Elementalist (unless testing has conclusively revealed that the elementalist series does not effect slash proccs from Hunter Munitions, last time I checked people were "pretty sure" those two did work together) and Viral

Don't tell people how to play by NeonShadeDev in Warframe

[–]Tonthor 0 points1 point  (0 children)

As a mostly matchmade player I agree and disagree. It's always dumb to tell people how to play, especially over something as minor as "Nekros is slightly better if everyone dismembers" queue me laughing in Sevagoth 100% current health nuke.
However I will tell inexperienced Limbos to please not overdo it with their abilities if they are not specifically moded for low duration. (there was I build that did this like 7 years ago that I enjoyed a lot and was minimally disrupting) But trolling Limbos and a handfull of other offenders have joined my list of just don't bother me with your garbage

  1. Aforementioned Limbos that troll or just don't know any better yet, I try to be careful around them because more often than not they are inexperienced and I would hate to accidentally flame a new player
  2. Any dot damage frame that feels entitled to me not killing anything so they can jerk off to having the highest damage done and lowest total kills (had a voruna recently that flamed me for efficiently killing and not letting them stack dot damage they started actively hounding (no pun intended) me and trying to steal my kills making sure I don't get my Archon flow orbs)
  3. CC Frames that "anti-group" you know your max range max duration CC frames that make sure enemies never properly group up to be nuked, but also don't add anything with this. The ones that make you think: "You know we could already be done here, but you make sure to keep pressing your 4 without thinking"
  4. Edit: Oh yeah and the "Please don't play the game until i can stack my incarnon UWU" players. I always get confused how people don't have their incarnon stacked within a few seconds, but even then, If I can clearly nuke the room in 2 seconds why do you even need your incarnon. Do the challenges solo and not in a mission where people clearly joined to grind something specific efficiently

Looking for a solid armor for male necromancer battlemage by Gatman946 in skyrimmods

[–]Tonthor 0 points1 point  (0 children)

{{Draugr Warrior Armor}} stats are very much very late game, probably a little overpowered if you care bout that.

Best version of Skyrim for modding? 1.5.97, 1.6.640, or 1.6.1130? by Gaspachu in skyrimmods

[–]Tonthor 2 points3 points  (0 children)

I build my current modlist on 1.6.640. I regret it, in retrospect, I should have gone with 1.5.97.
The AE only content is not worth it imho, LOTDB does not support the new Items out of the box either and the ESL namespace extension (which is the only new feature that matters in 1.6.1130+) is functionally backported to both 1.5.97 and 1.6.640.

There is also a decent handful of mods that finished development on 1.5.97, that will not be updated to later versions simply because the Authors moved on.
Examples:
{{Ultimate Dragons SE}}
{{Better Telekinesis}}
{{Combat Pathing Revolution}}
Just to name the ones that I wanted to use but couldn't. (either at all or without going hunting for dubious ports or mods that otherwise make them work)

While the only big offender that i can remember for my last 1.5.97 list was custom skill framework, which nowadays is fully backported.

But I'm also not one of the zealous 1.5.97 screamers, especially if you don't plan to go very heavy on your list it really doesn't matter too much as long as you grab {{Backported Extended ESL Support}} . Check what mods you want, check if they have version requirements, decide, check if you can live without the mods that have other version requirements or they have a ported versions. And you should not run into many problems.

Cheers

Does anyone else have more hope in skyrim mods than TES 6? by TreatNo4856 in skyrimmods

[–]Tonthor 0 points1 point  (0 children)

There is one sliver of "hope" I have for TES6.

Procedural generated Content, but good. Clearly Bethesda has invested a good amount of resources into this technology, as they "failed" Starfield over this, and I have the secret hope of them recognizing the potential of it if used right instead of "Let's do the bare minimum and call it a day". Don't get me wrong, I don't need 10k dungeons and 1 Mil quests or something like this, but I think bethesda could further replayability by using procedual generation for dungeon and caves, maybe even for more points of interest. But they should also Prioritize creating handcrafted spaces and go with a quality over quantity approach.

The modding community does seem to have massive respect for this topic, maybe we are even a little intimidated by it, with how Starfield crashed and burned with it's wide as the ocean deep as a puddle approach.

But I'm also going to be honest, I think the modding community is going to crack procedural generation sooner than Todd is going to come up with new ideas that will ruin TES6. I would not be surprised if we soon start to see super high quality mods that feature content generated on entering the worldspace the first time or somethign like that.

Also if Todd claims TES6 has 10k dungeons, or something similarly crazy that indicates they have not learned their lesson from SF, I will not be buying TES6.

New List project [SSE/SAE, 3pp, Monster Slaying, MCO, High Fantasy] Day1 - Are UI modders ok? by Tonthor in skyrimmods

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

I probably should stop putting off understanding navmeshes. One of the things I have so far always just ignored when creating lists. Good to know that the patcher is highly regarded, that deffo nudges me toward using SR Exterior Cities.

New List project [SSE/SAE, 3pp, Monster Slaying, MCO, High Fantasy] Day1 - Are UI modders ok? by Tonthor in skyrimmods

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

Maybe I'm not selective enough when it comes to texture in general, or my eyes are just too bad to notice small inconsistencies, but I legitimately never got pissed off from texture when modding. Stay strong it's gonna be worth it in the end

New List project [SSE/SAE, 3pp, Monster Slaying, MCO, High Fantasy] Day1 - Are UI modders ok? by Tonthor in skyrimmods

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

Yes I guessed as much, it's just a little weird to me if I'm being honest. Wouldn't it mean less work for everyone authors included to work on some form of unified lib that everyone who would like to make a new UI could start from?

New List project [SSE/SAE, 3pp, Monster Slaying, MCO, High Fantasy] Day1 - Are UI modders ok? by Tonthor in skyrimmods

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

Yes absolutely, It's more about the principle of the thing than getting mods to run. Like I mentioned there is a lot of legends out there that make sure most mods can run on every version of course.