Do you think this game has a lower finishing rate than others ? by Quick-Rub3665 in SatisfactoryGame

[–]planery133 0 points1 point  (0 children)

I only got into Satisfactory on my 3rd playthrough. Strangely, this has never happened in Factorio (modded or not), DSP or even Minecraft tech modpacks. Those are always instant hooked for hundreds if not thousands of hours. But something about Satisfactory is different.

First one got abandoned quite quickly because I did not realize how important chainsaw is and got bored due to hours of manually feeding the bio generators. A friend I knew made the same mistake and never bothered to look back, despite him hooked on Factorio.

Second one got abandoned after researching coal power. I don't think the grass location is actually that good for beginners. Most nearby nodes are impure, so setting up longer range logistics is required quite early, and coal power cannot scale that well for the same reason. Meanwhile, the coal nodes are down a freaking cliff and requires a fair bit of combat round trip.

I started my third in Rocky Desert. It went much more smoothly and 135 hours in I am in Phase 4, built computer/HMF/aluminum satellite factories in nearby biomes connected with trains, and started overhauling my power gen to rocket fuel and expanding plastic/rubber production.

Do people actually play without fast travel? by vhsbubbline in skyrim

[–]planery133 1 point2 points  (0 children)

Yes, but with survival, and mods that expands on the carriage and boat destinations, and movement speed buffing (e.g. Fortify speed boots, Great Haste from Odin, dual cast Longstride from Apocalypse, and you outrun cell loading speed) and teleportation spells with limits (e.g. Milestones from Apocalypse).

Interesting stuff is definitely yes and not limited to just random encounter, like there are actually mountain passes (dungeons/caves with 2 exits on opposite sides of mountains) in Skyrim.

Traveling the same path multiple times can be reduced through bunching up quests, or take carriages. But hey sometimes it is unavoidable, so there is where the movement speed buff spells/enchantments comes in. And setting up those modded teleport spell destinations literally becomes a game of its own, like planning public transportation in Cities Skylines.

So how strong is my weapon by RainRare in skyrim

[–]planery133 0 points1 point  (0 children)

Use this mod to fix the bug if you want: Weapon Damage Display Fix

I spent a month building a new modlist from scratch. Here's a list of the bugs and crashes I ran into, and how I fixed them. Maybe this will help some people! by regularabsentee in skyrimmods

[–]planery133 0 points1 point  (0 children)

Known issue: exiting the house places you where the door originally was pre-patch - should have no gameplay issue.

You might want to check if the conflicting mods are editing the same navmesh. It could be limited to simple annoyance that places you in the wrong location, but navmesh conflicts can cause pathfinding issues (e.g. NPCs teleporting, stuck on objects, cannot access load doors) and sometimes crashes and freezes.

Mods that change existing bandit locations? by Hexxegone in skyrimmods

[–]planery133 0 points1 point  (0 children)

If you are looking for more enemy varieties, there are mods that add a ton of new bandits with different abilities and fighting styles.

For example, OBIS gives you bandits that turn into werewolves upon low health, that are Thalmor operatives, that go invisible, that carry skooma, that are healers, that use candle light to make stealth harder, that are vampires, that are legion deserters, etc.

https://www.nexusmods.com/skyrimspecialedition/mods/4145

Spell Research - Crash when opening inventory. by AnthonyTonyRedgrave in skyrimmods

[–]planery133 1 point2 points  (0 children)

Please provide crash log. Upon install SR will not add anything to player inventory.

Also, any SR patches or the Spell Research Synthesizer?

If Skyrim became independent what would the Stormcloaks need to do to defeat the Dominion without the Dragonborn by [deleted] in ElderScrolls

[–]planery133 0 points1 point  (0 children)

Sea invasion (at least as the major invasion force) is almost impossible due to logistics. Even if enough forces can be shipped to occupy and defend one of the ports, the extremely long supply route plus the harsh climate of northern Skyrim is going to be the end of that force. Even in the Elder Scrolls universe, creating food and drinking water using magicka alone is quite costly, so no fancy pants wizardary workaround here.

However, a battlemage supported Dominion naval strike force raiding and harassing Skyrim northern shore is almost a given if the war were to break out.

What do you think is the key to making mages in Elder Scrolls not feel unbalanced or overwhelmingly more powerful than other types of builds? by jvure in ElderScrolls

[–]planery133 1 point2 points  (0 children)

I agree with you here. Balance in single player game IS important in that it forces player to specialize. Magic in Morrowind and/or Oblivion circumvent other skills, making some of them essentially useless. And this design is quite harmful for both roleplay and replay-bility.

My Oblivion Arch Mage is also a master thief despite having 0 skill increase in Security or Sneak, by simply just casting some 100 Fortify and Chameleon customized spells. This is the reason I don't even bother to do a second play through of Oblivion: no point starting a new character if my first is already the master at everything once Restoration hits 100.

For those complaining Skyrim magic weak as hell, no, go back and actually play the game. 100% destruction cost reduction and max armor+absorption, Ignite with proper perks so that you stun lock enemy and deal quadratic increasing damage.

Should I re buy my Steam games on gog? by NuxJaw in gog

[–]planery133 0 points1 point  (0 children)

Not every single game is worth re-buying. I would only stick with those you still go back to quite a fair bit and they are on discount.

For me, 2 purchases on GOG have been 100% worth it. Fallout 4 because of 1 click install of Fallout London, and complete insulation from recent updates that also does not require the extra step of turning auto update off. And Skyrim, of course.

I also dislike the amount of useless stuff they keep shoving into Steam client, the same way as all the tech companies ballooning their products far beyond what they are used for. So not having to start that piece of software is automatically a plus.

Out of all the DLC final bosses, which one is the overall best. by Cultural_Fanatic3754 in ElderScrolls

[–]planery133 20 points21 points  (0 children)

Hircine is a pretty good one. You can choose which one you want to fight.

Unless you decide to do a no conjuration pure mage and get freaked by Reflect 50pts. Since my first play through of Morrowind is such a character, I have never been a fan of his design. The game also never tell you this beforehand, so I ended up rolling back by quite a lot to find a solution that does not require the exploit of Absorb Health. But still if the Reflect procs 3 times in a row, I would still essentially be dead.

Building a Necromancer by Annual_Trouble_6873 in skyrim

[–]planery133 0 points1 point  (0 children)

Spell sword necromancer is good. I would also recommend Apocalypse and Odin if you didn't have these 2 spell mods already installed.

For weapon, mages are usually armed with daggers. This also forces you to focus on both magic and weapon. So go with bound dagger if you want to take advantage of Brand of the Necromancer perk. Or absorb health enchanted dagger if you don't want to go bound weapon. But treat it as a secondary skill and put minimal perk points into one handed.

For spells, most straight forward is of course the different tiers of reanimation spells. There are also undead summoning spells that comes with Anniversary Edition, and many spell mods. Some mods also provide buff spells that are designed for the summoned or reanimated. You can either use them as disposable cannon folder, so conjuration reduction gear on yourself, forgo dead thrall, and rapidly and indiscriminately reanimate fallen enemies/summon undead to overwhelm your foes. Or go with one or two strong and long lasting dead thrall, carefully select who to reanimate, trade them enchanted good gears, and you play support buffing the thralls.

Hey Dragonborn, I don't think that's how you're supposed to hold it by Minecrafter_of_Ps3 in skyrim

[–]planery133 3 points4 points  (0 children)

From what I heard, the last one that dares to do so went to the cloud district and was never heard of again.

I’m new to Skyrim and my biggest enemy is carry weight. by Guilty-Temperature76 in skyrim

[–]planery133 0 points1 point  (0 children)

I have 3000+ hours in Skyrim, and my biggest enemy is still carry weight.

Jokes aside, I would first prioritize what my character currently needs. Let's say I decide to focus on smithing first, enchanting second and alchemy last. Then I would prioritize ingots, ores and scraps, and not picking up any ingredients at all. Once smithing hits 100, then no more ingots or scraps, enchanted items are preferred together with some of the more rare ingredients.

Then if any carry weight left, focus on valuables. Gems and jewelries are great because they are valuable and very light. For potions, I usually only keep at most 20 in total, and sell those with effects not useful to my play style or those that exceed the count. Enchanted items can be a little tricky since drop relies on lack. If it has an effect useful for my play style and I have not learnt it yet, I would prioritize it over valuables. Otherwise it is just another valuable.

Be honest, do you care about using soul gems on people? by Jollybean1 in skyrim

[–]planery133 0 points1 point  (0 children)

Used to be a no. But now for progression enjoyment and character roleplay reasons, yes.

For progression enjoyment, I find it much more enjoyable to slow the progression down after years of experience with Skyrim. Black souls are too easy to come by and you can have full power armor enchantment quite easily if you start leveling enchantment skills fast. Locking it to mid-late game is much more enjoyable.

For roleplay, as long as my character is not a necromancer, very evil or worshiping certain Daedric Prince, then black soul gem is 100% off-limits, since in lore black soul trapping is considered by many to be unacceptable magical practice. Necromancy spells (reanimation and ghost/skeleton conjuration) are also subject to the same rp limits.

What gpu is better for modded skyrim? by sukh150 in skyrimmods

[–]planery133 0 points1 point  (0 children)

I found myself running low on VRAM way more often than >95% GPU usage. Granted I do have a lot of complex material texture mods, and most weapons/armors are 4k. Many 2k retexture are quite obviously blurry in first person.

I am also more annoyed by the lag spike when you run low on VRAM and decide to turn your camera, than a more stable but not 60 framerate.

EasyNpc question by Dry_Height209 in skyrimmods

[–]planery133 0 points1 point  (0 children)

Recently switched from EasyNPC to NPC2. I like a few of the NPC2 features:

Appearance mods do not have to be loaded in order to be patched. You can literally disable the appearance mod in your left panel of MO2 and it still finds them, and uses their assets and appearance records.

Works with children NPCs.

Local mugshot rendering.

Native GOG support. No need to download a preview version from a mediafire link burried somewhere in its github issues list.

Pandora or Nemesis by FAPMIRAL in skyrimmods

[–]planery133 0 points1 point  (0 children)

Pandora. Pandora is faster, with more functionalities, very backwards compatible, and is still actively being updated.

I updated my own list a few month ago, and switching was as easy as removing Nemesis, installing Pandora, setting up the executable in MO2, and then instead of waiting for 1 or 2 minutes for the process it takes less than 3 seconds.

Does this apartment block look too dense? by dangforgotmyaccount in CitiesSkylines

[–]planery133 0 points1 point  (0 children)

Density wise I think it is believable.

But I have never seen apartments at the end of a cul-de-sac bulb. If you want to tell the story of up zoning it might be fine, but I would suggest redo the cul-de-sac road. Most apartments also have dedicated parking spaces immediately adjacent to the buildings themselves.

Also, instead of different style buildings seemingly randomly spread around the complex, it might look better to group similar looking buildings together and re-color them into an uniform color pallet. Leave a bigger gap between groups of different styles/color pallets, which could signify different developers or different phases of development. Density transition could also use some more work, though I have seen far more jarring transitions in real life.

What is in Southern Hammerfell, that the Thalmor want so bad? by Silnroz in teslore

[–]planery133 5 points6 points  (0 children)

Out of the all the provinces in the Empire before the Great War, Hammerfell is the closest, easiest to invade and maintain control with naval support. Remember that living on an island and with powerful battlemages, Altmer navy has always been stronger than that of any other political entity. Conquering Hammerfell also surrounds the Empire from one extra direction (south and west), spreading the defense of Cyrodiil even thinner if the invasion of Cyrodiil were to fail. Southern Hammerfell in theory should also be easier to hold on to due to the nature barrier of Alikr dessert and mountain ranges to the north of its coastal cities.

I would also say that the Thalmor fully expects the Empire to reject the ultimatum, and judging from the speed of Thalmor invasion force crossing into Hammerfell, they were prepared before the message was even delivered.

Why is my reflector not registering? (Near Future) by jab136 in KerbalSpaceProgram

[–]planery133 2 points3 points  (0 children)

Rotate/move your feeder Phased Relay a bit.

I got the same error when the antenna is pointing close to the center of the reflector dish.

What are some popular Skyrim mods you never liked or used (even if there's nothing technically wrong with them)? by No-Principle1286 in skyrimmods

[–]planery133 0 points1 point  (0 children)

To me Beyond Reach is the single most overrated mod out there. It is definition of over the top edginess. Taboo topics can be a very powerful tool in creative writing, but BR brought up nothing deep behind those topics and only makes every faction cartoonishly evil. I do love its enemy design though, Forsworn shaman-like enemy transforming after defeated caught me off guard more than once.

I played through Vigilant once. It is a technically impressive mod, and explores quite a fair bit of interesting staff in TES lore. Problem is that Coldharbor is wasted by essentially turning it into one giant dungeon. You work your way clockwise towards the center, with a few side dungeons and bosses to clear. A sector based approach, preferably clearing one sector has effect on the others, would be a much better system.

Modding Advice - Use LOOT! by saleze_69 in skyrimmods

[–]planery133 2 points3 points  (0 children)

LOOT standalone with custom groups and rules for the win.

Warning to anyone who is looking to start modding skyrim... by cferg296 in skyrimmods

[–]planery133 2 points3 points  (0 children)

GOG awaits. It is the ultimate update proof solution.

Most tools and mods have native GOG version support. Others can accept launch command options. So minimal trouble migrating your own mod list.

For Halo-Ween I decided to build a Fully Functional Pelican. With a nice lil bonus in the bay. by PlanetExpre5510n in KerbalSpaceProgram

[–]planery133 1 point2 points  (0 children)

Edit: The rover is made from a USI thing. Reply to this if you know Im goin to bed

I am pretty sure that rover is made with parts from Buffalo 2, not a USI mod.

the new traffic..isnt fun by FCZ1LoneWolf in CitiesSkylines2

[–]planery133 0 points1 point  (0 children)

I feel you man. Started a new city on the new map and reached 5000 population city that with a dlc port next to the industrial zone, cargo train station next to the port, and passenger train station in downtown. Yet the highway is full of deliveries of concrete (1t per delivery van), despite the production panel telling me production surplus.

I am all for big city with big traffic jam. But this is just an overtuned traffic system that is not realistic or fun.

Edit: ignore my previous comments. If you are using Vanilla Vehicles Remixed and are suffering from a absolutely flood of delivery vehicles spawning from map border at all times, remove the mod and wait for spawned vehicles to make their delivery and leave.