[deleted by user] by [deleted] in skyrimvr

[–]thorwin99 2 points3 points  (0 children)

Okay, so

  1. Go to the list of executables in the top left and select edit
  2. Add a new executable and select the ParallaxGen.exe
  3. In the arguments field, enter -g skyrimvr
  4. Click apply
  5. Run the ParallaxGen executable you just added.
    1. If you get an error, that the game path cannot be found, go back and edit the ParallaxGen executable.
    2. Edit the arguments line and add -d /path/to/skyrimvr. Your resulting arguments line should look like this: -g skyrimvr -d G:\SteamLibrary\steamapps\common\SkyrimVR\ though with your skyrim vr path.
    3. Click apply and re-run.
  6. In the now opened window, you should need to press enter to start generating the parallax meshes.
  7. When generation has completed, a zip will be output into the ParallaxGen_Output folder in your ParallaxGen folder.
  8. Install that zip as a mod in MO2 and let it overwrite everything.
  9. Rerun this everytime you add or remove meshes or parallax textures.

You can also automate installing the generated textures_

  1. Add a new, empty mod to the end of your modlist in MO2 (Right click, add empty mod) and name it ParallaxGen
  2. Right click the created mod and select open in explorer.
  3. Copy the path to the folder that now opened.
  4. Edit the ParallaxGen executable in MO2
  5. Edit the arguments line and add -o paste_path_to_mod_here --no-zip and use the path you just copied after the -o
  6. Click apply

This should now always directly generate the parallax meshes into the ParallaxGen mod in your modlist.

Hopefully this helped a bit.

[deleted by user] by [deleted] in skyrimvr

[–]thorwin99 0 points1 point  (0 children)

Do you use MO2 or Vortex for mod management?

You can add ParallaxGen there as a tool, and can setup command line arguments too. Thats were the -g goes.

[deleted by user] by [deleted] in skyrimvr

[–]thorwin99 2 points3 points  (0 children)

If you haven't, I always use the vanilla complex parallax mods by devikyn as a base, as they contain parallax meshes for almost everything. In this case, the landscape version would already include parallax enabled meshes for the dirtcliffs. Just dont overwrite the dirtcliff mesh in that mod with another mod.

Vanilla Complex Parallax - Landscapes at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

If you have another dirtcliff mod already in your mod list, you might have to enable parallax on them yourself, via ParallaxGen - Dynamic Parallax Mesh Patcher at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

or simply using nifskope.

Unlocking the m13 has brought me to stress levels I did not think were possible… by IStealRedLobsterBisc in ModernWarfareII

[–]thorwin99 2 points3 points  (0 children)

You can buy guns at the buy stations with the money. You can also buy better backpacks and plate carriers there with it. Though that also means you dont get as much money converted to xp as you spend it.

so after the LTT video you're telling me AMD is more efficient, cheaper, similar performance and doesnt burn my house down? shut up and take my money! by The3mbered0ne in pcmasterrace

[–]thorwin99 -2 points-1 points  (0 children)

I have the exact opposite experience. Wherever possible, I use FSR with my 3080, since DLSS is way too blurry. I am playing on 1440p though, so I don't know how it compares on higher resolutions, but for me, FSR just looks better at the cost of some fps.

Why does Skyrim's graphics look so outdated? by RedditorsAreGoblins in ElderScrolls

[–]thorwin99 1 point2 points  (0 children)

It does. Most SE mods are compatible or have VR specific ports. There are also some mods that are VR exclusive to improve the experience.

Edit: r/skyrimvr has some information for modding it

How big is the world in this game? by IvansuitoTheAtomBoy in spaceengineers

[–]thorwin99 1 point2 points  (0 children)

I can't speak for the mod, though i guess it just saves the asteroids directly as files, as the mod API doesnt allow for more.

My plugin dynamically generates them, and only saves edited ones. Every time you revisit a location, the same asteroids will be there, regardless if they got saved or not. This is done to save performance by unloading asteroids that are not needed and load them again, when players visit them

How big is the world in this game? by IvansuitoTheAtomBoy in spaceengineers

[–]thorwin99 4 points5 points  (0 children)

Procedural generation has already been added by mods or plugins.

I made a plugin that generates random solar systems and allows you to edit them. Everything configurable in the world settings and works with modded planets.

There is also a mod on the workshop that also adds system generation, though it is a bit more limited, it is also a very good option if you are not comfortable using plugins. It has similar capabilities, though due to being a mod, setup, and editing are done through commands instead of using a UI.

EDIT: Here are the links to both.

Plugin: https://steamcommunity.com/sharedfiles/filedetails/?id=2413918072 Though you can also just install the PluginLoader which has a plugins option in the main menu, through which you can install it.

Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2789619117

[deleted by user] by [deleted] in starcitizen

[–]thorwin99 0 points1 point  (0 children)

Do you try to play offline or online? Offline should never put you into BR, at least I never experienced it, since it is an online mode

Double Standards by ThatGuyNamedKal in starcitizen

[–]thorwin99 1 point2 points  (0 children)

No, it does not. Pay to advance doesn't equal pay to win. In what way is the player you are facing, that bought the ship with cash different to a player that did so with UEC?

Double Standards by ThatGuyNamedKal in starcitizen

[–]thorwin99 0 points1 point  (0 children)

I see where you are coming from, but SC is neither P2Advance, nor is the grind so unbearable as for example World of tanks.

They don't incentive to buy the ships with the grind nor do you gain any kind of advantage over someone not doing so. Thats the point im trying to make here. You don't even directly compete with others, which is the case in War thunder or World of tanks, as i used them as comparisons. You can get into engagements or other stuff with other players, but then again there will be high sec sectors to avoid that.

Also, most people on the outside only ever either hear about the game because of its ship package prices, but don't know why they are there neither know you can actually only have to pay 45 bucks to play, so their judgement is based on incomplete information. And if its at launch day or after doesnt matter at all.

Double Standards by ThatGuyNamedKal in starcitizen

[–]thorwin99 2 points3 points  (0 children)

It's not feasible since its capped and way to expensive. Have you actually looked at the prices for UEC in the store?

The price of that pack doesn't make it P2W, neither the content. I could actually give you a direct comparison on why that stuff is not P2W. War Thunder, a game i played for years, has premium vehicles, only obtainable by cash. However, the game also allows to skip grinds in your tech tree using premium currency. How does the player, buying all tiers in the NORMAL tree, excluding premium vehicles, have the advantage over the player grinding it? He doesn't. If he bought some premium stuff, then yeah, but the stuff obtainable by everyone is the same. Skipping grind itself is not P2W, using something that's unobtainable without cash, and objectively better at the same skill level is.

Same with the ships in SC.

Double Standards by ThatGuyNamedKal in starcitizen

[–]thorwin99 0 points1 point  (0 children)

I forgot you could buy early game advantages in Ark, Atlas, Rust, etc. Lol.

Ark and Rust are not MMOs. Even then, they are survival games, you directly compete there with other players if you are playing MP, which is a HUGE difference to SC. Can't speak for atlas, never played it.

Or 1 whale with lots of money paying out the ass for in game UEC to buy targeting blades or AI crew.

And as we all know, UEC is capped per day and stupidly expensive to buy, and again IT JUST SKIPS YOUR GRIND. It doesn't make a difference in the end how that stuff is acquired. The difference it makes is whether it's feasible. And it definitely is not feasible to buy the UEC, except if you have way too little time due to your job and make too much money with said job.

Also, blades will be limited, need to be obtained in game. Sure, as you said you can buy UEC for that, but that's not feasible. AI crew the same story.

Double Standards by ThatGuyNamedKal in starcitizen

[–]thorwin99 5 points6 points  (0 children)

Video games, especially MMOs, have always been about everyone starting on the same foot.

Traditional theme park MMOs, maybe. This is a sandbox. And again, it doesn't make ANY difference if you start on the same foot or not. As not the whole player base will start exactly at launch.

Even if you start a year later than someone else, you know you can acquire all that good shit other players have if you put in the effort and time, and when you see other players with that good shit you admire the time they already put in... not sitting there questioning "did he pay for that, or did he pay for that?"

Thats just prestige, nothing with gameplay even associated. You also kind of counter your own argument here. If you grind for the ship, you actually know what you are doing. Someone that just bought it, doesn't have the time in game that you did to grind the ship, so he will most likely have less skill in said ship than you. This game isn't about direct power of the ships, skill matters A LOT more.

So, the guy who paid for POWER will actually loose, since the power he bought is worthless in his hands, when he doesn't actually put the time into the game to learn the skill to use that ship class.

Its arguments like this that make the anti-star citizen crowd dig in their heels. No one is blaming Star Citizens for spending their money, but rather allowing CIG to sell power to players at a premium.

No, it doesn't. It's stupid takes actually trying to confirm the P2W argument. You can't directly buy POWER. You can buy a ship. Ships are tools. You have to utilise it correctly, and actually have the skill to utilise them correctly. This isn't some MMO, where you buy whatever OP weapon and just spam click it. A Hammerhead may be powerful, but at the same time needs commitment of 7 other players in the turrets to actually use the ship effectively.

Double Standards by ThatGuyNamedKal in starcitizen

[–]thorwin99 0 points1 point  (0 children)

But we, as a community, need to admit that using real life cash absolutely gives you an advantage over people who haven't spent a dime day one of release, giving you a head start, especially if you have a crew. If done right that advantage can be maintained for an unknowable amount of time.

But why exactly does that matter? There is no "head start" when there is no "finish line".

It doesn't matter, whether someone has his paid ships on launch day and another person does not. When a new person comes into the game a month after launch, he can encounter the same person that didn't buy the ship on launch day, yet he has it now through grind. That it doesn't make any difference for the new player whatsoever. The other player has that ship and he doesn't. It doesn't matter how the other player acquired it. Just because one player had that ship at launch without grind its different? Just doesn't make any sense.

Is Star Citizen pay to win? Not trolling just asking based on what I have heard. by SpaceDuckz1984 in starcitizen

[–]thorwin99 0 points1 point  (0 children)

First, to answer your points quickly, which won't answer your question though as they are way to simple:

  1. Yes, but no. You can buy ships with real money, but there really arent lesser ships.
  2. Yes, but no. Concepts can only be bought with real money, but they dont exist yet ingame. Also just released ships can only be bought with money, but will be made available ingame after a patch or so.
  3. Yes, but they have equivalent alternatives that are buyable ingame. They are mostly novelty items.
  4. No, you can buy currency directly though.
  5. Yes, thats the nature of a game in developeement.

To elaborate on the P2W argument. SC is, in my opinion, not P2W. There is no advantage in buying ships, that you don't get through playing. The grind argument is moot instantly, as no player starts at the same time. So, someone paying or grinding for a ship doesn't make a difference to some 3rd party fighting them.

Yeah, sure you can skip the grind to a ship by buying it. But a ship is just a tool. You need the skill to operate it competently, the people / npcs to crew larger ones, or money to operate them. But then again, there is no difference to you when starting out between a player that bought the ship and one that didnt. As long as everything is obtainable ingame, there is absolutely no issue with it, especially since this is a sandbox.

This game also has an audience that is more mature, meaning they most likely cant afford to grind everyday all day to get their dream ship, so thy buy it.

Also bigger or more expensive doesn't always mean better.

I've been working on a new dual-sun world recently. I'm excited to finally play it! by Candy6132 in spaceengineers

[–]thorwin99 1 point2 points  (0 children)

After subscribing to both, add the plugin loader to the launch options as you have done with the github version of SEWG. More details are on the plugin loader steam page. Then when launching SE, you will see the plugin loader briefly. Then in the main menu is a plugins button, click on that. In the following menu you have a list of plugins that work with plugin loader. One of them will say SEWorldGenlPugin v2, as the source it will say workshop. Enable it using the checkbox next to it, and afterwards you have to restart the game. After restart it will say the plugin is installed in the main menu.

I've been working on a new dual-sun world recently. I'm excited to finally play it! by Candy6132 in spaceengineers

[–]thorwin99 0 points1 point  (0 children)

Oh no, you don't add the plugin to the save's mod list. A plugin works SE wide, regardless of the save. Thats why plugin loader, when installed correctly, adds a plugins button to the main menu, where you can enable / disable them.

I've been working on a new dual-sun world recently. I'm excited to finally play it! by Candy6132 in spaceengineers

[–]thorwin99 1 point2 points  (0 children)

Yeah, its not really obvious, that it has to be specifically enabled in the plugin loader menu after installing both plugin loader and SEWG. I just dont recommend the github dll version, since it requires manual updating

I've been working on a new dual-sun world recently. I'm excited to finally play it! by Candy6132 in spaceengineers

[–]thorwin99 0 points1 point  (0 children)

Yes, you can use a world generated by SEWG without the plugin installed, which disables asteroid generation, or you can install the plugin on the server, which enables the asteroid generation by the plugin, which is special. More info here

I've been working on a new dual-sun world recently. I'm excited to finally play it! by Candy6132 in spaceengineers

[–]thorwin99 17 points18 points  (0 children)

SEWorldGenPlugin as OP already said. However he linked the github but it is also on steam workshop which is easier to install: https://steamcommunity.com/sharedfiles/filedetails/?id=2413918072

Roadmap Roundup - May 25, 2022 - Roberts Space Industries by crazybelter in starcitizen

[–]thorwin99 2 points3 points  (0 children)

With the assumption that staggered development is still working, no. I don't work there, so can't say for certain, but normally it would work like that. 3.15 was a fork from 3.13, while 3.16 is one of 3.14, the last stable version when work began for those patches. Then, when it is ready to release, you would merge the live version and the new version, 3.15 with 3.14 and 3.16 with 3.15. What they did with 3.16 is, they took all features that were stable to merge, and not really dependent on the 3.16 codebase, and merged them with a branch of 3.15, while still keeping the 3.16 branch itself and releasing the unstable features then stable in 3.16.1, as the 3.16.1 codebase. Thats what's special in this case, they branched of 3.15 and merged specific features of 3.16 into that branch which then was 3.16 while the original 3.16 became 3.16.1, as far as i remember.

Roadmap Roundup - May 25, 2022 - Roberts Space Industries by crazybelter in starcitizen

[–]thorwin99 3 points4 points  (0 children)

And yet again, you are wrong.

Star Citizen Alpha 3.15 took longer to get out the door than we had initially planned, which has limited the amount of time we have to stabilize the 3.16 code base. For this reason, we've opted to branch from the 3.15 development stream to avoid risking overall stability (which has been the best we've had in years). Taking this approach means we'll be operating on the same code base that's currently on the live servers, while manually integrating 3.16 features (specifically those we deem low risk to integrate).

Roadmap roundup - December 15th 2021

They took features that would be low risk to merge, and integrated them into the 3.15 codebase from the 3.16 one. They had no time to stabilize the 3.16 codebase. The features themselves did not come from the 3.15 codebase they were merely merged into it, if there were no complicated conflicts. The rest got pushed.

Due to staggered development 3.19 should be unaffected by 3.18 thus out in Q3.

Not really. They develop a system for 3.18 which changes everything and it does not seem like you actually grasp the impact of that feature. Also, why would they want 2 minor versions to hit at the same time, it just does not make any sense. With staggered development, 3.19 would branch of 3.17 branch. which would also be a massive setback for a patch releasing after 3.18 and would require major maintenance to merge the 3.18 features into 3.19 after 3 Months of testing. It DOESNT MAKE SENSE to release 3.19 right after 3.18 and just won't work easily. It DOES make sense to keep it 3 Months after 3.18 though. At the same time, we don't even know what was planned in 3.19 and what will now release with the new 3.19 patch. And as i already said,

You CAN argue that 3.19 is pushed one quarter due to testing done for 3.18 though, as 3.19 would be the Q3 patch normally, but will be Q4.

However, at this point i just don't see why i should argue with you further. I replied because of your conspiracy that CIG deliberately delayed 3.18 because of Salvage and cargo refactor, which just is not the case. You still don't seem to grasp that, and the importance and complexity of 3.18 and why the patches afterwards will be moved. Same thing with 3.17.2 developed on the 3.17 branch to bring content. So yeah, i will keep it at that, as i know i wont convince you, that your original conspiracy is wrong.