Realistic pro-47 crystal scanner

Best advanced settings image style for realistic image generation with Stable Diffusion

2024.05.16 14:25 vsfonseca23 Best advanced settings image style for realistic image generation with Stable Diffusion

Hello there.
Can you share the image styles that you have been using for generating realistic images?
I am using the below settings and it's the best setup I have found until now:
, ultra quality, natural light, dslr, sharp focus, tack sharp, dof, film grain, Canon EOS, centered, crystal clear, high detailed real human skin.
I am using Stable Diffusion image generator.
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2024.05.16 09:38 Icy-Statistician3337 Unlocking Success: Top Tips from CA Intermediate Toppers

Unlocking Success: Top Tips from CA Intermediate Toppers
https://preview.redd.it/uvueyoresq0d1.png?width=1280&format=png&auto=webp&s=7531040ab0a8a6f658e3ddf28fbce7ab8806a73d
The CA Intermediate exam is a significant milestone in the journey to becoming a Chartered Accountant. It is known for its rigorous syllabus and high standards, demanding dedication, strategic planning, and effective study techniques. To help you navigate this challenging exam, we’ve gathered top tips from CA Intermediate toppers. Their insights and experiences can be invaluable in your preparation, guiding you towards success.
  1. Understand the Syllabus Thoroughly
One of the first steps to excelling in the CA Intermediate exam is to have a deep understanding of the syllabus. Toppers emphasize the importance of knowing every topic outlined by the Institute of Chartered Accountants of India (ICAI). This helps in creating a structured study plan and ensures that no important area is overlooked. Referring to recommended CA Intermediate books can provide comprehensive coverage of all topics and help you understand the depth of each subject.
  1. Create a Realistic Study Schedule
A well-planned study schedule is crucial. Toppers suggest breaking down the syllabus into manageable sections and allocating specific time slots for each subject. It's important to set achievable daily and weekly goals. A balanced schedule that includes short breaks and leisure time helps maintain focus and prevents burnout.
  1. Prioritize Concepts Over Rote Learning
CA Intermediate exams test your understanding and application of concepts rather than your ability to memorize. Toppers recommend focusing on grasping the underlying principles and concepts in each subject. Study material for CA Intermediate books often provides detailed explanations and practical examples that can help deepen your understanding. This approach not only helps in solving practical problems but also in retaining information for longer periods.
  1. Regular Revision is Key
Revision is a critical component of exam preparation. Toppers advice starting your revision early and revision each topic multiple times. Regular revision helps reinforce learning, clarifies doubts, and ensures that you retain information better. Make concise notes during your initial study sessions using CA entrance exam books to facilitate quicker revisions later on.
  1. Practice with Mock Tests and Past Papers
Practicing with mock tests and previous years’ question papers is a strategy endorsed by almost every topper. These tests familiarize you with the exam pattern, help you manage your time effectively, and identify areas where you need improvement. Simulating exam conditions while taking these tests can also help reduce anxiety and build confidence.
  1. Focus on High-Weightage Topics
While it's important to cover the entire syllabus, toppers suggest giving extra attention to topics that carry more weight in the exam. Analyzing past papers can help you identify these high-weighting areas. Mastering these topics can significantly boost your overall score.
  1. Stay Updated with Amendments and Latest Developments
The field of accounting and finance is dynamic, with frequent updates and amendments to laws and standards. Toppers stress the importance of staying updated with these changes, as the CA exams often include questions on the latest developments. Regularly reviewing ICAI announcements and using updated CA Intermediate books can keep you well-prepared.
  1. Join Study Groups and Discussion Forums
Study groups and online forums can be extremely beneficial. Engaging in discussions with peers can provide new perspectives, clarify doubts, and enhance understanding. Toppers often highlight the advantages of collaborative learning and the mutual motivation that comes from studying with a group. Study material for CA can serve as common reference points in these discussions, ensuring everyone is on the same page.
  1. Take Care of Your Health
Maintaining good physical and mental health is essential for optimal performance. Toppers recommend a balanced diet, regular exercise, and adequate sleep. Incorporating relaxation techniques such as meditation or yoga can also help manage stress and keep you focused.
  1. Seek Guidance from Mentors
Having a mentor or guide can provide you with direction and motivation. Toppers often attribute part of their success to the guidance received from teachers, seniors, or professional coaches. Don't hesitate to seek help when needed, whether it’s for understanding complex topics or for staying motivated.
  1. Stay Positive and Persistent
Finally, a positive attitude and persistence are crucial for success. The journey to becoming a Chartered Accountant is demanding and can be overwhelming at times. Toppers emphasize the importance of staying positive, believing in yourself, and not getting discouraged by setbacks. Consistent effort and a resilient mindset can make a significant difference.
Conclusion
The CA Intermediate exam is undoubtedly challenging, but with the right strategies and mindset, success is achievable. By understanding the syllabus, creating a realistic study schedule, focusing on concepts, revising regularly, practicing with mock tests, staying updated, engaging in collaborative learning, taking care of your health, seeking guidance, and maintaining a positive attitude, you can navigate this crucial phase of your CA journey effectively.
Take inspiration from the experiences of toppers, and remember that every effort you put in brings you one step closer to your goal of becoming a Chartered Accountant. With dedication and the right Scanner for CA Intermediate books, you can unlock your path to success.
submitted by Icy-Statistician3337 to u/Icy-Statistician3337 [link] [comments]


2024.05.16 07:49 deckagermanotta [M4M] Looking for a Westworld inspired roleplay

Hi! I'm Sergio (27M)
The plot I am looking for tries to recreate the feeling of a city-sized dollhouse, these "dolls" are hyper-realistic androids designed to function as life-size toys, in short they would be like living mannequins.
The story is about my character, a human, visiting this peculiar place as a way to change his daily routine into an environment where he can do and undo as he pleases without restrictions. The androids, the character or characters that I would like you to play, would be in charge of offering all kinds of experiences that in the real world would be dangerous or impossible.
This place is called "Crystal City". Crystal City is a kind of amusement park where people can go to make their fantasies come true. It is a place that appears to be a smaller-scale copy of a European city with elements of New York since it has an area that simulates being the big city and another with smaller houses that actually function as hotel rooms for when humans visit the city.
There are several places in Crystal City for humans to explore, but among all those points of interest, the most notable are: The residential area, the banightclub, the shopping plaza, the office area, the university, and the slums. All locations are designed for the mannequins to simulate life as realistically as possible with those artificial touches that give it that dollhouse feel, plus they are completely safe for humans, including the slums where the mannequins live. They pretend to be criminals or gangsters
The theme is slice of life in a sci fi environment. I'm not looking for a robotic revolution, just to have a good time!
My conditions are:
— That my partner can play male characters (My character would be male too)
— Despite the exclusivity of male characters, the role will not be romantic or derivative, in order not to make anyone uncomfortable.
— I like really long texts, but I can adapt without problem (more than 10 lines)
— I have a text to explain the functioning of the characters you would play, even if you have questions, I am open to explaining everything
— I want someone who gets excited about my plot! It's something that would make me very happy!
— 3D muses or furries
— Roleplay in Discord it would be perfect!
submitted by deckagermanotta to roleplaying [link] [comments]


2024.05.16 07:39 deckagermanotta Looking for a Westworld inspired roleplay

Hi! I'm Sergio (27M)
The plot I am looking for tries to recreate the feeling of a city-sized dollhouse, these "dolls" are hyper-realistic androids designed to function as life-size toys, in short they would be like living mannequins.
The story is about my character, a human, visiting this peculiar place as a way to change his daily routine into an environment where he can do and undo as he pleases without restrictions. The androids, the character or characters that I would like you to play, would be in charge of offering all kinds of experiences that in the real world would be dangerous or impossible.
This place is called "Crystal City". Crystal City is a kind of amusement park where people can go to make their fantasies come true. It is a place that appears to be a smaller-scale copy of a European city with elements of New York since it has an area that simulates being the big city and another with smaller houses that actually function as hotel rooms for when humans visit the city.
There are several places in Crystal City for humans to explore, but among all those points of interest, the most notable are: The residential area, the banightclub, the shopping plaza, the office area, the university, and the slums. All locations are designed for the mannequins to simulate life as realistically as possible with those artificial touches that give it that dollhouse feel, plus they are completely safe for humans, including the slums where the mannequins live. They pretend to be criminals or gangsters
The theme is slice of life in a sci fi environment. I'm not looking for a robotic revolution, just to have a good time!
My conditions are:
— That my partner can play male characters (My character would be male too)
— Despite the exclusivity of male characters, the role will not be romantic or derivative, in order not to make anyone uncomfortable.
— I like really long texts, but I can adapt without problem (more than 10 lines)
— I have a text to explain the functioning of the characters you would play, even if you have questions, I am open to explaining everything
— I want someone who gets excited about my plot! It's something that would make me very happy!
— 3D muses or furries
— Roleplay in Discord it would be perfect!
submitted by deckagermanotta to RoleplayPartnerSearch [link] [comments]


2024.05.16 06:00 Aloha_LV Am I the only person experiencing this?

Am I the only person experiencing this?
I am moving out of state and have been posting on Facebook marketplace, Craigslist, OfferUp- and I’ll have people ask me if an item is available and then just completely ghost me. Or they’ll say they will meet up and never show. I honestly feel so disheartened and feel like crying :/ it’s such a stressful process and the thing that sucks is I have such good quality stuff, it would just cost way too much to ship it.
I’m going to try here, if anything interests you let me know and I will work out a good deal for you. It only allows me to post so many pictures so if anything interests you ask me and I will send you pictures of it. Good and genuine Vegas locals please come through.
BRAND NEW TV STAND‼️ Still in box, never got a chance to use: Selling for $250 (picture is what it looks like when put together) 🌺CURRENTLY AVAILABLE🌺
Outdoor backyard table set with 4 chairs, just got this for 770, selling it for $550- shoot me a message and I’ll give you a better price or send me your best offer. 🌺CURRENTLY AVAILABLE🌺
(PRICE LOWERED‼️)✨Cherry wood desk / top quality wood Bought this for around 2000, selling for just $650 but will give you a better price- or send me your best offer. Willing to work with you 🌺CURRENTLY AVAILABLE🌺
(PRICE LOWERED‼️) ✨65 inch Sony Bravia $550 + $75 Klipsch subwoofers and speaker: AVAILABLE ⭐️ and we made it a better deal for all of you so someone can enjoy. Must be bought together as a set to get this deal 🌺CURRENTLY AVAILABLE🌺
3 piece wood set, living room Table, side table, table holding TV (can also be used for other things like putting pictures flowers etc) $300 for all 3 🌺CURRENTLY AVAILABLE🌺
I have 1 great blender available: High, strong, speedy, quiet, works great. $25 🌺CURRENTLY AVAILABLE🌺
BRAND NEW ‼️ still in case, never used : Floating shelf home decoration. This is your sign to beautify your home. You can put pictures on there, plants, vases, anything and it gives it more of a home like feel. Selling for $25 🌺CURRENTLY AVAILABLE 🌺
Crystal home decor: $15 🌺CURRENTLY AVAILABLE🌺
Food Processor: works great! $15 🌺CURRENTLY AVAILABLE🌺
Portable stove: perfect for having shabu shabu, or hot pot, or bbq at home together at the table to enjoy together. Great to enjoy outdoors for parks & camping as well $15 🌺CURRENTLY AVAILABLE 🌺
1Strong sturdy Iron Board used twice $20 🌺CURRENTLY AVAILABLE🌺
Tripod can be used small on the table and extends huge up to 75 inches. Has a holder for camera or phone: $20 🌺 CURRENTLY AVAILABLE 🌺
BRAND NEW: YAHTZEE Board game still in wrapper with price tag on it bought for 20, selling for $10 🌺CURRENTLY AVAILABLE 🌺
Tower fan, just got this for 70 bucks, selling for 50 but I’ll give it to you for a better price. Just shoot me a message with your best offer🌺CURRENTLY AVAILABLE🌺
MARBLE BOARD: $20 🌺CURRENTLY AVAILABLE 🌺
5 pound weights : $6 each both for $10 🌺CURRENTLY AVAILABLE🌺
Wi-Fi extenders: 45 each or 75 for both 🌺CURRENTLY AVAILABLE🌺
Waffle maker: $10 🌺CURRENTLY AVAILABLE🌺
Skewer grill brand new still in box, never used : $20 🌺CURRENTLY AVAILABLE🌺
ceramic big vase: bought for 70, selling for 30- send me your best offer we will work something out 🌺CURRENTLY AVAILABLE 🌺
Electric hand mixer: works great and makes baking a breeze!! A must for baking $15 🌺CURRENTLY AVAILABLE🌺
Super cute weighted soap holder brand new: $5 🌺CURRENTLY AVAILABLE🌺
Couch is from Jubilee LV luxury modern couch purchased at 3,150. Selling it for 1000 shoot me a message and I’ll give you a better price or send me your best offer. We work something out. 🌺CURRENTLY AVAILABLE 🌺
lamp: $15 🌺CURRENTLY AVAILABLE🌺
Air fryer, used a few times. $20 🌺CURRENTLY AVAILABLE🌺
realistic faux plant decoration $10 🌺CURRENTLY AVAILABLE 🌺
This couch is the comfiest couch. It is stuffed with goose feathers so you just melt into the couch. needs to be lightly cleaned (was quoted $50 for a cleaning but I have no time so just selling the couch for super cheap) but this is the most comfortable couch, best naps on it ever! I just got these covers for 120 (they’re removable super easy no worries) lolll but you can have them for free with this couch. Probably should take it off and let the couch shine $200 🌺CURRENTLY AVAILABLE🌺
small dresser: Has a little chip on it but nothing too noticeable $10 🌺CURRENTLY AVAILABLE 🌺
(PRICE LOWERED‼️)✨Round table with Tempered glass with 4 chairs and cherry wood stand- this is a 2000 tempered glass table imported from Italy- selling for $600 but shoot me a message and we can work something out or send me your best offer. 🌺CURRENTLY AVAILABLE🌺
okay hear me out I know Christmas is a little ways away but it sneaks up every year and this year you’re going to be like man when that Asian girl was selling the Christmas stuff I should have gotten it for cheap lol ✨pine cone ribbon lamp battery operated: $5 🌺currently available🌺 ✨nutcracker: $5 🌺currently available🌺 ✨gnomes there’s 2 $5 each 🌺currently available🌺 ✨light up wreath: $5 🌺currently available🌺 ✨Christmas table decor: $5 ✨currently available✨ ✨Christmas towel: $2 🌺currently available🌺 Christmas plate/tray: $5 🌺currently available🌺 Or take all the Christmas stuff for $20 total
submitted by Aloha_LV to vegaslocals [link] [comments]


2024.05.16 02:55 GoldWhale Ivan Demidov: The Debate for #2 that Never Should Have Been

Written by u/GoldWhale & u/JD397
Thanks everyone for your patience with us getting this written up. Much appreciation to my co-author u/JD397 for his work, scouting analysis, and comprehensive background knowledge on where Demidov sat compared to historical players, and the international analysis. Please note, this analysis won’t focus on why Demidov>Levshunov. In terms of BPA, Demidov is nearly unanimously over Levshunov based on consolidated rankings. With the Blackhawks publicly saying they want to go BPA, we hope to establish a case as to why Demidov truly stands above the rest, by a good margin. We hope that this was worth the wait, and we haven’t disappointed anyone who may have wanted more. We’re amateurs, give us a small break 😉
When Deputy Commissioner Bill Daly flipped the decisive card to reveal the number one overall pick, Blackhawks fans were disappointed. They were going to miss out on Macklin Celebrini, the consensus number one center and number one overall player in the draft. After winning Connor Bedard the prior year, many fans were hoping for a one two punch down the middle, their own version of McDavid and Draisaitl, Crosby and Malkin; this was not to be.
Despite the initial dismay, fans were still happy. The Blackhawks won the second lottery, and with that, the rights to select a franchise player at number two overall. Immediately, though, there was debate. Swirling on social media there were rumors that the Blackhawks were predominantly looking at two high end prospects: Ivan Demidov (RW/C) and Artyom Levshunov (D). On one hand Demidov is an elite prospect at wing with excellent hands, creativity, and legitimate top line wing with PPG+ upside. On the other, Levshunov is a dynamic offensive defenseman with a stellar shot, solid size, dynamic skating, and most importantly right-handedness.
The Blackhawks, realistically, need both positions. Last year the Blackhawks iced one of the worst offenses in the entire league, scoring the second least goals behind only San Jose. They also had the fourth worst defense, surrendering 290 goals on the season. Neither are acceptable in the push for a playoff spot in the coming years, but ultimately with number two, you can only choose one of the two players. After our hours of analysis, u/JD397 and I believe there is no debate – as good as Levshunov is, Demidov is closer in skill and projection to Celebrini than anyone else in the draft is to him.
So who is Ivan Demidov? He’s an 18 year old forward playing for SKA 1946, a MHL affiliate of SKA of the KHL. Since the 2023 draft the big story out of the KHL was the dominance of Matvei Michkov. This was a kid who destroyed the MHL by putting up 38 points in 22 games and going PPG+ in the playoffs his D-1 Year. Michkov then outperformed Connor Bedard by putting up 16 points in 7 games at the IIHF U18s in 2021. Michkov was, and still is, borderline generational but there was someone else waiting in his shadow. In his D-1 Year, Ivan Demidov put up 62 points in 41 games, and scored 1.3PPG in the MHL playoffs. While putting up a lower PPG pace than Michkov, Demidov’s game was substantially more well rounded and scouts started to take notice of another potential franchise winger in Ivan Demidov.
Demidov exploded in his D-0 Year, putting up a literal 2.0 PPG pace in the MHL the highest pace ever for a player 18 or under, and the third highest PPG in league history. In the playoffs, despite an injury, Demidov posted a ridiculous 28 points in 17 games. This production was unheard of beforehand and bested Kucherov’s 1.87 point pace at 18. Not only did Demidov have better production AND two way play, but he also did it nearly 7 months younger. Demidov remains a bright spot who is able to elevate his play to the competition. Before talking about playstyle, strengths, comps, projections, etc. it needs to be noted just how dominant Demidov was on the scoresheet.
Now that fans know who Ivan Demidov is, let’s address the elephant in the room. Demidov is Russian and with the political climate worldwide, being a Russian is associated with an inherent risk of a prospect not coming over. Rest assured – there is no such concern in this case. Last year, rumors swirled around Michkov not coming over due to three factors:
  1. Michkov did not meet with more than two teams and actively told specific teams he would not play for them.
  2. Michkov was incredibly difficult to get ahold of predraft and it made scouts and front offices skeptical on his character and desire to come to the NHL.
  3. Michkov had 3 more years left on his contract with SKA.
Demidov, on the other hand, is actively engaging with teams. He’s hosting a workout in Florida before the draft for multiple teams to attend, and is actively having his agent coordinate interviews and meetings with interested front offices. Demidov has publicly declared his intention to come over to the NHL as soon as possible, even venturing so far as to say he’s looking at options for getting out of his KHL contract to get to the NHL for the 24-25 season. Finally, Demidov only has 1 year left on his contract so there isn’t long term concern about losing the ability to develop him internally. An interesting note that we found during analysis was that Demidov’s agent, Dan Milstein, is “hated” in the KHL because of how consistently he pushes for his clients to leave Russia and transition them to the NHL. Even if Demidov is stuck in Russia all of next year, there’s almost zero risk he doesn’t come over.
On Demidov, the other large question that looms is his lack of play in the KHL, and SKA’s decision to play him in the MHL. Despite being the one of the best players in MHL history, Demidov only saw action in 4 KHL games and scored a total of 0 points which has also turned off many scoresheet watchers. Let us reassure you – Demidov was predominantly the 13th forward and played an average of 3-5 minutes per game with unfamiliar linemates. He did not have a chance to play enough to succeed, and built no chemistry with the teammates he was playing with in his limited time. SKA is notorious for handling their prospects poorly. Young players are consistently given limited ice time, especially when they’re expected to leave Russia. Michkov, despite his skill, couldn’t crack the SKA roster in his D-0 or D+1 simply because of this bias. All said, this is not a concern scouts have when it comes to the potential drafting of Demidov.
With the Russia question answered, we believe there is no doubt that Ivan Demidov is the pick to make in the 2024 draft. Ivan Demidov is really really good. He is the complete package for what you look for in a franchise winger. Demidov has excellent hands, dynamic edgework, elite hockey IQ, high end compete and energy, a relentless forecheck, creativity in the offense he provides, solid two way play, and finally rapid speed in terms of release and puck control. There is no one like him in this draft who offers such an elite skillset with no obvious flaws in his game outside of his build. He can also play center when needed which gives him additional offensive flexibility and adds even more dynamism to his game.
While analytics don’t tell the full story, they can often be a useful baseline to build from. The first item we want to call attention to is Byron Bader’s model, which projects Demidov as the best #2OA prospect since Eichel.. Let's again be clear, we don’t put much merit into this due to the low gradings of Carlsson and Laine, but it’s important to contextualize how Bader’s model works. It compares prospects to the league they’re in and projects them out. Demidov dominated the MHL to such a degree that the model favorably views him due to being almost untouched in play, and setting multiple records. Continuing with Hockey Prospecting and Bader, who is an active NHL draft consultant, they project Demidov to be an absolute STUD based on production. No forward who they’ve ever given 99%s to has ever been less than PPG+. Demidov has a very comparable offensive game to Celebrini, and is all but guaranteed to be a star due to his production and skillset. Alanen also projects Demidov to be elite in all 3 zones, and gives him a total RARE grade of 100, due to his next level offense and transition, and above average defensive work despite his assignments. Again, analytics aren’t an end all be all by any means. They’re just an exceptional base to build from when scouts, data scientists and NHL draft consultants unanimously believe a player to be elite. From our research, no prospects with comparable profiles have busted or not succeeded in the NHL.
Whilst reading multiple articles, watching videos on Demidov, and going through tape, we compiled the following scouting report.
Physical Attributes:
Demidov is not very physically imposing, or even one of the most physical players in the draft. He’s expected to show up to the combine around 6ft tall and weighing 170lbs. Admittedly one knock that some scouts have for him is his build and need to bulk up. Thankfully, this is easy to build at the professional level. Nonetheless, Demidov has sturdy base that enables him to dominate around the boards and in front of the net due to his rapid twitch movements and lower body power. Demidov is able to outskate and outwork larger and stronger players by being smart with his legs and driving to the inside consistently when in transition. His remarkable agility and lower-body strength allow him to outmaneuver opponents and maintain possession in tight spaces, or separate for quick attacks or desperation back checking.
Skating:
Demidov's skating is characterized by irregularities; while he exhibits great power on his edges, his transitions suffer due to a wide stance, leading to questionable but explosive pivot work. Despite this, his rapid acceleration and agility enable him to navigate through traffic seamlessly, while his powerful stride generates significant momentum, making him a constant threat in transition. Let’s clear up a misconception; Demidov is not a bad skater. He’s got decent speed, a good handle on body control, power on the inside of his edges and with quick crossovers, etc. His posture and stance need work, but this is something that looks completely fixable at the NHL level. It doesn’t require a rebuild of his skating style, rather a retool that can utilize his edgework as a base. Instead of hunching over at the end of a shift and losing speed and energy, Demidov can rely on quicker small movement cuts on for rapid movement and longer, albeit slower strides while holding himself higher to preserve energy while covering distance. While the 10 and 2 skating that Demidov employs isn’t conventional, it allows him to see a good deal of the ice, and when in close provide breaking speed towards the play. Fixing the reliance on 10 and 2 also offers faster top level skating and easier quick pivoting in a 200ft game, rather than a longer turn. Again, his skating is unorthodox – but it isn’t bad. It’s not mechanically sound, but it can be polished to a high level without a large amount of concern. Because of how unpredictable his skating is now, scouts across the board acknowledge that it potentially even grants an advantage as his body is harder to read.
Scoring Ability:
A natural sniper, Demidov possesses a lethal shot with pinpoint accuracy and a lightning-quick release that catches goaltenders off guard. Whether he's unleashing a blistering wrist shot from the slot or wiring a one-timer on the power play, Demidov consistently finds the back of the net with precision and finesse. One really underrated part of Demidov’s scoring ability comes from the aforementioned elite edgework. Due to how rapidly he can change directions while holding full control over the puck, he can create scoring lanes with almost zero room, and his accuracy is again one of the best we’ve evaluated as amateur scouts in the last few drafts. When there isn’t an immediate opening or shot, Demidov is patient, draws coverage where he wants, and again has no qualms about firing the puck to the net. If there’s one question about his ability to score, it’s his slapshot. He hasn’t had to use it in almost any occasion due to how the offense is structured on SKA 1946, and therefore it’s not as developed as his snap or wrister. This is a relatively minor knock, though. Demidov can take slapshots and find twine without much difficulty, it’s just the least refined part of his goalscoring ability.
Playmaking and Elite Hands:
Demidov has the best hands that we have scouted. Better than McDavid, better than Fantilli, better than Hughes, better than Bedard, better than Michkov, and yes, better than Patrick Kane as a prospect. Yep, that good. Hadi Kalakeche, one of Dobber’s lead scouts says, “…he has THE best handling skill I’ve seen… he’s the closest thing we’ve seen to Pavel Datsyuk since Pavel Datsyuk.” The rapidity of his movement, the purposeful puck placement, the astounding protection rate, and his ability to pull defenders off of him without moving his body is unlike anything we’ve ever seen before. Again, he has the most individual puck skill and innate offensive talent in the draft. These skills with his hands allow him to become an absolutely next level playmaker. Demidov is crafty, and has a history of faking shots to make a pass, or vice versa to help his team. He’s able to create lanes and take advantage of his puck control by having absolutely next level zone entry to set up the offense on a consistent basis. While his decision making needs some work when it comes to choosing the best move, he almost always makes the right one, and is able to think through solutions when there’s no apparent move forward. Whether it’s a drop pass, running the puck up the boards, a regroup, finding a teammate with a perfectly slotted pass, Demidov has no real ceiling. The only question remains is whether these skills will work as well at the next level. All said though, there’s no real debate between scouts that he’ll be a franchise winger.
Creativity and IQ:
Demidov is electrifying, brilliant, dynamic, innovative, transcendent, and any other adjective you want to use. There is no prospect in this draft with Demidov’s offensive upside, including Macklin Celebrini. As mentioned above, Demidov has been compared to Datsyuk: he is stellar at opening up lanes with his body or finding passes, even if they’re banked off the boards. While Bedard is a guy who was expected to shoot first, Demidov is a passer. This works in his favor, though. Demidov certainly doesn’t lack a scoring touch. His positioning and body will tell goalies and defenders he’s planning to pass and he’s able to quickly change direction using his edges to put a shot on net. His ability to think several steps ahead of the play allows him to execute highlight-reel passes and capitalize on scoring opportunities that others on his team might miss, or simply not have the skill to execute. He’s unpredictable because his vision is at such a high level. He’s got a game reminiscent of Jack Hughes and Patrick Kane, and the way he views the game has scouts absolutely over the moon about his pro projection. There really is nothing that Demidov doesn’t have the ability to do – this year in the MHL he took advantage of the strength of competition and tested it out. Demidov tried different reads, different styles, working more heavily down the middle, shooting, playdriving, etc. We’re blown away by the flexibility that he shows across every facet of the game. A really fun quote to mention from Lassi Alanen, EP’s director of Euro scouting is, “I still have like 100+ unused clips of Demidov's play from this season. He must be the most clippable prospect I've ever watched. Something eye-catching happening almost every shift during his second half of the season.” Demidov’s highlight reel isn’t really a “reel” – that’s just how he plays the game on most shifts that he takes.
Physicality and Defensive Awareness:
Demidov's physicality extends well beyond his height, as he isn't afraid to throw his weight (all 170lbs) around and engage in board battles to win possession. His defensive awareness is equally impressive, as he uses his size and reach to disrupt passing lanes and apply pressure on opposing forwards both in the defensive zone and in the neutral zone, showcasing a commitment to playing a complete, two-way game. As briefly mentioned, Demidov doesn’t exclusively play wing – he plays center too. While he’s not going to be Patrice Bergeron he is capable of handling both ends of the ice, and has consistently improved his defensive play throughout the year.
Work Ethic and Engagement:
While almost all prospects “work hard” to play their best on the ice, Demidov does that little bit more. Despite being a winger, he’s consistently one of the first players up and down the ice. He rarely coasts and drifts around but is engaged rather consistently all around the ice. One thing that’s often hard to teach prospects is how to be aggressive and assertive without being risky. Demidov never worries about challenging his opponents, fighting hard board battles, or giving his all to get back into a play after he’s low after driving to the net. This is something that the Blackhawks LOVE in their players, and should hopefully encourage GMKD to pull the trigger, if everything else didn’t sell him. As we see Demidov continue to improve in skating with NHL coaches, this should only give him more energy to expend in the 200ft game, and improve his engagement across plays. He’s an absolute workhorse, and consistently pushes to improve which evidenced by the massive improvement across this season in the MHL. There’s no reason to think this same drive can’t come through on the NHL level.
Areas to Improve and Questions:
With all the hype around Demidov, it’s hard to initially understand why he’s considered a lower end prospect than Celebrini. Digging in, though, it becomes more clear. While Demidov has the higher ceiling, he also has a much lower floor. The number one factor that limits Demidov is his exposure to higher end competition. The MHL is a good league, but Demidov was ready for the KHL last year. Since he wasn’t exposed to higher end competition there is still question on how much of his skillset will translate when playing higher level men’s hockey. There isn’t an expectation of a problem, but when a player lacks that experience, it undoubtedly makes them more challenging to project. Remember, Demidov didn’t really play meaningful KHL minutes when he got 4 games this year. He got 13th forward exposure and didn’t play with the same linemates that he worked with in the pre-season. Nonetheless, he wasn’t perfect. He did see some questionable decisions while trying to adapt to higher competition. There’s little concern that this is an actual issue, but Demidov needs to grow and play against men, even for a few games, before coming to the NHL. Thankfully, he should have the entire season in 2024-2025, and I haven’t read a single scouting report that expects him to have an issue putting up Michkov+ numbers.
The second factor is skating. Demidov is a good skater, but he’s unorthodox at best. While this skating relies heavily on his edgework which gives him amazing playmaking ability, his pivoting, high end speed, position and stride could all use refinement and improvement. While these are all skating mechanics that are easier to fix, skating is NOT a guarantee. If he’s unable to improve his skating with NHL skating coaches, it could limit his upside. He is still expected to be a top line winger, but it could be the difference between 70+ and 100+ points if skating doesn’t develop. Remember, some scouts view his skating as a “hidden” upside in his game, but improving skating not only gives him more offensive flexibility, but also defensively. There’s room for improvement, and it could be an easier lever to correct to see high rewards from.
The third factor is decision making. Demidov is creative to a fault, but just like in art, not every project works out. With such an advanced toolkit, Demidov needs to work with video coaches to better understand which moveset is appropriate in which scenario and when to deploy it. There’s a difference between decision making and IQ. Decision making is hard to fix when a prospect is set in their ways based on playstyle, but if playstyle is more flexible, then there’s much less of a concern. IQ, on the other hand is uncoachable, and Demidov has arguably the best offensive IQ in the draft. There’s no reason to believe that he can’t fix this, but due to being stuck abroad, and potentially even the MHL again next year, it could take him a bit longer to get up to NHL speed.
The final factor is defense. While it seems that every single forward prospect has a knock on their defense, we can qualify Demidov’s specifics a bit more easily. Demidov is a competent defender, and a very good well rounded player, but again decision making plays a factor in the challenge of projecting him here. While players like Celebrini are dominant both ways, Demidov often doesn’t make the right choice when defending – he has a lot of offensive instincts which have him sit higher on the blue, and while he is always engaged on the puck, he needs to be more responsible in coverage rotations. Off the rush, Demidov doesn’t always read the play correctly, and the inconsistency can create shooting lanes for his opponent. Just like Michkov, he can also cheat on plays where he finds himself a bit further away from a play and loses sight of his defensive assignment. He’s extremely energetic and consistently pushes to get back, but working with him on understanding when to cheat will be important for his development as well. We again want to reemphasize that Demidov plays solid defense and a good two way game, especially for a wingecenter. But there’s room for improvement in terms of bridging the gap between him and other recent prospects like Celebrini, Carlsson, and Johnston.
Pro Projection:
While he doesn’t have the skating that Jack Hughes had, he’s still a great projection and comparable. A smaller but nimble player who isn’t afraid to get involved on the rush, around the boards, or in transition. Demidov’s offensive upside is similar as well – like Hughes, the defense isn’t the best, but he’s able to run an entire offense both on the wing and playing center. He’s creative to a fault, has a great set of hands, and the toolkit to be a consistent top 5 player at his position in the NHL. Pro projections are always hard because you can never guarantee how a player will turn out, whether they’re undrafted or a #1OA, but Demidov is truly all but a sure thing. His creativity rivals players like Nikita Kucherov and Mitch Marner in their ability to think ahead of where the play is, his handling rivals Kane and Datysuk, his defensive play is above average for a winger, he has a great shot comparable to players like Matt Tkachuk, and is a bitch to get off the puck. Even when Demidov is literally on the ground, he’s consistently able to hold possession and find a play with no room left. With a toolkit like his, decent size at an estimated 6ft, there should be no reservations that Demidov should succeed at the next level. Most scouts see his floor around 65-70 points, and his ceiling closer to 120. I stand by the Jack Hughes comp I made earlier. While they differ in skating, they play very similar games, and should expect similar success at the next level.
Quotes:
“He’s got the best hands in the draft… and has made more one-on-one skill plays so far this season than almost any prospect I’ve scouted for any draft. He’s also a pretty engaged off-puck player who keeps his feet moving, hunts pucks on the forecheck, and can turn a steal into a game-breaking play in an instant.”
Scott Wheeler, The Athletic
“Demidov is already a game-breaking forward who can move the puck effortlessly and there’s no question he’d be a fantastic partner to some of the best prospects in the NHL today. His production in the MHL is comparable to Patrick Kane’s 2006-07 season with the Ontario Hockey League’s London Knights… Demidov is a bonafide first-line winger who will score tons of goals.”
Dayton Reimer, The Hockey Writers
“In a vacuum he’s the most talented forward this draft class has to offer outside of Celebrini. Demidov possesses many of the same traits Celebrini does, only his track record is against younger, more unproven talent."
Sam Cosentino, Sportsnet
“The talent of Demidov is impossible to deny. His raw skills might be the best in terms of offense in the entire draft. His puckhandling, shot, passing, and even skating makes him a unique hockey player and prospect. There are many great offensive players, but not many quite like Demidov. Especially who will also have a great drive and motor to play a strong 200 foot game… he could easily be a point per game player in the NHL on most teams first line.”
Frederik Frandsen, Last Word on Sports
“At the end of the day, what you get in a player like Ivan Demidov is a generational offensive dynamo with the mind of a master chess player. Each time he gains possession of the biscuit, his ability to think many steps ahead of the opponent, find creative solutions involving his puck handling abilities, as well as creating tremendous execution at creating space with his skating or precisely hitting the net is considered to be up to par at the NHL level.”
Tyler Ballesteros-Willard, Draft Prospects Hockey
“Any forward that has ever had the type of equivalency we’ve seen from Demidov in his pre-draft year and draft year, going back to the ’80s, has turned into a point-per-game-plus superstar over their careers… You need stars to compete and contend in the NHL, and Demidov is almost guaranteed to be that.”
Byron Bader, Hockey Prospecting
“Demidov is the most dynamic, verstatile, and creative [puck] handler we’ve seen come through the draft in recent years. Elements of his on-puck decision-making remain raw, but his upside as a 100-point top-line winger is supported by decent off-puck and defensive engagement and lightning-quick processing of the game. His elite-level of on-puck intelligence and his trifecta of dynamic handling, playmaking, and goalscoring tools give him the foundation to become an electrifying creative force and offensive driver.”
Sebastian High, Dobber
“Demidov breaks defences. He spots a tiny gap in coverage, bursts right through, and blows it open. He plays mostly a finesse game, but does so hyper-aggressively, attacking everything he can. Demidov succeeds at pulling off plays that most prospects can't. He plans, processes, and anticipates faster than he can stickhandle. He's a pure creator with the puck, making plays out of nothing.”
David St. Louis, Elite Prospects
“Demidov is the more dynamic and flashy prospect [Than Michkov].Demidov is the single-most gifted handler in the entire 2024 class. He projects to be the superior one-on-one attacker…someone who can single-handedly create out of thin air. When it comes to passing ability…Demidov’s ability to chain together handling sequences into following passing plays is second to none.”
Lassi Alanen, Elite Prospects
“It’s a no brainer[at #2OA]. It’s Ivan Demidov all day, every day, 24/7. You run to the stage and pick him… if you ask me, Ivan Demidov is better than Matvei Michkov… He’s the only prospect in our rankings who we gave a 10 grade to for a specific ability. It’s not just the handling skill in isolation it’s the creativity. He comes up with solutions no one can expect.. his motor is underrated, puts in work defensively… it’s a no brainer there.”
Hadi Kalakeche, Locked on NHL/Dobber
Our Scouting:
Clip 1:
As we talked about prior, Demidov has a great IQ and the ability to create lanes and plays out of nothing. Demidov pushes up the ice and enters the zone with pressure closing onto the side. He uses his hands to pull in control, but more impressively, puts his body between the defender and the puck. He uses his edgework and breaking speed to push past the defender, then is patient enough to draw 3 defenders towards him, away from his teammate. When he sees the trailing defenseman waiting, he immediately finds a tight pass for a wide open teammate to capitalize.
Clip 2:
There’s a difference between a safe move, and then there’s an insane move. Watch as Demidov comes up on the left side. He sees that the defender is getting desperate and goes for a large poke. Demidov slides the puck under the Dman’s stick and once again shows off his patience. Instead of going for a quick shot he reads that the other defender is slowly coming across the crease to prevent a passing lane. Instead of just shooting like most players, Demidov baits the goalie into thinking he’s going to run into the defenseman, and in that second, puts the puck in the net.
Clip 3:
Small play, but this is just about how slick his passing is. He slides the puck through a very tight lane while baiting the defenseman into sliding due to not knowing where the play is going to be.
Clip 4:
While we can put on nonstop highlights, it’s also important to see how smart Demidov’s game is. Demidov and the other SKA players move the puck around a bit trying to find an opening until they give it to Demidov. Demidov reads an open play and passes the puck down, but instead of immediately following the puck or staying at his spot, Demidov uses his high engagement to instead move to the other side of the net down low to offer accessory support for his teammates on his anticipated cross crease pass, should there have been a rebound.
Clip 5:
Not every highlight is going to be a goal. One really underrated part of Demidov’s game is how well he’s able to read the offense. As he holds high initially, he’s able to help move the puck out in order to reset the offense when the play fails. His motor keeps him in the play and with his excellent edges, he’s able to make a quick pivot after rushing around in order to step up and create an open shooting lane. While his teammate can’t make the pass to get the puck to him, Demidov read where the play WOULD be, not just where it was. Those IQ aspects really can’t be taught, and are part of what makes him so special. By anticipating the open play rather than following the puck, he establishes himself as a play driver by creating options rather just following and executing structure at a high level.
Clip 6:
We're not even going to analyze this one. It’s just fucking fun. Talent oozes.
Clip 7:
This video has a ton of highlights, which I’d definitely recommend watching, but we’re going to focus specifically on the play at 0:45. We can post clips of Demidov scoring goals, finding breakaways, etc. all day long, but when thinking about translation to the NHL, IQ and decision making is what we’re really drying to drill down on. Demidov arrives in the zone through to middle and pushes the initial F1 to the F3 spot and changes the rotation. The puck is dumped to him and the initial F1 leaves a drop pass for Demidov approaching the goal. As soon as Demidov gets the puck, at 0:47, you can see him primed and in a good shooting position. The bigger defender misread the play and has drifted too far towards the center of the ice, leaving Demidov with a nearly unobstructed shooting lane as the netfront defenseman is also too far toward the middle. Instead of taking the shot, he instead waits to draw over the netfront defenseman, and the bigger defenseman closer towards him, leaving his teammate literally untouched across the crease. Demidov trusts his hands and ability with an extremely quick and accurate pass through the stick range of three defenders to find his teammate wide open. His decision making has been progressively improving and his ability to look off the shot to find an elite pass will translate extremely well to the next level.
Clip 8:
Another play where you can just be excited about Demidov. The puck is wrapped up around the boards and the defenseman sitting at the top of the blue just pushes the puck back into the zone without a clear target, or a player who has an explicit opening to the puck. If anything, the puck is put in the middle of all 5 Karpat skaters. Despite starting on the outside, Demidov’s engagement shines through where he uses his edgework to get a rapid explosive burst of speed, and pushes through both defenders in front of him to gain possession. Once he gains possession, his ability to control the puck, and his handles help to demonstrate just how strong of a prospect Demidov is. Even when the defender is falling onto him, Demidov is patient, makes the netfront defender bite to believe he’s going wide, creating a lane (effectively bypassing 3 separate Karpat players) to get to the goalie unobstructed. Then, his hands come out and he absolutely undresses the netminder with moves that the video literally cannot fully capture. He makes highlights like this look routine, every single game.
Clip 9:
Sometimes when you see a play it’s hard to say anything but wow. Demidov leads the rush through the neutral zone and reads the coverage a much less conventional 1-4 scheme. The offensive rush is a bit unconventional as well, but can offer a smart solution. By having 3 attackers, two concentrated up the middle and one wide, it allows for quick movement up the middle, and post defensive collapse onto the puck, a pass to the outside for a clear entry lane and shot. Demidov passes to his teammate directly across the center of the ice as he expects that teammate to immediately get puck to their teammate on the outside as coverage collapses. Demidov gauges where the openings are pre pass, as evidenced by the head movement. Unfortunately, instead of immediately passing again to the outside for an open lane, his teammate runs into pressure, and panics. He passes back to Demidov who is less than 8ft away and will inevitably will run into immediate pressure as well. Somehow, this is no problem for Demidov. He collects the puck with the literal tip of his stick, uses his body push the defender off, and then pulls the puck in while facing the wrong direction to slip past the defender. Despite being placed in a no win situation his hands and creativity shine through and he creates a clean lane to shoot the puck at the net. It’s almost inhuman what he’s able to do with his hands. When he gets to the net, he’s patient, baits the goalie, pulls wide, and then puts in a clean backhand. Some of these highlights are literally awe-inspiring.
Closing Thoughts:
If this scouting report doesn’t get you excited for Demidov, we don’t think anything will. He’s truly the most electric player in the draft with absolutely ridiculous hands, compete, dynamic play, and highlight reel performance. His IQ is next level, and his hands allow him to do truly amazing things with his skillset and competency. Demidov’s vision is absurd; he consistently makes passes to his teammates without looking, or sends a pass before a teammate has a clean break by using anticipation. These RARELY lead to a turnovers and are often not only creative but unorthodox methods to continue to move the puck up ice. Although his skating is unorthodox, he’s explosive, able to create comprehensive offensive maneuvers due to quick transitions, and make off angle passes with ease due to his edgework. He is elite in transition and able to run a breakout, an offense, and play any of the F1/F2/F3 roles when the situation calls for it. Despite his expected size of “only” 6ft 170lbs, Demidov knows how to use his body and hands. He not only protects the puck on offense but can draw defenders away from his teammates in predictable patterns, once again opening up space for him to capitalize. The same goes for defense where he's able to use his positioning to get the edge on his opponents for a rapid takeaway or a box out off the rush.
As we mentioned earlier, Demidov’s game isn’t limited only to offense, he has a decent understanding of the two way game as well. He’s a relentless forechecker, aggressive on the boards, and also always willing to use his high running motor to jump back into a play that leaves the zone, even if he’s right next to the net. Demidov has the most skill and raw talent out of any player in this draft, including Celebrini. Had Demidov not been demoted to the MHL due to SKA’s poor management, there is almost no doubt that he would be considered nearly neck and neck with Celebrini. As it is now, Demidov is ranked #2 on most boards, and the overall #2 in the consolidated ranking. Demidovs don’t come around often; people last year were genuinely considering whether Michkov was at Bedard’s level. Demidov rivals Michkov if not exceeds him.
You can nitpick the analysis we have of any one single aspect of Demidov. Not everyone buys analytics. Not everyone buys playmaking in a lower league. Not everyone likes irregular skating. Not everyone is on board with the MHL stat sheet, our hype etc. etc. We get it. Really, we do. But at the end of the day, when you step back and appreciate the full body of work, the comps, the analytics, the rave scouting reports, unanimous love, models, stat sheets, skill, work ethic, and more that ALL say that this kid is elite, there’s fire beyond the smoke. Demidov is THE guy. There should not be a debate at #2.
For those of you who made it to the end, thanks for reading! Ultimately we know there will be inevitable debate about a prospect, but we appreciate you hearing us out, and at least letting me, u/GoldWhale, spam the sub over the last few weeks in love of Demidov. Whether or not you agree with our analysis, we encourage you to do your own scouting, read from the authors we've included, watch through all the highlights in the linked videos, and draw your own conclusions!
We appreciate everyone in this community, and will try to answer any questions that you may have in the comments. If you so choose, please feel free to crosspost to other subs, edit, or utilize this writeup anywhere you like (forums/blogs/youtube etc.), just link back to our original post! For those in professional media who have contacted us with the hope of utilizing our writeup, feel free, again just link back to the original post as well. Thanks again!
submitted by GoldWhale to hawks [link] [comments]


2024.05.15 22:40 OriginalSprinkles718 [PS5/PS4] List of 100+ mods with correct LOAD ORDER - Difficult and satisfying survival challenge.

[PS5/PS4] List of 100+ mods with correct LOAD ORDER - Difficult and satisfying survival challenge.

PLEASE READ THE WHOLE POST.

This took weeks of picking and testing mods
Played on PS5, should work on PS4
Order is stable, no crashes
New game on survival difficulty required
All 6 DLCs needed
No unbalanced cheat mods added
Very difficult but satisfying and immersive
Adding other mods will break stuff, ask in comments
Not tested on PS4 or PS4 Pro performance-wise

OVERVIEW

This modlist is for people enjoying difficult challenge, exploration, combat, managing settlements and a bit of building. No more bullet sponges, loot/enemy respawns and rambo playstyle!
In the beginning you are no one. You leave the vault weak, tired, with barely any gear. Avoid most encounters and quests at the start. Try to survive, build a safe spot and carefully explore. Be aware of your surroundings, use what you find.
Saving often in beds and making 'autosave drug' at the earliest possibility is a good idea (nearest chemistry workbench is at Abernathy Farm). Save menu is always on top of MISC category in Pip-Boy.
Discovering new places gives plenty of exp in the beginning, but quests are your main exp income.
Exploring safer areas like Sanctuary, Concord and smaller settlements first (avoiding powerful enemies) recommended. There might be a lot of combat in the background. Don't engage much, especially avoid supermutants, robots, turrets, bears - they are deadly even for high level, well developed characters. Raiders also hit hard, depending on their weapon and rank.
Weapon caliber makes huge damage difference. 10mm is pretty weak, but if you find rare .50cal rounds or some good explosives, you should eliminate tougher targets much more easily.
Investing in stats right after level 15 is a good idea. STR for carry weight, PER for accuracy, END for health, CHA for better prices, INT for more exp, AGI for sneak and speed, LCK for dmg and loot. Be sure of your choices. Watch out for 'revealing all map markers' and 'slow time when aiming' perks. Be sure you want and like them, there is no going back.
Deathclaw in the early minuteman quest is tough - try to use explosives to break his legs and some high caliber weapons to finish him off by shooting his face. Or maybe you'll get lucky and raiders will kill him. Or just simply avoid him until you get proper gear.
Don't waste ammo on zombies, use melee. Bullets are valuable. However zombies can grab and instantly kill you if your HP is very low, so watch out on low, early levels!
Aim for the head for much higher damage. Concentrating damage on arms or legs to rip them off is a good strategy too. Raider without arms wont do much to you except running around and alerting nearby enemies, that is.
Damage types are important. Ballistic damage is not efficient against turrets, melee against radroaches and so on. You need to figure out yourself whats best strategy.
Develop and protect your settlements, put walls to protect generators and other important structures. Repairing is costly. Gear up settlers. Scraping and cleaning settlements is a good early source of components.
Try to fully explore the map, kill enemies and do all quests. Most loot and enemies wont ever respawn so this is your chance to find new secrets in Commonwealth and clear the place.

========== CHANGES ==========

Combat, Enemies

  • Enemies will flank, charge, take cover, run in fear, use and pick up ammo & weapons, swap to backup gun and so on.
  • Headshots or weakspot hits do much higher damage than torso shots.
  • Gun caliber greatly affects damage, explosives are powerful and damage type matters.
  • Foes have special moves like biting and holding leg, wrestling moves, kicks. Dependent on enemy type and briefly stuns you.

Sound, Graphic

  • Sounds are less flat because of added reverb and other tweaks.
  • Very dark nights with wide, helpful flashlight.
  • Atmospheric lightning: beautiful light from lantern and fire sources, dusk, dawn, moon, plus bullets illuminate environment when flying around.
  • No dreadful, annoying, unimmersive: combat music, hearthbeat, sounds of generators, turrets, exp gain sound, most perk triggers and perk chart.

Crafting, Modifying

  • Making/disasembling ammo and also creating various shipments. Upgrading clothes, rings, glasses in different ways.
  • Legendary swapping, crafting legendary effects using technical documents. Some effects have been adjusted.
  • Added crafting of new, lower damage explosives, but they have unique effects for ease of use.

Perks, SPECIAL

  • STR affects carry weight, PER accuracy, END is health, max AP, CHA for better prices, INT for more exp, AGI for sneak, walk and reload speed, LCK for small dmg boost, loot, critical hits outside VATS and while using it.
  • Leveling up does not give you health. You rely on stats, bonuses, gear.
  • Perks tree mostly changed, level 15 needed to start increasing Special base stats, level of around 100 to increase stat to 10. To get all perks you would need 300 levels, so new modified 'idiot savant' will help a lot.
  • Collecting magazines, bobbleheads, companion perks is now more helpful and recommended.
  • Some skills are changed, reordered, much more interesting and useful.
  • More perks are needed for crafting, especially science perk is required for most technology related stuff.
  • Lockpicking everything is available instantly from level one, but perks and AGI make it reasonably easier. Bobby pins are more rare.
  • Hacking is simplified to not do the repeating minigame. Now holotapes to reprogram and override terminals might be of use.

Settlements, Building

  • Expensive build costs of robot workbenches, turrets, big generators, so buying component shipments is justified.
  • You can hire guards for caps or risk settlers lives on the usual guard posts.
  • Can't harvest planted fruit and veg, you get your fair share in workbench instead.
  • Collecting resources by settlers changed. Bigger variety of settlers and they are now mortal.
  • More objects to build and decorate your bases.

Locations, Loot

  • Items like meds and ammo are harder to find and exist in appropriate containers.
  • New map markers and few minuteman towers as a small addition to explore.
  • Quick travel available, but only to settlements.
  • Only rare enemies like bosses drop legendaries. And many more...

Before you download:

  • Safe to remove/swap mods are listed below the modlist, just in case you don't like or want some of them. Rest needs to be kept for balance or glitch removal, but only in the CORRECT ORDER!
  • Remove all mods you currently have before downloading this mod list.
  • Read what to do after downloading mods.

MOD LIST WITH CORECT ORDER:

  1. Unofficial Fallout 4 Patch [UFO4P] [PS4] - Thousands of small bug fixes for FO4.
  2. Radium Rifle Suppressed Sound Fix - As the mod name suggests. Must be on top of mod list, its a master file.
  3. [PS4] Pip-Boy Paint Jobs - Colors Of The Wasteland Pack (Club Freedom) - Adds simple Pip-Boy skins. Remember you can click touchpad while using pip-boy to zoom. Again a master file.
  4. Kane's Items Sorting (PS4) - Junk is sorted and some other things too.
  5. [PS] Useful Technical Documents - Legendaries - You can swap legendaries for free, create new ones using technical documents.
  6. Named NPC Protection [PS4] - Protects named quest npc's, merchants, important characters from random encounters with enemies.
  7. Tribals of Commonwealth - Adds tribal groups, often found in wilderness.
  8. Ghouls Of Commonwealth - Adds over 1100 feral ghouls for zombie apocalypse and chaos.
  9. DLC Creatures In The Commonwealth [PS4] - Adds 200 creature spawns to the commonwealth for constant war, danger and chaos.
  10. Longhorns Of The Commonwealth - Adds longhorns to more empty areas on the map.
  11. Gulpers Of The Commonwealth - Adds gulpers to more empty areas on the map.
  12. Wolves Of The Commonwealth - Adds wolf spawn points to the map.
  13. More Behemoths In Commonwealth - Adds 5 more behemots to the Commonwealth.
  14. Behind Enemy Lines - Adds plenty of enemies to the glowing sea region.
  15. Roving War Parties, Raiding Packs And Hordes Of MY - Adds wandering groups that attack some key locations.
  16. More Radstags - Adds plenty of radstags, especially north and into forests.
  17. Better Radstags - More agressive radstags.
  18. Not a Princess - Humans can grab you/others and slam on the ground, make karate moves, dogs can hold your legs/arms, bloodbugs suck your blood.
  19. Disable Minutemen's Annoying Quests [PS4] - Disables 7 types of repetitive and not important radiant quests.
  20. [PS4] Grounded Updated By Sarinia - Adds tons of ground foundations, floors, walls, mounds of dirt to Structures-Concrete menu.
  21. Miscellaneous Settlement Items Unlocked [PS4] By Callias - Adds 49 objects for building in settlements.
  22. Cinder Block Walls And Sandbags Unlocked [PS4] By Callias - Adds 16 objects like cinder blocks and sandbags.
  23. Constructible Faction Guards - Adds ability to hire guards for caps in build menu, but only after allying with a faction.
  24. [PS4] OCDecorator - Adds inventory items as a decorational building objects.
  25. [PS4] OCDecorator DLC - Support for addons for the above mod.
  26. Tweaks - Survival Fast Travel Settlements All DLC - You can fast travel to settlements on survival difficulty.
  27. 1st Person Animation Tweaks [PS4] - In first person mode you lower your gun automatically.
  28. [PS4] Swinging Animated Meat Bags - Adds animations to supermutant meat bags.
  29. Power Line Physics [PS4] - Swinging power lines in settlements.
  30. No Sneak Indicators - Completely removes all sneak indicators.
  31. [PS4] Dogs Not Brahmin - Provisioners and traders use dogs instead of brahmin.
  32. Vertibirds Unghosted - Tweaks invincible vertibirds for danger and realism.
  33. [PS4] Simple Settlers (Mortal Edition) - Provides bigger settlers pool (five times more) and names them.
  34. Quieter Settlements PS4 - Vanilla - Generators, turrets and hammering are much quieter.
  35. Fallout 76-Style Region Music - Changes music in regions for less boring/repetitive background tracks.
  36. Reverb And Ambiance Overhaul - ALL DLC [PS4] - Tweaks sounds for better ambient and reverb and adds sliders to options.
  37. Better Dialogue - Camera focuses on NPC, changes made to some irritating generic dialogues and tweaked dialogue interuption.
  38. Esk QuietPerks [PS4] - Muted five annoying perks like idiot savant.
  39. No Experience SFX - Silences sounds when gaining experience from various sources.
  40. [PS4] Dead Beat - Removes heart beat sound at low HP.
  41. Combat Music Remover - Mutes combat music, so there is silence and suspension when enemy detects you.
  42. Commonwealth Visual Overhaul & DLC [PS4] - Changes colours, atmosphere and makes nights darker.
  43. UCW - Unified Commonwealth Weather - Adjusted weather for regions and integrated DLC weather for Commonwealth.
  44. [PS4] No More Fake Puddles - Removes ugly puddles that stay 24/7.
  45. No More Twigs - Removes stupid twigs sticking out of the ground.
  46. [PS4] Enhanced Flickering Firelight - Better light effects for fire sources including oil lamps.
  47. [PS4] Dark Mode - Abandoned Settlements - Empty settlements don't have light sources.
  48. Vanilla Moon (4x) - Much bigger moon. Anything bigger looks low quality.
  49. Sunlight Alignment Tweak - Better Dawn And Dusk [PS4] - Changes sun and moon movement for better lighting and atmosphere during dusk, dawn and night.
  50. Crafting Blur Removal (PS4) - Removes blur while looting containers, from crafting screen, power armor.
  51. Ironsight Blur Removal (PS4) - Removes blur while aiming.
  52. More Map Markers (PS4) - Adds some new markers on map.
  53. CleanVATS - Green Tint Remover PS4 - Removes fullscreen green tint effect while aiming in VATS mode.
  54. VATS Third Person Only - As the name says, just changes in cameras used in VATS.
  55. [PS4] Payneful VATS - Better VATS cinematics, shows important hits and finishers a bit slower.
  56. Component Tagging Helper - Allows to easily tag basic components on cooking bench and you can quickly view how many you have in total.
  57. Grenade and Mine Pack - Adds some new weaker, but modified explosives.
  58. Saving Survival Mode - Allows crafting misc items on chemistry workbench for anytime saving (3 standard autosave slots and 1 save shared/overwritten on all survival characters).
  59. Animations Be Gone - Removes plenty annoying hammering spots in sanctuary.
  60. Minuteman Watchtowers - Adds 8 minuteman watchtowers containing loot and/or guards.
  61. Power Goggles (All DLC) - Power Armor Mods For Goggles, Visors, And Glasses - As the name says. Two mods for glasses for high level characters.
  62. Clothes For Every Stats Wz - Most clothes can be worn under armor and you can upgrade them after unlocking ballistic weave.
  63. Bear Trap and Caltrops Fix [PS4] - Small changes in how traps work and balance them.
  64. See-Through-Scopes [PS4] - Adds new combat scopes in place of 2.5x and 4x magnification.
  65. See-Through-Scopes - Nuka World [PS4] - As above but for 2 Nuka World guns.
  66. See-Through-Scopes - Far Harbor [PS4] - As above but for 2 Far Harbor weapons.
  67. Targeting Sensors On Recon Scopes(Colour Coded NPCs Version)[PS4] - Modified recon scopes that highlight enemies, friends and dead bodies in specific colours.
  68. Immersive Gameplay Combat Mostly PS4 - Core of this modlist. Hundreds of changes.
  69. Immersive-Gameplay. Low Tech, No Powerarmor Justification Patch. (PS4) - Makes fusion cores worn. Balances the game around power armor.
  70. Immersive Gameplay Seasonpass Patch (Playstation) - DLC compatibility for IG.
  71. Immersive Gameplay Rough Start (PS4) - Overwrites starting level to 1.
  72. Medium Settlement Raids PS4 - Makes enemy raids less ridicolous and balanced.
  73. Zombie Walkers (PS4) - Most feral ghouls act like slow rotten zombies.
  74. Curse Of Darkness - Normal Edition - - Zombies are faster and more dangerous after midnight.
  75. Esk No More Teleporting Creatures [PS4] - Molerats and radscorpions don't teleport.
  76. Realistic Insects Health [PS4] - Makes insects easier to kill and balanced.
  77. Full Load - Loot Logic And Reduction Complete - Restricted harvest, lower and/or different production output for settlements, empty bottles renamed, Scrounger perk less ammo, less meat, less loot.
  78. Full Load - Rough Start Less Handouts - Removed some workbenches in starting locations. Different loot in Vault111.
  79. Immersive Gameplay Dismemberment - A Patch Or Standalone Feature. - Higher damage to headshots, easier to dismember limbs.
  80. Tackle! Immersive Gameplay Knockdown Version - Lets you stagger enemies by sprinting into them after aquiring a perk.
  81. Wasteland Baubles Ring Overhaul! PS4 - You can find unique rings at traders, in suitcases, cabinets. Allows scraping and modifying rings for special legendary effects.
  82. [PS4] STS - All-In-One - Allows scraping almost all settlement objects.
  83. (PS4) Improved Lighting Ballistics - Improves lighting for projectiles such as bullets, lasers, gauss, plasma, missiles, flares and explosions.
  84. Explorer Restored - Cut Perk Mod PS4 - Adds rank two of VANS perk - explorer. Uncovers map.
  85. Idiot Savant & Better Criticals Redone (PS4) - Idiot savant is better the more INT you have, muted perk chart, better criticals perk for crits outside VATS.
  86. Realistic Death Physics - No Animation - ALL DLC [PS4] - Decreases the amount of force of both melee and ranged attacks, so bodies wont fly away.
  87. Increased Settler Limit - Awareness - Wire Length - Corpse Collisions [PS4] - More aware settlers with limit of 50 per settlement and longer wires. Mind the limit.
  88. Settlement Attack Spawns Outside The Settlement PS4 - Moves attack spawns outside the settlements.
  89. Power Conduits Radius Increase And No Build Limit - All DLC [PS4] - Infinite build limit and two times longer range electricity conduits.
  90. [PS4] Creation Club Skins (Weapon & PipBoy) Generic Compatibility Patch - Makes weapon paints from Creation Club show up in crafting menu if you have any.
  91. No Affinity Cooldown - Removes cooldown between companions liking/hating your actions.
  92. [PS4]More XP Per Level (Base:600, Bump 120) - Increased experience required to level up.
  93. Increased EXP - Increases the amount of EXP gained to make Immersive Gameplay and mod list balanced.
  94. No Building Houses XP Gains PS4 - Building settlements don't provide experience.
  95. Pip-Boy Flashlight - Pipboy light is now a flashlight.
  96. PS4 - Longer Headlamp Light - Makes flashlight much bigger and changes headlamp and power armor light.
  97. [PS4] Starting SPECIAL = 7 - Changes starting SPECIAL stats to 1 in each category so you start weak.
  98. No Enemy Respawns - Game areas don't respawn loot and enemies, after time have passed.
  99. Accelerated Fast Travel - Fast travel takes less in-game time, should be also relevant to survival needs.
  100. Time Scale Changed From 20 To 10 [PS4] - Day and night lasts twice as long.

Additionally after downloading:

  • After installing the mod list, restart your PS4/PS5.
  • Dont add or remove mods mid playthrough.
  • Change game difficulty to survival in options.
  • Play on performance 60fps. Newly added mode visual 60fps is more laggy and has awfull VATS framerate.
  • If you want even more immersive settings, go to Settings, Gameplay and turn off quest markers or crosshair.
  • Go to Options, Sound and reduce ambience level by 5-8 clicks and reverb by 2-3.
  • Dont forget to change camera sensitivity (I play on max), next go to Options, Display and change hud color to blue or any other that makes sense (not red), lower transparency by 30% or more, set pip-boy colour to your preference (I use red pip-boy and minty hud to have the best compatibility with highlighting perks and scopes).

You can add/swap some mods if you want:

101... Immortal Cats - PS4 - Invincible cats, so you don't lose happiness increase when they die. Add after mod #83 \ 102... [PS4] STS - Extras - Living & Dead - Season Pass Version - You can get extra resources from scraping dead bodies in settlements. Watch out not to scrap someone alive. Place after mod #82. \ 103... Josephine Preset - Nice looking preset number 13 for female character creation. Change hair and other details if you want. Delete after leaving vault111 and saving (if you need mod list space that is). Add after mod #55. \ 104... Faster Positive Affinity For Companions - Removes cooldown between companions liking/hating your actions and gain five times more positive affinity. Swap with mod #91 if you want more cheaty version. \ 105... Silent Main Menu - To mute main menu sound, find duplicate sound slider named 'Master sound' and move it all the way to the left. Add after mod #41. \ 106... Quieter Settlements PS4 - Contraptions DLC - Quieter production lines. I ran out of space on mod list so this and next one are optional. Add after mod #34. \ 107... Quieter Settlements PS4 - Wasteland Workshop - Quieter fusion generators. Add after mod #34. \ 108... [PS4] Simple Settlers (Immortal Edition) - Instead of #33, so generic settlers don't die during settlement attacks. \ 109... Reduced Rubble Etc. - Safely reduces density of unimportant objects by 50-75%. Add after #44 or swap with #45. \ 110... Vrexia's Magical Rings - Add after #57 only if you get poison/perception bug where your PER is shown as (-1). You can offset it by equiping multiple rings from this mod (created at chem bench). Didnt found a better way yet. \ 111... Pip-Boy Flashlight (Brighter) - For a smaller, brighter flashlight swap #96 with #95 and replace #95 with this.

Remove, if you want:

Stock, ugly Pip-Boy color - #3 \ No tinkering with legendary effects - #5 \ No powerful groups wandering and attacking places - #15 \ Radstags to be less agressive - #17 \ Dont care about building - #20 #21 #22 \ Dont care about decorating settlements - #24 #25 \ Annoying wandering brahmins instead of dogs - #31 \ Cash register sounds when gaining exp - #39 \ Old vanilla dusk and dawn lighting - #49 \ Don't use VATS much - #53 #54 #55 \ Prefer old combat scopes - #64 #65 #66 \ Don't want uncover map perk and will never unlock it - #84 \ Don't have any weapon skins from Creation Club - #90 \ Faster leveling - #92 \ To gain building EXP - #94 \ Start with 7 extra SPECIAL points to distribute - #97 \ Loot and enemies respawn after time - #98 \ Fast travel to take time - #99 \ Days be vanilla length - #100

Known issues, bugs, glitches, exploits:

Some of those are present in vanilla game. I just mention every problem encountered during testing and not fully fixed. - Ground textures in and around sanctuary flicker black. FIX: Fixes itself. Possibly after short time or reload. - Creature cages cost too much in building menu. NO FIX: Did not found a safe and balanced fix yet, so cages are most likely out of reach, because cost is absurd. - Green chest containing flare gun and 10k flares after exiting vault 111. FIX: Mod dev forgot to delete it. Ignore it or if it bothers you much, remove mod #83, which I don't recommend doing. - Hubby secret basement in Sanctuary. NO FIX: Its up to you if you want to use its content. Just easier difficulty option, but not game breaking. - Hacking rank 4 seems useless or has wrong description. NO FIX: Needs proper check. - Wall turrets sometimes glitches and play sound on repeat. FIX: Re-enter the area or reload save. - Contact frag mines seems to have too low damage. FIX: Just dont craft them. Rest of new explosives should work fine even that it shows low damage values in description. - Perception low, constant (-1) PER in stats because of poison damage/resistance bug. FIX: Add mod #110 and equip perception rings. Dont delete the mod. Cant find safer solution for now. Rings dont take equipment slots. - Action girl perk have only one rank on female character and two on male. NO FIX: Just 25% AP regen loss at high level. Not a big deal. - Bubblegum seems to unintentionally quench thirst a bit and kind vendors give it for free. NO FIX: Free candies. Its better to use them to slow down time. - Incorrect cost to build concrete foundations. FIX: Use mod #20 to add tons of foundations in newly added category Structures-Concrete. - OCDecorator replaces creation club menu. FIX: Items from CC are still available in other building categories. Ignore or delete mod #24 + #25 if you dont care about its function. - Few perk descriptions might be slightly incorrect or missing. NO FIX: Nothing important to worry about. - Three street lights, powered water pump, industrial purifier and subway light have incorrect build costs. NO FIX: These have wrong values, but items like clean sofa or tv are more expensive to build on purpose though. - Pip-boy light wont transfer from first to third person camera view. FIX: Turn flashlight off and on. - Water surface sometimes flash black when moving underwater. NO FIX: Its not very noticable and you don't dive much in FO4 anyway. - Can't use Wattz Consumer Electronics terminal, animation stops. FIX: There is a radroach behind the wall. Kill it by swinging melee, explosives or reenter area. - Flashlight in Vault111 has incorrect beam look/color. FIX: It will fix itself after mods load right after you leave Vault111, dont worry.
v1.00 - Initial version.

Have fun!

submitted by OriginalSprinkles718 to Fallout4modsps4 [link] [comments]


2024.05.15 22:32 mamspaghetti [Theory] The inability to bend platinum can be fixed by sufficient scientific and spiritual advancements within the ATLA universe

A friend of mine just finished ATLA and LoK and wondered why exactly platinum of all things could not be bent to the shape and will of an Earthbender. After bouncing around ideas, this is what we came up with:
Though Toph herself said that Platinum cannot be bent due to lack of earth particulates, it is curious to note that for some reason, the mercury-like metallic poison that Korra ingested could be bent out of her body. If it were the case that metals can only be bent because they contort the earth particulates embedded within it, then realistically they would only be able to rip out the earth particulates within the ore. The fact that Toph was able to bend out that metallic poison using the super-fine earth sediments that mixed with the toxin and stayed within Korra's body indicates two possibilities:
1) That the prerequisite to metal bending being the ability to sense earth within the metal is untrue
or
2) That earth particulates are needed, but the ability to sense them all requires leaps and advances in material sciences and earth bending spirituality that just haven't happened yet even during Korra's time
It's more likely that option 2 is the answer, as subtle hints dropped throughout the expanded ATLA universe point towards the idea that the more spiritual an earth bender is, the stronger they can sense the earth's spiritual energy around them and the smaller the particulates they can manipulate.
This is backed by two pieces of evidence
  1. First, only Toph was able to sense and help flush out the remaining earth particulates that were mixed with the poison that Zaheer poisoned Korra with. These earth particulates were so small that no one was able to sense them: Not her direct descendents, not Korra, and surprisingly not even Katara. And out of all the people in the world, Katara would be the only other person who would have a shot at detecting it, as she is the waterbending master by Korra's time, and she out of anyone would be able to detect the trace toxins via the earth and metal particulates obstructing blood flow. The fact that Katara couldn't means that while all 4 bendable elements are just different applications of spirit bending, sensing microscopic earth particulates is something only an expert Earth bender can do, and that no other elemental bender can match an earth bender in this regard. So how did Toph get so good at earth bending? By learning it through instinct by observing and interacting with the Badger moles. Because badger moles are animals, they don't understand human language nor do they care about a human's want to learn earthbending from them. So when Toph started out her early days as an earthbender, she had to have relied heavily on instinct in order to understand not only what the badger moles are doing, but also to sense the flow of spiritual energy coursing through the very soil she feels. Due to her background, Toph is one of the few earthbenders within the "modern" era whose bending style is the most similar to that used by ancient Earthbenders, and is thus one of the most spiritual earth benders we know of in the modern era. To conclude, Toph's uniquely spiritual bending style gave her a near unprecedented edge in sensing earth particulate on a scale that few earthbenders across the expanded universe can replicate.
  2. In agreement with point 1, the well-known quote that Lao Ge told Kiyoshi in her youth goes like this:
"Divide your body in two, then divide it again, and then again, and again. Put the pieces back, and put them back again, and again, and again one more time, and you're whole once more.” - Tieguai The Immortal
The philosophy behind this is that Tieguai claims that ageing is the product of the body deteriorating on the smallest, most invisible level. And this quote was given for how one can prevent this very deterioration. In context of the first piece of evidence, this means that Tieguai, hundreds of years before Korra, essentially discovered that earth benders can achieve immortality by manipulating the very earth grains within them to bend their bodies to a pre-established state/age. And him referring to ageing as "invisible deterioration" may have less to do with the fact that his method of immortality has less to do with energy bending, but that it is manipulating the finest, microscopic pieces of silt and dirt trapped within the human body to control one's very biology.
In combination with the top two quotes, this means that the more spiritual an earth bender, the finer and more precise their bending can become. Correlating this finer control with human ingenuity, new earth bending techniques can originate by combining knowledge of the natural world with a heightened sense of spirituality. This would be how things like crystal bending, paint bending (via Yun), sand/dust bending (via the sand nomads and the earth bending masters in Kiyoshi's time), and even metal bending originated.

So how does this justify why Platinum is impossible to bend?

To our current understanding, metallurgy is an art that remained stagnant for hundreds of years before Fire Nation triggered a global era of industrialization that saw an explosion of metallurgy techniques and applications. Prior to the fire nation invasion, metal was a fare rarer material to come across, and its unique difficulty to manipulate would've discouraged prior earthbenders from experimental with metal further than "manipulating the dust around a piece of iron ore" rather than manipulating the earth embedded within the iron. Only when iron became far more common place was Toph's ability to bend metals a far more useful skill to have.
Given this historical context, its far more likely that Platinum bending never became a thing because the material sciences in the ATLA universe havent advanced far enough by LoK for them to have discovered and used advanced metallurgy techniques of today. And because sufficient advancements in the physical understanding of metals have not happened, there just wasn't a right moment, at least during Toph's life, where scientists and spiritualists got together to brainstorm new ways to bend Platinum.
And even if Toph was able to sense the earth particulates trapped within platinum, another reason why she wrote off as impossible may be due to three reasons:
  1. First, that as a member of the Avatar's entourage, she become incredibly busy, as her time and energy became increasingly diverted by her metal bending academy, her parental duties, her political duties as chief of police, and fighting criminals. This would give few opportunities in her adult life as a more proficient earth bender to really sit down and crack the code. But second, even if she did, she might not have worked out how to manipulate the metal without a proper understanding of how the earth particulates interact with the lattice structure of the metal.
  2. LoK makes it clear that the industrial revolution has occured in the avatar universe, but what isn't cleaexpanded upon is how metal benders interact with alloys such as Brass or Bronze. Prior to advance late in the industrial revolution in our world, Platinum alloys were much harder to work with due to the innability to separate natural platinum ore into continuent metals like Rhodium, Palladium, Iridium, Osmium, as well as other nonmetallic impurities such as Phosphorous, Silica, and Sulfur deposits. Only until more did more modern electrochemical techniques such as the Wohwill process and electric arc furnaces increase the purity of platinum ores significantly. As LoK seems to be set in something roughly like the late 1800s early 1900s, analogous techniques like the electric arc furnaces may not have been invented. So maybe another difficulty of bending platinum is that the platinum used involves alloys from too many metals
  3. Alternatively, it could be that the prevalence of electricity benders have naturally accelerated the development of making pure platinum ore. In that case, the higher purity of Platinum ore may result in fewer earth particulates in the metal to manipulate the ore
    1. As a subpoint, Platinum on average has a greater density, melting point, and malleability than Iron, indicating that its crystalline lattice is more robust and sturdier than that found in iron. If the principle behind metal bending is to force the comparatively few earthen particulates within the ore to distort the metallic lattice that iron atoms are trapped in, thena combination of fewer earthen particles, plus a more robust lattice within the platinum ore, may have been the main culprits that prevented platinum to be bent
      1. So, to bend platinum, one would need spiritual advances to somehow make use of fewer earthen particulates in a platinum ore to distort a much more structurally robust ore to move according to a bender's well. And its also more likely that neither issue was fully investgated by a team of sages and scientists throughout Aang's lifetime.
And even if Toph spent the rest of her life delving into how to tackle the Platinum issue, the lack of easily identifiable platinum, and her general lax attitude post-retirement, would probably have discouraged her from trying out new techniques
In conclusion, the lack of adequate scientific advancements, and the lack of sufficiently spiritual metal bending sages, would have prevented the potential for platinum bending from expanding during Toph's time

What this means for the future of Avatar

With the increased globalization, and the paradoxical increase in spiritual energies within the world following LoK, an explosion of scientific and spiritual advancement would synergized and rigorously developed a wide assortment of techniques that would've otherwise been considered one-off, generational talents in prior eras. And probably crucial to the physical/spiritual advancements in earth bending would be to temporarily infuse metal ores with earth particulates, or to come up with entirely new ways to amplify one's will through the comparatively scarce amounts of earthen particulates to distort multiple types of metallic ore beyond just metal.
As current thought is that the next earth avatar would live in a world either 30-40 or even 100 years after Korra's time, there would have been ample time for the world to have come up with a ton of nuanced applications of metal bending beyond what we've seen in Korra's time
Some examples include
1) Manipulation of all types of ores. This would include Platinum, but maybe other types of rarer metals
2) Magnetism bending: By bending metals into their own bodies, an earth bender may be able to generate ferromagnetism by will
3) Oxygen doping: By manipulating the trace metals in the body or absorbing metals in the body. Earth benders can artificially increase the amount of heme within their bodies, thus taking up larger amounts of metal.
4) Bone Bending: By manipulating the flow of earthen particulates and metals within the body, one can induce bone formation, potentially allowing earth benders to be able to be like wolverine and bend bone extensions straight from their body. Or maybe, they can just excrete bone deposits from their bodies and form tools made out of their own bone by will.
submitted by mamspaghetti to ATLA [link] [comments]


2024.05.15 20:57 OriginalSprinkles718 [PS5/PS4] List of 100+ mods with correct LOAD ORDER - Difficult and satisfying survival challenge.

PLEASE READ THE WHOLE POST.

This took weeks of picking and testing mods
Played on PS5, should work on PS4
Order is stable, no crashes
New game on survival difficulty required
All 6 DLCs needed
No unbalanced cheat mods added
Very difficult but satisfying and immersive
Adding other mods will break stuff, ask in comments
Not tested on PS4 or PS4 Pro performance-wise

OVERVIEW

This modlist is for people enjoying difficult challenge, exploration, combat, managing settlements and a bit of building. No more bullet sponges, loot/enemy respawns and rambo playstyle!
In the beginning you are no one. You leave the vault weak, tired, with barely any gear. Avoid most encounters and quests at the start. Try to survive, build a safe spot and carefully explore. Be aware of your surroundings, use what you find.
Saving often in beds and making 'autosave drug' at the earliest possibility is a good idea (nearest chemistry workbench is at Abernathy Farm). Save menu is always on top of MISC category in Pip-Boy.
Discovering new places gives plenty of exp in the beginning, but quests are your main exp income.
Exploring safer areas like Sanctuary, Concord and smaller settlements first (avoiding powerful enemies) recommended. There might be a lot of combat in the background. Don't engage much, especially avoid supermutants, robots, turrets, bears - they are deadly even for high level, well developed characters. Raiders also hit hard, depending on their weapon and rank.
Weapon caliber makes huge damage difference. 10mm is pretty weak, but if you find rare .50cal rounds or some good explosives, you should eliminate tougher targets much more easily.
Investing in stats right after level 15 is a good idea. STR for carry weight, PER for accuracy, END for health, CHA for better prices, INT for more exp, AGI for sneak and speed, LCK for dmg and loot. Be sure of your choices. Watch out for 'revealing all map markers' and 'slow time when aiming' perks. Be sure you want and like them, there is no going back.
Deathclaw in the early minuteman quest is tough - try to use explosives to break his legs and some high caliber weapons to finish him off by shooting his face. Or maybe you'll get lucky and raiders will kill him. Or just simply avoid him until you get proper gear.
Don't waste ammo on zombies, use melee. Bullets are valuable. However zombies can grab and instantly kill you if your HP is very low, so watch out on low, early levels!
Aim for the head for much higher damage. Concentrating damage on arms or legs to rip them off is a good strategy too. Raider without arms wont do much to you except running around and alerting nearby enemies, that is.
Damage types are important. Ballistic damage is not efficient against turrets, melee against radroaches and so on. You need to figure out yourself whats best strategy.
Develop and protect your settlements, put walls to protect generators and other important structures. Repairing is costly. Gear up settlers. Scraping and cleaning settlements is a good early source of components.
Try to fully explore the map, kill enemies and do all quests. Most loot and enemies wont ever respawn so this is your chance to find new secrets in Commonwealth and clear the place.

========== CHANGES ==========

Combat, Enemies

  • Enemies will flank, charge, take cover, run in fear, use and pick up ammo & weapons, swap to backup gun and so on.
  • Headshots or weakspot hits do much higher damage than torso shots.
  • Gun caliber greatly affects damage, explosives are powerful and damage type matters.
  • Foes have special moves like biting and holding leg, wrestling moves, kicks. Dependent on enemy type and briefly stuns you.

Sound, Graphic

  • Sounds are less flat because of added reverb and other tweaks.
  • Very dark nights with wide, helpful flashlight.
  • Atmospheric lightning: beautiful light from lantern and fire sources, dusk, dawn, moon, plus bullets illuminate environment when flying around.
  • No dreadful, annoying, unimmersive: combat music, hearthbeat, sounds of generators, turrets, exp gain sound, most perk triggers and perk chart.

Crafting, Modifying

  • Making/disasembling ammo and also creating various shipments. Upgrading clothes, rings, glasses in different ways.
  • Legendary swapping, crafting legendary effects using technical documents. Some effects have been adjusted.
  • Added crafting of new, lower damage explosives, but they have unique effects for ease of use.

Perks, SPECIAL

  • STR affects carry weight, PER accuracy, END is health, max AP, CHA for better prices, INT for more exp, AGI for sneak, walk and reload speed, LCK for small dmg boost, loot, critical hits outside VATS and while using it.
  • Leveling up does not give you health. You rely on stats, bonuses, gear.
  • Perks tree mostly changed, level 15 needed to start increasing Special base stats, level of around 100 to increase stat to 10. To get all perks you would need 300 levels, so new modified 'idiot savant' will help a lot.
  • Collecting magazines, bobbleheads, companion perks is now more helpful and recommended.
  • Some skills are changed, reordered, much more interesting and useful.
  • More perks are needed for crafting, especially science perk is required for most technology related stuff.
  • Lockpicking everything is available instantly from level one, but perks and AGI make it reasonably easier. Bobby pins are more rare.
  • Hacking is simplified to not do the repeating minigame. Now holotapes to reprogram and override terminals might be of use.

Settlements, Building

  • Expensive build costs of robot workbenches, turrets, big generators, so buying component shipments is justified.
  • You can hire guards for caps or risk settlers lives on the usual guard posts.
  • Can't harvest planted fruit and veg, you get your fair share in workbench instead.
  • Collecting resources by settlers changed. Bigger variety of settlers and they are now mortal.
  • More objects to build and decorate your bases.

Locations, Loot

  • Items like meds and ammo are harder to find and exist in appropriate containers.
  • New map markers and few minuteman towers as a small addition to explore.
  • Quick travel available, but only to settlements.
  • Only rare enemies like bosses drop legendaries. And many more...

Before you download:

  • Safe to remove/swap mods are listed below the modlist, just in case you don't like or want some of them. Rest needs to be kept for balance or glitch removal, but only in the CORRECT ORDER!
  • Remove all mods you currently have before downloading this mod list.
  • Read what to do after downloading mods.

MOD LIST WITH CORECT ORDER:

  1. Unofficial Fallout 4 Patch [UFO4P] [PS4] - Thousands of small bug fixes for FO4.
  2. Radium Rifle Suppressed Sound Fix - As the mod name suggests. Must be on top of mod list, its a master file.
  3. [PS4] Pip-Boy Paint Jobs - Colors Of The Wasteland Pack (Club Freedom) - Adds simple Pip-Boy skins. Remember you can click touchpad while using pip-boy to zoom. Again a master file.
  4. Kane's Items Sorting (PS4) - Junk is sorted and some other things too.
  5. [PS] Useful Technical Documents - Legendaries - You can swap legendaries for free, create new ones using technical documents.
  6. Named NPC Protection [PS4] - Protects named quest npc's, merchants, important characters from random encounters with enemies.
  7. Tribals of Commonwealth - Adds tribal groups, often found in wilderness.
  8. Ghouls Of Commonwealth - Adds over 1100 feral ghouls for zombie apocalypse and chaos.
  9. DLC Creatures In The Commonwealth [PS4] - Adds 200 creature spawns to the commonwealth for constant war, danger and chaos.
  10. Longhorns Of The Commonwealth - Adds longhorns to more empty areas on the map.
  11. Gulpers Of The Commonwealth - Adds gulpers to more empty areas on the map.
  12. Wolves Of The Commonwealth - Adds wolf spawn points to the map.
  13. More Behemoths In Commonwealth - Adds 5 more behemots to the Commonwealth.
  14. Behind Enemy Lines - Adds plenty of enemies to the glowing sea region.
  15. Roving War Parties, Raiding Packs And Hordes Of MY - Adds wandering groups that attack some key locations.
  16. More Radstags - Adds plenty of radstags, especially north and into forests.
  17. Better Radstags - More agressive radstags.
  18. Not a Princess - Humans can grab you/others and slam on the ground, make karate moves, dogs can hold your legs/arms, bloodbugs suck your blood.
  19. Disable Minutemen's Annoying Quests [PS4] - Disables 7 types of repetitive and not important radiant quests.
  20. [PS4] Grounded Updated By Sarinia - Adds tons of ground foundations, floors, walls, mounds of dirt to Structures-Concrete menu.
  21. Miscellaneous Settlement Items Unlocked [PS4] By Callias - Adds 49 objects for building in settlements.
  22. Cinder Block Walls And Sandbags Unlocked [PS4] By Callias - Adds 16 objects like cinder blocks and sandbags.
  23. Constructible Faction Guards - Adds ability to hire guards for caps in build menu, but only after allying with a faction.
  24. [PS4] OCDecorator - Adds inventory items as a decorational building objects.
  25. [PS4] OCDecorator DLC - Support for addons for the above mod.
  26. Tweaks - Survival Fast Travel Settlements All DLC - You can fast travel to settlements on survival difficulty.
  27. 1st Person Animation Tweaks [PS4] - In first person mode you lower your gun automatically.
  28. [PS4] Swinging Animated Meat Bags - Adds animations to supermutant meat bags.
  29. Power Line Physics [PS4] - Swinging power lines in settlements.
  30. No Sneak Indicators - Completely removes all sneak indicators.
  31. [PS4] Dogs Not Brahmin - Provisioners and traders use dogs instead of brahmin.
  32. Vertibirds Unghosted - Tweaks invincible vertibirds for danger and realism.
  33. [PS4] Simple Settlers (Mortal Edition) - Provides bigger settlers pool (five times more) and names them.
  34. Quieter Settlements PS4 - Vanilla - Generators, turrets and hammering are much quieter.
  35. Fallout 76-Style Region Music - Changes music in regions for less boring/repetitive background tracks.
  36. Reverb And Ambiance Overhaul - ALL DLC [PS4] - Tweaks sounds for better ambient and reverb and adds sliders to options.
  37. Better Dialogue - Camera focuses on NPC, changes made to some irritating generic dialogues and tweaked dialogue interuption.
  38. Esk QuietPerks [PS4] - Muted five annoying perks like idiot savant.
  39. No Experience SFX - Silences sounds when gaining experience from various sources.
  40. [PS4] Dead Beat - Removes heart beat sound at low HP.
  41. Combat Music Remover - Mutes combat music, so there is silence and suspension when enemy detects you.
  42. Commonwealth Visual Overhaul & DLC [PS4] - Changes colours, atmosphere and makes nights darker.
  43. UCW - Unified Commonwealth Weather - Adjusted weather for regions and integrated DLC weather for Commonwealth.
  44. [PS4] No More Fake Puddles - Removes ugly puddles that stay 24/7.
  45. No More Twigs - Removes stupid twigs sticking out of the ground.
  46. [PS4] Enhanced Flickering Firelight - Better light effects for fire sources including oil lamps.
  47. [PS4] Dark Mode - Abandoned Settlements - Empty settlements don't have light sources.
  48. Vanilla Moon (4x) - Much bigger moon. Anything bigger looks low quality.
  49. Sunlight Alignment Tweak - Better Dawn And Dusk [PS4] - Changes sun and moon movement for better lighting and atmosphere during dusk, dawn and night.
  50. Crafting Blur Removal (PS4) - Removes blur while looting containers, from crafting screen, power armor.
  51. Ironsight Blur Removal (PS4) - Removes blur while aiming.
  52. More Map Markers (PS4) - Adds some new markers on map.
  53. CleanVATS - Green Tint Remover PS4 - Removes fullscreen green tint effect while aiming in VATS mode.
  54. VATS Third Person Only - As the name says, just changes in cameras used in VATS.
  55. [PS4] Payneful VATS - Better VATS cinematics, shows important hits and finishers a bit slower.
  56. Component Tagging Helper - Allows to easily tag basic components on cooking bench and you can quickly view how many you have in total.
  57. Grenade and Mine Pack - Adds some new weaker, but modified explosives.
  58. Saving Survival Mode - Allows crafting misc items on chemistry workbench for anytime saving (3 standard autosave slots and 1 save shared/overwritten on all survival characters).
  59. Animations Be Gone - Removes plenty annoying hammering spots in sanctuary.
  60. Minuteman Watchtowers - Adds 8 minuteman watchtowers containing loot and/or guards.
  61. Power Goggles (All DLC) - Power Armor Mods For Goggles, Visors, And Glasses - As the name says. Two mods for glasses for high level characters.
  62. Clothes For Every Stats Wz - Most clothes can be worn under armor and you can upgrade them after unlocking ballistic weave.
  63. Bear Trap and Caltrops Fix [PS4] - Small changes in how traps work and balance them.
  64. See-Through-Scopes [PS4] - Adds new combat scopes in place of 2.5x and 4x magnification.
  65. See-Through-Scopes - Nuka World [PS4] - As above but for 2 Nuka World guns.
  66. See-Through-Scopes - Far Harbor [PS4] - As above but for 2 Far Harbor weapons.
  67. Targeting Sensors On Recon Scopes(Colour Coded NPCs Version)[PS4] - Modified recon scopes that highlight enemies, friends and dead bodies in specific colours.
  68. Immersive Gameplay Combat Mostly PS4 - Core of this modlist. Hundreds of changes.
  69. Immersive-Gameplay. Low Tech, No Powerarmor Justification Patch. (PS4) - Makes fusion cores worn. Balances the game around power armor.
  70. Immersive Gameplay Seasonpass Patch (Playstation) - DLC compatibility for IG.
  71. Immersive Gameplay Rough Start (PS4) - Overwrites starting level to 1.
  72. Medium Settlement Raids PS4 - Makes enemy raids less ridicolous and balanced.
  73. Zombie Walkers (PS4) - Most feral ghouls act like slow rotten zombies.
  74. Curse Of Darkness - Normal Edition - - Zombies are faster and more dangerous after midnight.
  75. Esk No More Teleporting Creatures [PS4] - Molerats and radscorpions don't teleport.
  76. Realistic Insects Health [PS4] - Makes insects easier to kill and balanced.
  77. Full Load - Loot Logic And Reduction Complete - Restricted harvest, lower and/or different production output for settlements, empty bottles renamed, Scrounger perk less ammo, less meat, less loot.
  78. Full Load - Rough Start Less Handouts - Removed some workbenches in starting locations. Different loot in Vault111.
  79. Immersive Gameplay Dismemberment - A Patch Or Standalone Feature. - Higher damage to headshots, easier to dismember limbs.
  80. Tackle! Immersive Gameplay Knockdown Version - Lets you stagger enemies by sprinting into them after aquiring a perk.
  81. Wasteland Baubles Ring Overhaul! PS4 - You can find unique rings at traders, in suitcases, cabinets. Allows scraping and modifying rings for special legendary effects.
  82. [PS4] STS - All-In-One - Allows scraping almost all settlement objects.
  83. (PS4) Improved Lighting Ballistics - Improves lighting for projectiles such as bullets, lasers, gauss, plasma, missiles, flares and explosions.
  84. Explorer Restored - Cut Perk Mod PS4 - Adds rank two of VANS perk - explorer. Uncovers map.
  85. Idiot Savant & Better Criticals Redone (PS4) - Idiot savant is better the more INT you have, muted perk chart, better criticals perk for crits outside VATS.
  86. Realistic Death Physics - No Animation - ALL DLC [PS4] - Decreases the amount of force of both melee and ranged attacks, so bodies wont fly away.
  87. Increased Settler Limit - Awareness - Wire Length - Corpse Collisions [PS4] - More aware settlers with limit of 50 per settlement and longer wires. Mind the limit.
  88. Settlement Attack Spawns Outside The Settlement PS4 - Moves attack spawns outside the settlements.
  89. Power Conduits Radius Increase And No Build Limit - All DLC [PS4] - Infinite build limit and two times longer range electricity conduits.
  90. [PS4] Creation Club Skins (Weapon & PipBoy) Generic Compatibility Patch - Makes weapon paints from Creation Club show up in crafting menu if you have any.
  91. No Affinity Cooldown - Removes cooldown between companions liking/hating your actions.
  92. [PS4]More XP Per Level (Base:600, Bump 120) - Increased experience required to level up.
  93. Increased EXP - Increases the amount of EXP gained to make Immersive Gameplay and mod list balanced.
  94. No Building Houses XP Gains PS4 - Building settlements don't provide experience.
  95. Pip-Boy Flashlight - Pipboy light is now a flashlight.
  96. PS4 - Longer Headlamp Light - Makes flashlight much bigger and changes headlamp and power armor light.
  97. [PS4] Starting SPECIAL = 7 - Changes starting SPECIAL stats to 1 in each category so you start weak.
  98. No Enemy Respawns - Game areas don't respawn loot and enemies, after time have passed.
  99. Accelerated Fast Travel - Fast travel takes less in-game time, should be also relevant to survival needs.
  100. Time Scale Changed From 20 To 10 [PS4] - Day and night lasts twice as long.

Additionally after downloading:

  • After installing the mod list, restart your PS4/PS5.
  • Dont add or remove mods mid playthrough.
  • Change game difficulty to survival in options.
  • Play on performance 60fps. Newly added mode visual 60fps is more laggy and has awfull VATS framerate.
  • If you want even more immersive settings, go to Settings, Gameplay and turn off quest markers or crosshair.
  • Go to Options, Sound and reduce ambience level by 5-8 clicks and reverb by 2-3.
  • Dont forget to change camera sensitivity (I play on max), next go to Options, Display and change hud color to blue or any other that makes sense (not red), lower transparency by 30% or more, set pip-boy colour to your preference (I use red pip-boy and minty hud to have the best compatibility with highlighting perks and scopes).

You can add/swap some mods if you want:

101... Immortal Cats - PS4 - Invincible cats, so you don't lose happiness increase when they die. Add after mod #83 \ 102... [PS4] STS - Extras - Living & Dead - Season Pass Version - You can get extra resources from scraping dead bodies in settlements. Watch out not to scrap someone alive. Place after mod #82. \ 103... Josephine Preset - Nice looking preset number 13 for female character creation. Change hair and other details if you want. Delete after leaving vault111 and saving (if you need mod list space that is). Add after mod #55. \ 104... Faster Positive Affinity For Companions - Removes cooldown between companions liking/hating your actions and gain five times more positive affinity. Swap with mod #91 if you want more cheaty version. \ 105... Silent Main Menu - To mute main menu sound, find duplicate sound slider named 'Master sound' and move it all the way to the left. Add after mod #41. \ 106... Quieter Settlements PS4 - Contraptions DLC - Quieter production lines. I ran out of space on mod list so this and next one are optional. Add after mod #34. \ 107... Quieter Settlements PS4 - Wasteland Workshop - Quieter fusion generators. Add after mod #34. \ 108... [PS4] Simple Settlers (Immortal Edition) - Instead of #33, so generic settlers don't die during settlement attacks. \ 109... Reduced Rubble Etc. - Safely reduces density of unimportant objects by 50-75%. Add after #44 or swap with #45. \ 110... Vrexia's Magical Rings - Add after #57 only if you get poison/perception bug where your PER is shown as (-1). You can offset it by equiping multiple rings from this mod (created at chem bench). Didnt found a better way yet. \ 111... Pip-Boy Flashlight (Brighter) - For a smaller, brighter flashlight swap #96 with #95 and replace #95 with this.

Remove, if you want:

Stock, ugly Pip-Boy color - #3 \ No tinkering with legendary effects - #5 \ No powerful groups wandering and attacking places - #15 \ Radstags to be less agressive - #17 \ Dont care about building - #20 #21 #22 \ Dont care about decorating settlements - #24 #25 \ Annoying wandering brahmins instead of dogs - #31 \ Cash register sounds when gaining exp - #39 \ Old vanilla dusk and dawn lighting - #49 \ Don't use VATS much - #53 #54 #55 \ Prefer old combat scopes - #64 #65 #66 \ Don't want uncover map perk and will never unlock it - #84 \ Don't have any weapon skins from Creation Club - #90 \ Faster leveling - #92 \ To gain building EXP - #94 \ Start with 7 extra SPECIAL points to distribute - #97 \ Loot and enemies respawn after time - #98 \ Fast travel to take time - #99 \ Days be vanilla length - #100

Known issues, bugs, glitches, exploits:

Some of those are present in vanilla game. I just mention every problem encountered during testing and not fully fixed. - Ground textures in and around sanctuary flicker black. FIX: Fixes itself. Possibly after short time or reload. - Creature cages cost too much in building menu. NO FIX: Did not found a safe and balanced fix yet, so cages are most likely out of reach, because cost is absurd. - Green chest containing flare gun and 10k flares after exiting vault 111. FIX: Mod dev forgot to delete it. Ignore it or if it bothers you much, remove mod #83, which I don't recommend doing. - Hubby secret basement in Sanctuary. NO FIX: Its up to you if you want to use its content. Just easier difficulty option, but not game breaking. - Hacking rank 4 seems useless or has wrong description. NO FIX: Needs proper check. - Wall turrets sometimes glitches and play sound on repeat. FIX: Re-enter the area or reload save. - Contact frag mines seems to have too low damage. FIX: Just dont craft them. Rest of new explosives should work fine even that it shows low damage values in description. - Perception low, constant (-1) PER in stats because of poison damage/resistance bug. FIX: Add mod #110 and equip perception rings. Dont delete the mod. Cant find safer solution for now. Rings dont take equipment slots. - Action girl perk have only one rank on female character and two on male. NO FIX: Just 25% AP regen loss at high level. Not a big deal. - Bubblegum seems to unintentionally quench thirst a bit and kind vendors give it for free. NO FIX: Free candies. Its better to use them to slow down time. - Incorrect cost to build concrete foundations. FIX: Use mod #20 to add tons of foundations in newly added category Structures-Concrete. - OCDecorator replaces creation club menu. FIX: Items from CC are still available in other building categories. Ignore or delete mod #24 + #25 if you dont care about its function. - Few perk descriptions might be slightly incorrect or missing. NO FIX: Nothing important to worry about. - Three street lights, powered water pump, industrial purifier and subway light have incorrect build costs. NO FIX: These have wrong values, but items like clean sofa or tv are more expensive to build on purpose though. - Pip-boy light wont transfer from first to third person camera view. FIX: Turn flashlight off and on. - Water surface sometimes flash black when moving underwater. NO FIX: Its not very noticable and you don't dive much in FO4 anyway. - Can't use Wattz Consumer Electronics terminal, animation stops. FIX: There is a radroach behind the wall. Kill it by swinging melee, explosives or reenter area. - Flashlight in Vault111 has incorrect beam look/color. FIX: It will fix itself after mods load right after you leave Vault111, dont worry.
v1.00 - Initial version.

Have fun!

submitted by OriginalSprinkles718 to FO4mods [link] [comments]


2024.05.15 20:53 OriginalSprinkles718 [PS5/PS4] List of 100+ mods with correct LOAD ORDER - Difficult and satisfying survival challenge.

[PS5/PS4] List of 100+ mods with correct LOAD ORDER - Difficult and satisfying survival challenge.

PLEASE READ THE WHOLE POST.

This took weeks of picking and testing mods
Played on PS5, should work on PS4
Order is stable, no crashes
New game on survival difficulty required
All 6 DLCs needed
No unbalanced cheat mods added
Very difficult but satisfying and immersive
Adding other mods will break stuff, ask in comments
Not tested on PS4 or PS4 Pro performance-wise

OVERVIEW

This modlist is for people enjoying difficult challenge, exploration, combat, managing settlements and a bit of building. No more bullet sponges, loot/enemy respawns and rambo playstyle!
In the beginning you are no one. You leave the vault weak, tired, with barely any gear. Avoid most encounters and quests at the start. Try to survive, build a safe spot and carefully explore. Be aware of your surroundings, use what you find.
Saving often in beds and making 'autosave drug' at the earliest possibility is a good idea (nearest chemistry workbench is at Abernathy Farm). Save menu is always on top of MISC category in Pip-Boy.
Discovering new places gives plenty of exp in the beginning, but quests are your main exp income.
Exploring safer areas like Sanctuary, Concord and smaller settlements first (avoiding powerful enemies) recommended. There might be a lot of combat in the background. Don't engage much, especially avoid supermutants, robots, turrets, bears - they are deadly even for high level, well developed characters. Raiders also hit hard, depending on their weapon and rank.
Weapon caliber makes huge damage difference. 10mm is pretty weak, but if you find rare .50cal rounds or some good explosives, you should eliminate tougher targets much more easily.
Investing in stats right after level 15 is a good idea. STR for carry weight, PER for accuracy, END for health, CHA for better prices, INT for more exp, AGI for sneak and speed, LCK for dmg and loot. Be sure of your choices. Watch out for 'revealing all map markers' and 'slow time when aiming' perks. Be sure you want and like them, there is no going back.
Deathclaw in the early minuteman quest is tough - try to use explosives to break his legs and some high caliber weapons to finish him off by shooting his face. Or maybe you'll get lucky and raiders will kill him. Or just simply avoid him until you get proper gear.
Don't waste ammo on zombies, use melee. Bullets are valuable. However zombies can grab and instantly kill you if your HP is very low, so watch out on low, early levels!
Aim for the head for much higher damage. Concentrating damage on arms or legs to rip them off is a good strategy too. Raider without arms wont do much to you except running around and alerting nearby enemies, that is.
Damage types are important. Ballistic damage is not efficient against turrets, melee against radroaches and so on. You need to figure out yourself whats best strategy.
Develop and protect your settlements, put walls to protect generators and other important structures. Repairing is costly. Gear up settlers. Scraping and cleaning settlements is a good early source of components.
Try to fully explore the map, kill enemies and do all quests. Most loot and enemies wont ever respawn so this is your chance to find new secrets in Commonwealth and clear the place.

========== CHANGES ==========

Combat, Enemies

  • Enemies will flank, charge, take cover, run in fear, use and pick up ammo & weapons, swap to backup gun and so on.
  • Headshots or weakspot hits do much higher damage than torso shots.
  • Gun caliber greatly affects damage, explosives are powerful and damage type matters.
  • Foes have special moves like biting and holding leg, wrestling moves, kicks. Dependent on enemy type and briefly stuns you.

Sound, Graphic

  • Sounds are less flat because of added reverb and other tweaks.
  • Very dark nights with wide, helpful flashlight.
  • Atmospheric lightning: beautiful light from lantern and fire sources, dusk, dawn, moon, plus bullets illuminate environment when flying around.
  • No dreadful, annoying, unimmersive: combat music, hearthbeat, sounds of generators, turrets, exp gain sound, most perk triggers and perk chart.

Crafting, Modifying

  • Making/disasembling ammo and also creating various shipments. Upgrading clothes, rings, glasses in different ways.
  • Legendary swapping, crafting legendary effects using technical documents. Some effects have been adjusted.
  • Added crafting of new, lower damage explosives, but they have unique effects for ease of use.

Perks, SPECIAL

  • STR affects carry weight, PER accuracy, END is health, max AP, CHA for better prices, INT for more exp, AGI for sneak, walk and reload speed, LCK for small dmg boost, loot, critical hits outside VATS and while using it.
  • Leveling up does not give you health. You rely on stats, bonuses, gear.
  • Perks tree mostly changed, level 15 needed to start increasing Special base stats, level of around 100 to increase stat to 10. To get all perks you would need 300 levels, so new modified 'idiot savant' will help a lot.
  • Collecting magazines, bobbleheads, companion perks is now more helpful and recommended.
  • Some skills are changed, reordered, much more interesting and useful.
  • More perks are needed for crafting, especially science perk is required for most technology related stuff.
  • Lockpicking everything is available instantly from level one, but perks and AGI make it reasonably easier. Bobby pins are more rare.
  • Hacking is simplified to not do the repeating minigame. Now holotapes to reprogram and override terminals might be of use.

Settlements, Building

  • Expensive build costs of robot workbenches, turrets, big generators, so buying component shipments is justified.
  • You can hire guards for caps or risk settlers lives on the usual guard posts.
  • Can't harvest planted fruit and veg, you get your fair share in workbench instead.
  • Collecting resources by settlers changed. Bigger variety of settlers and they are now mortal.
  • More objects to build and decorate your bases.

Locations, Loot

  • Items like meds and ammo are harder to find and exist in appropriate containers.
  • New map markers and few minuteman towers as a small addition to explore.
  • Quick travel available, but only to settlements.
  • Only rare enemies like bosses drop legendaries. And many more...

Before you download:

  • Safe to remove/swap mods are listed below the modlist, just in case you don't like or want some of them. Rest needs to be kept for balance or glitch removal, but only in the CORRECT ORDER!
  • Remove all mods you currently have before downloading this mod list.
  • Read what to do after downloading mods.

MOD LIST WITH CORECT ORDER:

  1. Unofficial Fallout 4 Patch [UFO4P] [PS4] - Thousands of small bug fixes for FO4.
  2. Radium Rifle Suppressed Sound Fix - As the mod name suggests. Must be on top of mod list, its a master file.
  3. [PS4] Pip-Boy Paint Jobs - Colors Of The Wasteland Pack (Club Freedom) - Adds simple Pip-Boy skins. Remember you can click touchpad while using pip-boy to zoom. Again a master file.
  4. Kane's Items Sorting (PS4) - Junk is sorted and some other things too.
  5. [PS] Useful Technical Documents - Legendaries - You can swap legendaries for free, create new ones using technical documents.
  6. Named NPC Protection [PS4] - Protects named quest npc's, merchants, important characters from random encounters with enemies.
  7. Tribals of Commonwealth - Adds tribal groups, often found in wilderness.
  8. Ghouls Of Commonwealth - Adds over 1100 feral ghouls for zombie apocalypse and chaos.
  9. DLC Creatures In The Commonwealth [PS4] - Adds 200 creature spawns to the commonwealth for constant war, danger and chaos.
  10. Longhorns Of The Commonwealth - Adds longhorns to more empty areas on the map.
  11. Gulpers Of The Commonwealth - Adds gulpers to more empty areas on the map.
  12. Wolves Of The Commonwealth - Adds wolf spawn points to the map.
  13. More Behemoths In Commonwealth - Adds 5 more behemots to the Commonwealth.
  14. Behind Enemy Lines - Adds plenty of enemies to the glowing sea region.
  15. Roving War Parties, Raiding Packs And Hordes Of MY - Adds wandering groups that attack some key locations.
  16. More Radstags - Adds plenty of radstags, especially north and into forests.
  17. Better Radstags - More agressive radstags.
  18. Not a Princess - Humans can grab you/others and slam on the ground, make karate moves, dogs can hold your legs/arms, bloodbugs suck your blood.
  19. Disable Minutemen's Annoying Quests [PS4] - Disables 7 types of repetitive and not important radiant quests.
  20. [PS4] Grounded Updated By Sarinia - Adds tons of ground foundations, floors, walls, mounds of dirt to Structures-Concrete menu.
  21. Miscellaneous Settlement Items Unlocked [PS4] By Callias - Adds 49 objects for building in settlements.
  22. Cinder Block Walls And Sandbags Unlocked [PS4] By Callias - Adds 16 objects like cinder blocks and sandbags.
  23. Constructible Faction Guards - Adds ability to hire guards for caps in build menu, but only after allying with a faction.
  24. [PS4] OCDecorator - Adds inventory items as a decorational building objects.
  25. [PS4] OCDecorator DLC - Support for addons for the above mod.
  26. Tweaks - Survival Fast Travel Settlements All DLC - You can fast travel to settlements on survival difficulty.
  27. 1st Person Animation Tweaks [PS4] - In first person mode you lower your gun automatically.
  28. [PS4] Swinging Animated Meat Bags - Adds animations to supermutant meat bags.
  29. Power Line Physics [PS4] - Swinging power lines in settlements.
  30. No Sneak Indicators - Completely removes all sneak indicators.
  31. [PS4] Dogs Not Brahmin - Provisioners and traders use dogs instead of brahmin.
  32. Vertibirds Unghosted - Tweaks invincible vertibirds for danger and realism.
  33. [PS4] Simple Settlers (Mortal Edition) - Provides bigger settlers pool (five times more) and names them.
  34. Quieter Settlements PS4 - Vanilla - Generators, turrets and hammering are much quieter.
  35. Fallout 76-Style Region Music - Changes music in regions for less boring/repetitive background tracks.
  36. Reverb And Ambiance Overhaul - ALL DLC [PS4] - Tweaks sounds for better ambient and reverb and adds sliders to options.
  37. Better Dialogue - Camera focuses on NPC, changes made to some irritating generic dialogues and tweaked dialogue interuption.
  38. Esk QuietPerks [PS4] - Muted five annoying perks like idiot savant.
  39. No Experience SFX - Silences sounds when gaining experience from various sources.
  40. [PS4] Dead Beat - Removes heart beat sound at low HP.
  41. Combat Music Remover - Mutes combat music, so there is silence and suspension when enemy detects you.
  42. Commonwealth Visual Overhaul & DLC [PS4] - Changes colours, atmosphere and makes nights darker.
  43. UCW - Unified Commonwealth Weather - Adjusted weather for regions and integrated DLC weather for Commonwealth.
  44. [PS4] No More Fake Puddles - Removes ugly puddles that stay 24/7.
  45. No More Twigs - Removes stupid twigs sticking out of the ground.
  46. [PS4] Enhanced Flickering Firelight - Better light effects for fire sources including oil lamps.
  47. [PS4] Dark Mode - Abandoned Settlements - Empty settlements don't have light sources.
  48. Vanilla Moon (4x) - Much bigger moon. Anything bigger looks low quality.
  49. Sunlight Alignment Tweak - Better Dawn And Dusk [PS4] - Changes sun and moon movement for better lighting and atmosphere during dusk, dawn and night.
  50. Crafting Blur Removal (PS4) - Removes blur while looting containers, from crafting screen, power armor.
  51. Ironsight Blur Removal (PS4) - Removes blur while aiming.
  52. More Map Markers (PS4) - Adds some new markers on map.
  53. CleanVATS - Green Tint Remover PS4 - Removes fullscreen green tint effect while aiming in VATS mode.
  54. VATS Third Person Only - As the name says, just changes in cameras used in VATS.
  55. [PS4] Payneful VATS - Better VATS cinematics, shows important hits and finishers a bit slower.
  56. Component Tagging Helper - Allows to easily tag basic components on cooking bench and you can quickly view how many you have in total.
  57. Grenade and Mine Pack - Adds some new weaker, but modified explosives.
  58. Saving Survival Mode - Allows crafting misc items on chemistry workbench for anytime saving (3 standard autosave slots and 1 save shared/overwritten on all survival characters).
  59. Animations Be Gone - Removes plenty annoying hammering spots in sanctuary.
  60. Minuteman Watchtowers - Adds 8 minuteman watchtowers containing loot and/or guards.
  61. Power Goggles (All DLC) - Power Armor Mods For Goggles, Visors, And Glasses - As the name says. Two mods for glasses for high level characters.
  62. Clothes For Every Stats Wz - Most clothes can be worn under armor and you can upgrade them after unlocking ballistic weave.
  63. Bear Trap and Caltrops Fix [PS4] - Small changes in how traps work and balance them.
  64. See-Through-Scopes [PS4] - Adds new combat scopes in place of 2.5x and 4x magnification.
  65. See-Through-Scopes - Nuka World [PS4] - As above but for 2 Nuka World guns.
  66. See-Through-Scopes - Far Harbor [PS4] - As above but for 2 Far Harbor weapons.
  67. Targeting Sensors On Recon Scopes(Colour Coded NPCs Version)[PS4] - Modified recon scopes that highlight enemies, friends and dead bodies in specific colours.
  68. Immersive Gameplay Combat Mostly PS4 - Core of this modlist. Hundreds of changes.
  69. Immersive-Gameplay. Low Tech, No Powerarmor Justification Patch. (PS4) - Makes fusion cores worn. Balances the game around power armor.
  70. Immersive Gameplay Seasonpass Patch (Playstation) - DLC compatibility for IG.
  71. Immersive Gameplay Rough Start (PS4) - Overwrites starting level to 1.
  72. Medium Settlement Raids PS4 - Makes enemy raids less ridicolous and balanced.
  73. Zombie Walkers (PS4) - Most feral ghouls act like slow rotten zombies.
  74. Curse Of Darkness - Normal Edition - - Zombies are faster and more dangerous after midnight.
  75. Esk No More Teleporting Creatures [PS4] - Molerats and radscorpions don't teleport.
  76. Realistic Insects Health [PS4] - Makes insects easier to kill and balanced.
  77. Full Load - Loot Logic And Reduction Complete - Restricted harvest, lower and/or different production output for settlements, empty bottles renamed, Scrounger perk less ammo, less meat, less loot.
  78. Full Load - Rough Start Less Handouts - Removed some workbenches in starting locations. Different loot in Vault111.
  79. Immersive Gameplay Dismemberment - A Patch Or Standalone Feature. - Higher damage to headshots, easier to dismember limbs.
  80. Tackle! Immersive Gameplay Knockdown Version - Lets you stagger enemies by sprinting into them after aquiring a perk.
  81. Wasteland Baubles Ring Overhaul! PS4 - You can find unique rings at traders, in suitcases, cabinets. Allows scraping and modifying rings for special legendary effects.
  82. [PS4] STS - All-In-One - Allows scraping almost all settlement objects.
  83. (PS4) Improved Lighting Ballistics - Improves lighting for projectiles such as bullets, lasers, gauss, plasma, missiles, flares and explosions.
  84. Explorer Restored - Cut Perk Mod PS4 - Adds rank two of VANS perk - explorer. Uncovers map.
  85. Idiot Savant & Better Criticals Redone (PS4) - Idiot savant is better the more INT you have, muted perk chart, better criticals perk for crits outside VATS.
  86. Realistic Death Physics - No Animation - ALL DLC [PS4] - Decreases the amount of force of both melee and ranged attacks, so bodies wont fly away.
  87. Increased Settler Limit - Awareness - Wire Length - Corpse Collisions [PS4] - More aware settlers with limit of 50 per settlement and longer wires. Mind the limit.
  88. Settlement Attack Spawns Outside The Settlement PS4 - Moves attack spawns outside the settlements.
  89. Power Conduits Radius Increase And No Build Limit - All DLC [PS4] - Infinite build limit and two times longer range electricity conduits.
  90. [PS4] Creation Club Skins (Weapon & PipBoy) Generic Compatibility Patch - Makes weapon paints from Creation Club show up in crafting menu if you have any.
  91. No Affinity Cooldown - Removes cooldown between companions liking/hating your actions.
  92. [PS4]More XP Per Level (Base:600, Bump 120) - Increased experience required to level up.
  93. Increased EXP - Increases the amount of EXP gained to make Immersive Gameplay and mod list balanced.
  94. No Building Houses XP Gains PS4 - Building settlements don't provide experience.
  95. Pip-Boy Flashlight - Pipboy light is now a flashlight.
  96. PS4 - Longer Headlamp Light - Makes flashlight much bigger and changes headlamp and power armor light.
  97. [PS4] Starting SPECIAL = 7 - Changes starting SPECIAL stats to 1 in each category so you start weak.
  98. No Enemy Respawns - Game areas don't respawn loot and enemies, after time have passed.
  99. Accelerated Fast Travel - Fast travel takes less in-game time, should be also relevant to survival needs.
  100. Time Scale Changed From 20 To 10 [PS4] - Day and night lasts twice as long.

Additionally after downloading:

  • After installing the mod list, restart your PS4/PS5.
  • Dont add or remove mods mid playthrough.
  • Change game difficulty to survival in options.
  • Play on performance 60fps. Newly added mode visual 60fps is more laggy and has awfull VATS framerate.
  • If you want even more immersive settings, go to Settings, Gameplay and turn off quest markers or crosshair.
  • Go to Options, Sound and reduce ambience level by 5-8 clicks and reverb by 2-3.
  • Dont forget to change camera sensitivity (I play on max), next go to Options, Display and change hud color to blue or any other that makes sense (not red), lower transparency by 30% or more, set pip-boy colour to your preference (I use red pip-boy and minty hud to have the best compatibility with highlighting perks and scopes).

You can add/swap some mods if you want:

101... Immortal Cats - PS4 - Invincible cats, so you don't lose happiness increase when they die. Add after mod #83 \ 102... [PS4] STS - Extras - Living & Dead - Season Pass Version - You can get extra resources from scraping dead bodies in settlements. Watch out not to scrap someone alive. Place after mod #82. \ 103... Josephine Preset - Nice looking preset number 13 for female character creation. Change hair and other details if you want. Delete after leaving vault111 and saving (if you need mod list space that is). Add after mod #55. \ 104... Faster Positive Affinity For Companions - Removes cooldown between companions liking/hating your actions and gain five times more positive affinity. Swap with mod #91 if you want more cheaty version. \ 105... Silent Main Menu - To mute main menu sound, find duplicate sound slider named 'Master sound' and move it all the way to the left. Add after mod #41. \ 106... Quieter Settlements PS4 - Contraptions DLC - Quieter production lines. I ran out of space on mod list so this and next one are optional. Add after mod #34. \ 107... Quieter Settlements PS4 - Wasteland Workshop - Quieter fusion generators. Add after mod #34. \ 108... [PS4] Simple Settlers (Immortal Edition) - Instead of #33, so generic settlers don't die during settlement attacks. \ 109... Reduced Rubble Etc. - Safely reduces density of unimportant objects by 50-75%. Add after #44 or swap with #45. \ 110... Vrexia's Magical Rings - Add after #57 only if you get poison/perception bug where your PER is shown as (-1). You can offset it by equiping multiple rings from this mod (created at chem bench). Didnt found a better way yet. \ 111... Pip-Boy Flashlight (Brighter) - For a smaller, brighter flashlight swap #96 with #95 and replace #95 with this.

Remove, if you want:

Stock, ugly Pip-Boy color - #3 \ No tinkering with legendary effects - #5 \ No powerful groups wandering and attacking places - #15 \ Radstags to be less agressive - #17 \ Dont care about building - #20 #21 #22 \ Dont care about decorating settlements - #24 #25 \ Annoying wandering brahmins instead of dogs - #31 \ Cash register sounds when gaining exp - #39 \ Old vanilla dusk and dawn lighting - #49 \ Don't use VATS much - #53 #54 #55 \ Prefer old combat scopes - #64 #65 #66 \ Don't want uncover map perk and will never unlock it - #84 \ Don't have any weapon skins from Creation Club - #90 \ Faster leveling - #92 \ To gain building EXP - #94 \ Start with 7 extra SPECIAL points to distribute - #97 \ Loot and enemies respawn after time - #98 \ Fast travel to take time - #99 \ Days be vanilla length - #100

Known issues, bugs, glitches, exploits:

Some of those are present in vanilla game. I just mention every problem encountered during testing and not fully fixed. - Ground textures in and around sanctuary flicker black. FIX: Fixes itself. Possibly after short time or reload. - Creature cages cost too much in building menu. NO FIX: Did not found a safe and balanced fix yet, so cages are most likely out of reach, because cost is absurd. - Green chest containing flare gun and 10k flares after exiting vault 111. FIX: Mod dev forgot to delete it. Ignore it or if it bothers you much, remove mod #83, which I don't recommend doing. - Hubby secret basement in Sanctuary. NO FIX: Its up to you if you want to use its content. Just easier difficulty option, but not game breaking. - Hacking rank 4 seems useless or has wrong description. NO FIX: Needs proper check. - Wall turrets sometimes glitches and play sound on repeat. FIX: Re-enter the area or reload save. - Contact frag mines seems to have too low damage. FIX: Just dont craft them. Rest of new explosives should work fine even that it shows low damage values in description. - Perception low, constant (-1) PER in stats because of poison damage/resistance bug. FIX: Add mod #110 and equip perception rings. Dont delete the mod. Cant find safer solution for now. Rings dont take equipment slots. - Action girl perk have only one rank on female character and two on male. NO FIX: Just 25% AP regen loss at high level. Not a big deal. - Bubblegum seems to unintentionally quench thirst a bit and kind vendors give it for free. NO FIX: Free candies. Its better to use them to slow down time. - Incorrect cost to build concrete foundations. FIX: Use mod #20 to add tons of foundations in newly added category Structures-Concrete. - OCDecorator replaces creation club menu. FIX: Items from CC are still available in other building categories. Ignore or delete mod #24 + #25 if you dont care about its function. - Few perk descriptions might be slightly incorrect or missing. NO FIX: Nothing important to worry about. - Three street lights, powered water pump, industrial purifier and subway light have incorrect build costs. NO FIX: These have wrong values, but items like clean sofa or tv are more expensive to build on purpose though. - Pip-boy light wont transfer from first to third person camera view. FIX: Turn flashlight off and on. - Water surface sometimes flash black when moving underwater. NO FIX: Its not very noticable and you don't dive much in FO4 anyway. - Can't use Wattz Consumer Electronics terminal, animation stops. FIX: There is a radroach behind the wall. Kill it by swinging melee, explosives or reenter area. - Flashlight in Vault111 has incorrect beam look/color. FIX: It will fix itself after mods load right after you leave Vault111, dont worry.
v1.00 - Initial version.

Have fun!

submitted by OriginalSprinkles718 to Fallout4Mods [link] [comments]


2024.05.15 20:40 OriginalSprinkles718 [FO4][PS5/PS4] List of 100+ mods with correct LOAD ORDER - Difficult and satisfying survival challenge.

[FO4][PS5/PS4] List of 100+ mods with correct LOAD ORDER - Difficult and satisfying survival challenge.

PLEASE READ THE WHOLE POST.

This took weeks of picking and testing mods
Played on PS5, should work on PS4
Order is stable, no crashes
New game on survival difficulty required
All 6 DLCs needed
No unbalanced cheat mods added
Very difficult but satisfying and immersive
Adding other mods will break stuff, ask in comments
Not tested on PS4 or PS4 Pro performance-wise

OVERVIEW

This modlist is for people enjoying difficult challenge, exploration, combat, managing settlements and a bit of building. No more bullet sponges, loot/enemy respawns and rambo playstyle!
In the beginning you are no one. You leave the vault weak, tired, with barely any gear. Avoid most encounters and quests at the start. Try to survive, build a safe spot and carefully explore. Be aware of your surroundings, use what you find.
Saving often in beds and making 'autosave drug' at the earliest possibility is a good idea (nearest chemistry workbench is at Abernathy Farm). Save menu is always on top of MISC category in Pip-Boy.
Discovering new places gives plenty of exp in the beginning, but quests are your main exp income.
Exploring safer areas like Sanctuary, Concord and smaller settlements first (avoiding powerful enemies) recommended. There might be a lot of combat in the background. Don't engage much, especially avoid supermutants, robots, turrets, bears - they are deadly even for high level, well developed characters. Raiders also hit hard, depending on their weapon and rank.
Weapon caliber makes huge damage difference. 10mm is pretty weak, but if you find rare .50cal rounds or some good explosives, you should eliminate tougher targets much more easily.
Investing in stats right after level 15 is a good idea. STR for carry weight, PER for accuracy, END for health, CHA for better prices, INT for more exp, AGI for sneak and speed, LCK for dmg and loot. Be sure of your choices. Watch out for 'revealing all map markers' and 'slow time when aiming' perks. Be sure you want and like them, there is no going back.
Deathclaw in the early minuteman quest is tough - try to use explosives to break his legs and some high caliber weapons to finish him off by shooting his face. Or maybe you'll get lucky and raiders will kill him. Or just simply avoid him until you get proper gear.
Don't waste ammo on zombies, use melee. Bullets are valuable. However zombies can grab and instantly kill you if your HP is very low, so watch out on low, early levels!
Aim for the head for much higher damage. Concentrating damage on arms or legs to rip them off is a good strategy too. Raider without arms wont do much to you except running around and alerting nearby enemies, that is.
Damage types are important. Ballistic damage is not efficient against turrets, melee against radroaches and so on. You need to figure out yourself whats best strategy.
Develop and protect your settlements, put walls to protect generators and other important structures. Repairing is costly. Gear up settlers. Scraping and cleaning settlements is a good early source of components.
Try to fully explore the map, kill enemies and do all quests. Most loot and enemies wont ever respawn so this is your chance to find new secrets in Commonwealth and clear the place.

========== CHANGES ==========

Combat, Enemies

  • Enemies will flank, charge, take cover, run in fear, use and pick up ammo & weapons, swap to backup gun and so on.
  • Headshots or weakspot hits do much higher damage than torso shots.
  • Gun caliber greatly affects damage, explosives are powerful and damage type matters.

- Foes have special moves like biting and holding leg, wrestling moves, kicks. Dependent on enemy type and briefly stuns you.

Sound, Graphic

  • Sounds are less flat because of added reverb and other tweaks.
  • Very dark nights with wide, helpful flashlight.
  • Atmospheric lightning: beautiful light from lantern and fire sources, dusk, dawn, moon, plus bullets illuminate environment when flying around.

- No dreadful, annoying, unimmersive: combat music, hearthbeat, sounds of generators, turrets, exp gain sound, most perk triggers and perk chart.

Crafting, Modifying

  • Making/disasembling ammo and also creating various shipments. Upgrading clothes, rings, glasses in different ways.
  • Legendary swapping, crafting legendary effects using technical documents. Some effects have been adjusted.

- Added crafting of new, lower damage explosives, but they have unique effects for ease of use.

Perks, SPECIAL

  • STR affects carry weight, PER accuracy, END is health, max AP, CHA for better prices, INT for more exp, AGI for sneak, walk and reload speed, LCK for small dmg boost, loot, critical hits outside VATS and while using it.
  • Leveling up does not give you health. You rely on stats, bonuses, gear.
  • Perks tree mostly changed, level 15 needed to start increasing Special base stats, level of around 100 to increase stat to 10. To get all perks you would need 300 levels, so new modified 'idiot savant' will help a lot.
  • Collecting magazines, bobbleheads, companion perks is now more helpful and recommended.
  • Some skills are changed, reordered, much more interesting and useful.
  • More perks are needed for crafting, especially science perk is required for most technology related stuff.
  • Lockpicking everything is available instantly from level one, but perks and AGI make it reasonably easier. Bobby pins are more rare.

- Hacking is simplified to not do the repeating minigame. Now holotapes to reprogram and override terminals might be of use.

Settlements, Building

  • Expensive build costs of robot workbenches, turrets, big generators, so buying component shipments is justified.
  • You can hire guards for caps or risk settlers lives on the usual guard posts.
  • Can't harvest planted fruit and veg, you get your fair share in workbench instead.
  • Collecting resources by settlers changed. Bigger variety of settlers and they are now mortal.

- More objects to build and decorate your bases.

Locations, Loot

  • Items like meds and ammo are harder to find and exist in appropriate containers.
  • New map markers and few minuteman towers as a small addition to explore.
  • Quick travel available, but only to settlements.
  • Only rare enemies like bosses drop legendaries. And many more...

Before you download:

  • Safe to remove/swap mods are listed below the modlist, just in case you don't like or want some of them. Rest needs to be kept for balance or glitch removal, but only in the CORRECT ORDER!
  • Remove all mods you currently have before downloading this mod list.
  • Read what to do after downloading mods.

MOD LIST WITH CORECT ORDER:

  1. Unofficial Fallout 4 Patch [UFO4P] [PS4] - Thousands of small bug fixes for FO4.
  2. Radium Rifle Suppressed Sound Fix - As the mod name suggests. Must be on top of mod list, its a master file.
  3. [PS4] Pip-Boy Paint Jobs - Colors Of The Wasteland Pack (Club Freedom) - Adds simple Pip-Boy skins. Remember you can click touchpad while using pip-boy to zoom. Again a master file.
  4. Kane's Items Sorting (PS4) - Junk is sorted and some other things too.
  5. [PS] Useful Technical Documents - Legendaries - You can swap legendaries for free, create new ones using technical documents.
  6. Named NPC Protection [PS4] - Protects named quest npc's, merchants, important characters from random encounters with enemies.
  7. Tribals of Commonwealth - Adds tribal groups, often found in wilderness.
  8. Ghouls Of Commonwealth - Adds over 1100 feral ghouls for zombie apocalypse and chaos.
  9. DLC Creatures In The Commonwealth [PS4] - Adds 200 creature spawns to the commonwealth for constant war, danger and chaos.
  10. Longhorns Of The Commonwealth - Adds longhorns to more empty areas on the map.
  11. Gulpers Of The Commonwealth - Adds gulpers to more empty areas on the map.
  12. Wolves Of The Commonwealth - Adds wolf spawn points to the map.
  13. More Behemoths In Commonwealth - Adds 5 more behemots to the Commonwealth.
  14. Behind Enemy Lines - Adds plenty of enemies to the glowing sea region.
  15. Roving War Parties, Raiding Packs And Hordes Of MY - Adds wandering groups that attack some key locations.
  16. More Radstags - Adds plenty of radstags, especially north and into forests.
  17. Better Radstags - More agressive radstags.
  18. Not a Princess - Humans can grab you/others and slam on the ground, make karate moves, dogs can hold your legs/arms, bloodbugs suck your blood.
  19. Disable Minutemen's Annoying Quests [PS4] - Disables 7 types of repetitive and not important radiant quests.
  20. [PS4] Grounded Updated By Sarinia - Adds tons of ground foundations, floors, walls, mounds of dirt to Structures-Concrete menu.
  21. Miscellaneous Settlement Items Unlocked [PS4] By Callias - Adds 49 objects for building in settlements.
  22. Cinder Block Walls And Sandbags Unlocked [PS4] By Callias - Adds 16 objects like cinder blocks and sandbags.
  23. Constructible Faction Guards - Adds ability to hire guards for caps in build menu, but only after allying with a faction.
  24. [PS4] OCDecorator - Adds inventory items as a decorational building objects.
  25. [PS4] OCDecorator DLC - Support for addons for the above mod.
  26. Tweaks - Survival Fast Travel Settlements All DLC - You can fast travel to settlements on survival difficulty.
  27. 1st Person Animation Tweaks [PS4] - In first person mode you lower your gun automatically.
  28. [PS4] Swinging Animated Meat Bags - Adds animations to supermutant meat bags.
  29. Power Line Physics [PS4] - Swinging power lines in settlements.
  30. No Sneak Indicators - Completely removes all sneak indicators.
  31. [PS4] Dogs Not Brahmin - Provisioners and traders use dogs instead of brahmin.
  32. Vertibirds Unghosted - Tweaks invincible vertibirds for danger and realism.
  33. [PS4] Simple Settlers (Mortal Edition) - Provides bigger settlers pool (five times more) and names them.
  34. Quieter Settlements PS4 - Vanilla - Generators, turrets and hammering are much quieter.
  35. Fallout 76-Style Region Music - Changes music in regions for less boring/repetitive background tracks.
  36. Reverb And Ambiance Overhaul - ALL DLC [PS4] - Tweaks sounds for better ambient and reverb and adds sliders to options.
  37. Better Dialogue - Camera focuses on NPC, changes made to some irritating generic dialogues and tweaked dialogue interuption.
  38. Esk QuietPerks [PS4] - Muted five annoying perks like idiot savant.
  39. No Experience SFX - Silences sounds when gaining experience from various sources.
  40. [PS4] Dead Beat - Removes heart beat sound at low HP.
  41. Combat Music Remover - Mutes combat music, so there is silence and suspension when enemy detects you.
  42. Commonwealth Visual Overhaul & DLC [PS4] - Changes colours, atmosphere and makes nights darker.
  43. UCW - Unified Commonwealth Weather - Adjusted weather for regions and integrated DLC weather for Commonwealth.
  44. [PS4] No More Fake Puddles - Removes ugly puddles that stay 24/7.
  45. No More Twigs - Removes stupid twigs sticking out of the ground.
  46. [PS4] Enhanced Flickering Firelight - Better light effects for fire sources including oil lamps.
  47. [PS4] Dark Mode - Abandoned Settlements - Empty settlements don't have light sources.
  48. Vanilla Moon (4x) - Much bigger moon. Anything bigger looks low quality.
  49. Sunlight Alignment Tweak - Better Dawn And Dusk [PS4] - Changes sun and moon movement for better lighting and atmosphere during dusk, dawn and night.
  50. Crafting Blur Removal (PS4) - Removes blur while looting containers, from crafting screen, power armor.
  51. Ironsight Blur Removal (PS4) - Removes blur while aiming.
  52. More Map Markers (PS4) - Adds some new markers on map.
  53. CleanVATS - Green Tint Remover PS4 - Removes fullscreen green tint effect while aiming in VATS mode.
  54. VATS Third Person Only - As the name says, just changes in cameras used in VATS.
  55. [PS4] Payneful VATS - Better VATS cinematics, shows important hits and finishers a bit slower.
  56. Component Tagging Helper - Allows to easily tag basic components on cooking bench and you can quickly view how many you have in total.
  57. Grenade and Mine Pack - Adds some new weaker, but modified explosives.
  58. Saving Survival Mode - Allows crafting misc items on chemistry workbench for anytime saving (3 standard autosave slots and 1 save shared/overwritten on all survival characters).
  59. Animations Be Gone - Removes plenty annoying hammering spots in sanctuary.
  60. Minuteman Watchtowers - Adds 8 minuteman watchtowers containing loot and/or guards.
  61. Power Goggles (All DLC) - Power Armor Mods For Goggles, Visors, And Glasses - As the name says. Two mods for glasses for high level characters.
  62. Clothes For Every Stats Wz - Most clothes can be worn under armor and you can upgrade them after unlocking ballistic weave.
  63. Bear Trap and Caltrops Fix [PS4] - Small changes in how traps work and balance them.
  64. See-Through-Scopes [PS4] - Adds new combat scopes in place of 2.5x and 4x magnification.
  65. See-Through-Scopes - Nuka World [PS4] - As above but for 2 Nuka World guns.
  66. See-Through-Scopes - Far Harbor [PS4] - As above but for 2 Far Harbor weapons.
  67. Targeting Sensors On Recon Scopes(Colour Coded NPCs Version)[PS4] - Modified recon scopes that highlight enemies, friends and dead bodies in specific colours.
  68. Immersive Gameplay Combat Mostly PS4 - Core of this modlist. Hundreds of changes.
  69. Immersive-Gameplay. Low Tech, No Powerarmor Justification Patch. (PS4) - Makes fusion cores worn. Balances the game around power armor.
  70. Immersive Gameplay Seasonpass Patch (Playstation) - DLC compatibility for IG.
  71. Immersive Gameplay Rough Start (PS4) - Overwrites starting level to 1.
  72. Medium Settlement Raids PS4 - Makes enemy raids less ridicolous and balanced.
  73. Zombie Walkers (PS4) - Most feral ghouls act like slow rotten zombies.
  74. Curse Of Darkness - Normal Edition - - Zombies are faster and more dangerous after midnight.
  75. Esk No More Teleporting Creatures [PS4] - Molerats and radscorpions don't teleport.
  76. Realistic Insects Health [PS4] - Makes insects easier to kill and balanced.
  77. Full Load - Loot Logic And Reduction Complete - Restricted harvest, lower and/or different production output for settlements, empty bottles renamed, Scrounger perk less ammo, less meat, less loot.
  78. Full Load - Rough Start Less Handouts - Removed some workbenches in starting locations. Different loot in Vault111.
  79. Immersive Gameplay Dismemberment - A Patch Or Standalone Feature. - Higher damage to headshots, easier to dismember limbs.
  80. Tackle! Immersive Gameplay Knockdown Version - Lets you stagger enemies by sprinting into them after aquiring a perk.
  81. Wasteland Baubles Ring Overhaul! PS4 - You can find unique rings at traders, in suitcases, cabinets. Allows scraping and modifying rings for special legendary effects.
  82. [PS4] STS - All-In-One - Allows scraping almost all settlement objects.
  83. (PS4) Improved Lighting Ballistics - Improves lighting for projectiles such as bullets, lasers, gauss, plasma, missiles, flares and explosions.
  84. Explorer Restored - Cut Perk Mod PS4 - Adds rank two of VANS perk - explorer. Uncovers map.
  85. Idiot Savant & Better Criticals Redone (PS4) - Idiot savant is better the more INT you have, muted perk chart, better criticals perk for crits outside VATS.
  86. Realistic Death Physics - No Animation - ALL DLC [PS4] - Decreases the amount of force of both melee and ranged attacks, so bodies wont fly away.
  87. Increased Settler Limit - Awareness - Wire Length - Corpse Collisions [PS4] - More aware settlers with limit of 50 per settlement and longer wires. Mind the limit.
  88. Settlement Attack Spawns Outside The Settlement PS4 - Moves attack spawns outside the settlements.
  89. Power Conduits Radius Increase And No Build Limit - All DLC [PS4] - Infinite build limit and two times longer range electricity conduits.
  90. [PS4] Creation Club Skins (Weapon & PipBoy) Generic Compatibility Patch - Makes weapon paints from Creation Club show up in crafting menu if you have any.
  91. No Affinity Cooldown - Removes cooldown between companions liking/hating your actions.
  92. [PS4]More XP Per Level (Base:600, Bump 120) - Increased experience required to level up.
  93. Increased EXP - Increases the amount of EXP gained to make Immersive Gameplay and mod list balanced.
  94. No Building Houses XP Gains PS4 - Building settlements don't provide experience.
  95. Pip-Boy Flashlight - Pipboy light is now a flashlight.
  96. PS4 - Longer Headlamp Light - Makes flashlight much bigger and changes headlamp and power armor light.
  97. [PS4] Starting SPECIAL = 7 - Changes starting SPECIAL stats to 1 in each category so you start weak.
  98. No Enemy Respawns - Game areas don't respawn loot and enemies, after time have passed.
  99. Accelerated Fast Travel - Fast travel takes less in-game time, should be also relevant to survival needs.
  100. Time Scale Changed From 20 To 10 [PS4] - Day and night lasts twice as long.

Additionally after downloading:

  • After installing the mod list, restart your PS4/PS5.
  • Dont add or remove mods mid playthrough.
  • Change game difficulty to survival in options.
  • Play on performance 60fps. Newly added mode visual 60fps is more laggy and has awfull VATS framerate.
  • If you want even more immersive settings, go to Settings, Gameplay and turn off quest markers or crosshair.
  • Go to Options, Sound and reduce ambience level by 5-8 clicks and reverb by 2-3.
  • Dont forget to change camera sensitivity (I play on max), next go to Options, Display and change hud color to blue or any other that makes sense (not red), lower transparency by 30% or more, set pip-boy colour to your preference (I use red pip-boy and minty hud to have the best compatibility with highlighting perks and scopes).

You can add/swap some mods if you want:

101... Immortal Cats - PS4 - Invincible cats, so you don't lose happiness increase when they die. Add after mod #83 \ 102... [PS4] STS - Extras - Living & Dead - Season Pass Version - You can get extra resources from scraping dead bodies in settlements. Watch out not to scrap someone alive. Place after mod #82. \ 103... Josephine Preset - Nice looking preset number 13 for female character creation. Change hair and other details if you want. Delete after leaving vault111 and saving (if you need mod list space that is). Add after mod #55. \ 104... Faster Positive Affinity For Companions - Removes cooldown between companions liking/hating your actions and gain five times more positive affinity. Swap with mod #91 if you want more cheaty version. \ 105... Silent Main Menu - To mute main menu sound, find duplicate sound slider named 'Master sound' and move it all the way to the left. Add after mod #41. \ 106... Quieter Settlements PS4 - Contraptions DLC - Quieter production lines. I ran out of space on mod list so this and next one are optional. Add after mod #34. \ 107... Quieter Settlements PS4 - Wasteland Workshop - Quieter fusion generators. Add after mod #34. \ 108... [PS4] Simple Settlers (Immortal Edition) - Instead of #33, so generic settlers don't die during settlement attacks. \ 109... Reduced Rubble Etc. - Safely reduces density of unimportant objects by 50-75%. Add after #44 or swap with #45. \ 110... Vrexia's Magical Rings - Add after #57 only if you get poison/perception bug where your PER is shown as (-1). You can offset it by equiping multiple rings from this mod (created at chem bench). Didnt found a better way yet. \ 111... Pip-Boy Flashlight (Brighter) - For a smaller, brighter flashlight swap #96 with #95 and replace #95 with this.

Remove, if you want:

Stock, ugly Pip-Boy color - #3 \ No tinkering with legendary effects - #5 \ No powerful groups wandering and attacking places - #15 \ Radstags to be less agressive - #17 \ Dont care about building - #20 #21 #22 \ Dont care about decorating settlements - #24 #25 \ Annoying wandering brahmins instead of dogs - #31 \ Cash register sounds when gaining exp - #39 \ Old vanilla dusk and dawn lighting - #49 \ Don't use VATS much - #53 #54 #55 \ Prefer old combat scopes - #64 #65 #66 \ Don't want uncover map perk and will never unlock it - #84 \ Don't have any weapon skins from Creation Club - #90 \ Faster leveling - #92 \ To gain building EXP - #94 \ Start with 7 extra SPECIAL points to distribute - #97 \ Loot and enemies respawn after time - #98 \ Fast travel to take time - #99 \ Days be vanilla length - #100

Known issues, bugs, glitches, exploits:

Some of those are present in vanilla game. I just mention every problem encountered during testing and not fully fixed. - Ground textures in and around sanctuary flicker black. FIX: Fixes itself. Possibly after short time or reload. - Creature cages cost too much in building menu. NO FIX: Did not found a safe and balanced fix yet, so cages are most likely out of reach, because cost is absurd. - Green chest containing flare gun and 10k flares after exiting vault 111. FIX: Mod dev forgot to delete it. Ignore it or if it bothers you much, remove mod #83, which I don't recommend doing. - Hubby secret basement in Sanctuary. NO FIX: Its up to you if you want to use its content. Just easier difficulty option, but not game breaking. - Hacking rank 4 seems useless or has wrong description. NO FIX: Needs proper check. - Wall turrets sometimes glitches and play sound on repeat. FIX: Re-enter the area or reload save. - Contact frag mines seems to have too low damage. FIX: Just dont craft them. Rest of new explosives should work fine even that it shows low damage values in description. - Perception low, constant (-1) PER in stats because of poison damage/resistance bug. FIX: Add mod #110 and equip perception rings. Dont delete the mod. Cant find safer solution for now. Rings dont take equipment slots. - Action girl perk have only one rank on female character and two on male. NO FIX: Just 25% AP regen loss at high level. Not a big deal. - Bubblegum seems to unintentionally quench thirst a bit and kind vendors give it for free. NO FIX: Free candies. Its better to use them to slow down time. - Incorrect cost to build concrete foundations. FIX: Use mod #20 to add tons of foundations in newly added category Structures-Concrete. - OCDecorator replaces creation club menu. FIX: Items from CC are still available in other building categories. Ignore or delete mod #24 + #25 if you dont care about its function. - Few perk descriptions might be slightly incorrect or missing. NO FIX: Nothing important to worry about. - Three street lights, powered water pump, industrial purifier and subway light have incorrect build costs. NO FIX: These have wrong values, but items like clean sofa or tv are more expensive to build on purpose though. - Pip-boy light wont transfer from first to third person camera view. FIX: Turn flashlight off and on. - Water surface sometimes flash black when moving underwater. NO FIX: Its not very noticable and you don't dive much in FO4 anyway. - Can't use Wattz Consumer Electronics terminal, animation stops. FIX: There is a radroach behind the wall. Kill it by swinging melee, explosives or reenter area. - Flashlight in Vault111 has incorrect beam look/color. FIX: It will fix itself after mods load right after you leave Vault111, dont worry.
v1.00 - Initial version.

Have fun!

submitted by OriginalSprinkles718 to FalloutMods [link] [comments]


2024.05.15 17:30 Aggravating-Run-1913 What scanner to choose for scanning watercolors at a professional level?

Hello,
As the title suggests, we are looking for a scanner to digitize watercolor paintings for printing. My partner is an independent illustrator who works mainly with watercolors, and we want to find a scanner that can produce the most faithful rendering possible to the original artwork. The problem is that we are quickly overwhelmed by the different products available, and we are afraid of having to heavily edit each piece to achieve a realistic result.
To narrow down our search, we have a budget of around 200 €, but we are open to more expensive products if we are completely off base with our pricing expectations. Ideally, the scanner would be able to handle A3 size, but this is not a deal-breaker. However, A4 support is mandatory. We currently use service providers for printing, and we already have the printer we want.
I would also like to specify that we do not need a printer, just a scanner.
Thank you in advance for your help!
submitted by Aggravating-Run-1913 to artbusiness [link] [comments]


2024.05.15 16:12 Due-Wrangler2180 Single stay room at 17,000 for sale 1 month of july Female

Hi guys I was first admitted into ypr to reserve my room i paid the vendor 17k for single stay and I got into central round 2 I'd like to sell that room to someone for the month because of the location change it's less than 50 meters away from the ypr campus called Mom's receipes ladies pg... they market it as 5meters away from christ but realistically no and the room was a good size for a single stay the pg had 3 times north and south indian food safety was a biometric scanner tha works and all the machines and all that stuff their number is 9640730649 and 8861140649 pls dm me ore reply to the post so i can let you know any details I selected this after seeing around 10 15 pg's around ypr and selected this their double rooms cost like 13k but yeah please upvote atlest if you've seen this to help me thank you also I can help with any ypr details if you want because I spent a good while with seniors from there...
submitted by Due-Wrangler2180 to ChristUniversity [link] [comments]


2024.05.15 14:03 Spleed [PC][Late 2000s/Early 2010s][3D medieval fantasy game where in the first level you play as a warrior in a siege or battlefield fighting orcs or goblins]

Platform(s): PC
Genre: Probably RPG or Hack and Slash
Estimated year of release: Mid or Late 2000s
Graphics/art style: 3D "realistic" graphics with either a Third Person Perspective camera or maybe isometric?
Notable characters: In the first level I remember you play as a knight/warrior in a battlefield fighting goblins or orcs. In the other levels there was a wizard and also a rangearcher lady all in the same party as the warrior
Notable gameplay mechanics: Can't remember but it was definitely NOT turn-based and you would have a party composed of the aforementioned characters after the first level
Other details: I remember 3 levels: A siege or battlefield where there are catapults, trebuchets and cages where you fight these goblins/orcs. Another is in a forest or area with a lot of greenery in which at the end you had to gather your party in an area but the problem with this level was that most of the time a member of your party would clip through the ground and get stuck which makes completing the level impossible. The last level I remember was a cave with crystals of varying sizes where you might or might not fight spiders?
submitted by Spleed to tipofmyjoystick [link] [comments]


2024.05.15 05:53 SlimeSpree MEGA SIZED Rodem review (with many pics!)

MEGA SIZED Rodem review (with many pics!)
Rodem Slime Shop
7.5oz for $12.99-19.50 Labels are now waterproof! Yaaay! 💪🏻
I was so excited to get into this giant package from one of my favourite stores, and one I really love to support as they deserve it! This was actually a couple of orders I placed over time and Rodem contacted me to ask me if I wanted to combine them which demonstrates their incredibly attentive customer service. Usually the customer needs to contact the store for this to happen.
Included inside was powdered borax, a free gift slime for each order plus one more because it was a large order and they are generous. This exchange with Rodem got us chatting and then something very special transpired but I will post separately about that as I have to cram a lot of slime into this review and have limited space for images!
I had to brew a cup of tea, sit down and take my time going through all of these to make sure I combined all the correct things! It helps a lot that they are all pictured on the enclosed invoice but it would be helpful if they were packaged together. That having been said, separating the heavy pots of slime from the clays is a good idea when the order is this big and heavy so I can't complain!

  • LEMON TART (DIY butter snowfizz, lemon cookie scented)
This smelled OH SO good. The lemon and the cookie notes comes through and were just delicious and very realistic smelling! Sometimes lemon scent is reminiscent of citrus scented cleaning products to my nose but not this, this was an excellent effort. but My clay lemon was a little squished but clay often can be due to being delicate and tricky to package and the issue is not uncommon with any company.
The clay was soooo very soft, moist and pleasant to squish into the base. After you take the base out the pot you are met with a little bit of “caramel” sauce on the bottom of the pie. It’s all very mouth watering. This was the perfect, massively inflatable snow fizz and I was so in love with it. It was super crunchy and had the expected abundance of ASMR fizzles. It was beautifully activated and in every way a perfect slime. Some may find snow fizz a bit pokey but this wasn’t bad at all, the inflation was very cushioning!
https://preview.redd.it/wtbtvsydai0d1.jpg?width=1800&format=pjpg&auto=webp&s=f0666d6916014f49d076dc2eb32c19490944c76f

  • TEA TIME (DIY clay, strawberry, blackcurrant, blackberry blended fruity scent)
The scent is fresh, fruity and yummy and the charms SO charming and well thought out! This clay was slightly stiffer and a tad dried out but the base extremely moist, silky and jiggly with tons of resistance on the pulls and I didn't end up with any lumps. It becomes extremely light, puffy, chubby and flubbery with massive pops and medium to soft clicks on the pokes which get louder as it inflates. I love Rodem’s take on this texture, it has all the awesome elements of the fluffy slimes I got from Seoul Gage but was more robust with no destabilisation issues (I found the SG ones a little dehydrated and sticky the next time I played.)
https://preview.redd.it/uggzl3jxai0d1.jpg?width=5069&format=pjpg&auto=webp&s=b0aff4fec5a963375e26dba47933e031964192c1

  • BUMPER CAR (silica sand x salt, rose scented, also a choice of peach scent if you prefer)
I love rose scent and this was PERFECT! It isn’t a perfume type scent, just pure, sweet rose water like rose Turkish delight or, indeed, actual rosewater. I was utterly obsessed! This was a stunning slime with a beautiful iridescent pink topper and the most gorgeous little pink bumper car charm. It sounded absolutely incredible to crunch and combine. The little pops, sizzles and crackles were out of this world. This was so heavy in silica crystals and yet not pokey as the pieces were quite smooth and small but of course your mileage may vary. I can’t express just how much I adored this slime, one of my all time favourites!
https://preview.redd.it/16uyngjsbi0d1.jpg?width=1800&format=pjpg&auto=webp&s=aca9e164028150c88c86158d328adefb6b3e6cbf
https://preview.redd.it/eeqlwp5vbi0d1.jpg?width=3006&format=pjpg&auto=webp&s=b386a343da46f684d4352e6e497fea9b19a61681
https://preview.redd.it/tbbnwgzwbi0d1.jpg?width=3024&format=pjpg&auto=webp&s=9e6f008ea26eb215ac1d38dc74b63cae76f4b69c

  • YUMMY POPCORN (styrofoam slay, caramel popcorn scented)
The fact this comes with a little paper popcorn bag containing the Styrofoam "popcorn" is the cutest touch ever! I adore Rodem, they think of everything to make the experience so incredibly fun. This smells just like freshly popped caramel popcorn with a tiny hint of sweet corn, I loved it! The two hyperrealistic popcorn charms that comes with it are hilarious!
The base was soft, jiggly, super clicky and fluffy and the Styrofoam really satisfying to crush into it. I just couldn’t get over how spectacular the scent was, it was making me hungry! This slime was a slightly looser slay texture and needed a little bit of activator to aid in handleability but not much. It had a few nice medium pops in it but very little hold, which unfortunately isn’t to my taste but many people love that. I was tied over this slime as the scent was just divine but I prefer more holdable textures. That is a reflection on my personal tastes however, not the slime which was great! If you like jiggly slays you’ll fall in love with this. I may not be a slay person but there is no way this wasn't going be a keeper, it had just too good a scent and crushing the styrofoam is great fun!
https://preview.redd.it/x9yw1riaci0d1.jpg?width=9009&format=pjpg&auto=webp&s=3f3ceaaf5020ef0116257b956ce3da686e84b61c

  • CAROUSEL (DIY clay, citrus fruit and aloe blend scented)
The scent wasn't bad but just wasn't a hit for me, a personal taste thing again. The clay was a little bit smooshed and it was tricky to tell what it was but extremely, soft squishy and moist. (Incidentally it was, you guessed it, a carousel 🎠)
The base was quite loose and jiggly and called for a little bit of activator but very soft, chubby, quite matte and pleasant in the hands. This combined into a huge, soft, marshmallowy mound of slime with a lovely plush surface. Super stretchy and fun to fold for soft bubble pops and lovely soft sizzles. It was a little on the loose side for my personal tastes but slay lover will again adore this! It was a well made slime.
https://preview.redd.it/d6t6p7llci0d1.jpg?width=5515&format=pjpg&auto=webp&s=fff18d675300332aa3e06239028d0de57701e0c1

  • EMMENTAL CHEESE CAKE (DIY clay/butter, savoury cheese cookie scented)
This was a very interesting, fun and unusual scent. A little sweet but notably savoury with a subtle hint of cheese. The first time I played with it I enjoyed the novelty but the second time I wasn’t sure if I loved it enough to buy again. It’s hard to describe but definitely worth trying.
The HUUUUUGE cheese clay came in a sealed package and was so soft and pleasant to squish. It became a ginormous, matte, sort of butter texture, which was both fairly holdable and yet exceedingly soft. It stuck to my play area a bit. It was quite a job to handle it on account of its size and a difficult texture to describe. It didn’t feel sticky at all on my play surface but stuck to my hands when I tried to pick it up and stretch it. When I pressed my hand into it on the surface it didn’t stick or feel sticky but if I picked it up to try and stretch it, it was very gooey and hard to shape. Activator didn’t seem to make that much of a difference. This was a texture unlike any other I’ve experienced. It’s one I’m a little lukewarm on but still enjoyed playing with for an unusual experience and worth it for the mega-sized clay cheese alone!
https://preview.redd.it/0kgtacjfdi0d1.jpg?width=5846&format=pjpg&auto=webp&s=075fb7676513e410ab1c2962e84c2cbec9cd13b7

  • MIXED COFFEE (super gloss thick T&G, mixed coffee and coffee ice cream blend scented)
This was a delicious, very creamy coffee ice cream/frappe coffee creme scent, very rich with subtle notes of chocolate. It was a medium thickness, super clicky, moist glossy texture with decent resistance on the stretch. Very good and elastic with tons of bubble pops and wet crackles. This was an extremely pleasant and easy to play with moist and jiggly glossy slime. The longer you play the looser it gets but not problematically so.
https://preview.redd.it/hhob7e8ndi0d1.jpg?width=4823&format=pjpg&auto=webp&s=eac50e47e3ae4040528d30a10444dede22dea5aa

  • FUJI APPLE ICE CREAM (DIY cloud creme, apple scented)
A lovely, fresh, crisp apple scent. The clay apple is so cute with its velvety exterior and so perfectly made. It was amazing fun to squish. This combined to a super stretchy and ultra fuzzy cloud creme. It was extremely light and super sizzly. This was another texture which is familiar and yet very unusual on account of the extreme fuzziness. I loved it and found it pretty amazing to look at!
https://preview.redd.it/o5fah6ugei0d1.jpg?width=4905&format=pjpg&auto=webp&s=c3941974b12b9e28570cad567ace8fb1fa46f2d9

  • FLAT PEACH CAKE (DIY clay and coated jelly/fluffy snow, peach scented)
The base has an absolutely beautiful fresh peach scent. Another stunningly well made clay which looks so much like a peach with the way they have created the fuzzy surface and peachy-perfect colour shift. It was soft and great fun to combine into the jelly base. The resulting slime was nice and clicky with big, soft bubble pops. It really felt plush and soft-surfaced on my fingers as I stretched it and was very moist, chubby, jiggly and flubby when I set it down. This was ultra inflatable with nice soft sizzles.
https://preview.redd.it/u2372z0wei0d1.jpg?width=5691&format=pjpg&auto=webp&s=f60afeb65d0269a8d83619526e9b97a4c264cb49

  • YAKULT GELATO (DIY snow creme, Yakult scented
A pleasant, mild, fruity yogurty scent. The little scoops of ice cream were so soft, moist and great to squish. This started off with lots of resistance and a nice plush feel as I pulled it. It had moist clicks and soft bubble pops. While it gave a little bit as it warmed up, it did retain a bouncy and elastic stretch with a nice little bit of resistance. This is another fun, boingy, flubby, jiggly texture, which is super inflatable and great fun to play with.
https://preview.redd.it/uaecn0p0fi0d1.jpg?width=8457&format=pjpg&auto=webp&s=0009976a0dc188ea74922188d351bcc7aeef8dd1

  • MY COSY SPACE (cloud slime, sweet juicy peach/added perfume)
It’s so ironic that cloud slime is my favorite and yet I have so very few of them retained in my collection as I just can’t find ones I love that drizzle perfectly! I was very, very excited for a cloud from Rodem but also anxious as clouds are so rarely perfectly in line with the exact level of drizzle I’m looking for! I absolutely ADORE the aesthetic with the soft little rug that comes with it in the shape of Rodem’s bunny logo and the couch charm, how stinking CUTE! The slime even matches! I think this is the best charm/slime combo I have ever seen, a big standing ovation for Rodem on this incredibly whimsical and charmingly presented slime!
The scent was a relaxing and homely peachy perfume with notes of bubble bath and baby powder. The drizzle was good!! True cloud is a hard slime to make to spec and, in light of that, a lot of companies don’t really bother with it. I’m so happy Rodem did and did such a great job. It was very soft and plush with gorgeous blankety folds and I have everything crossed they make more of this texture soon. I have no idea what I’ll do with the delightful little rug other than treasure it forever! Haha!
Even just looking at these photos as I type out the review I'm smiling again! I wish this slime was my dressing gown! haha!

  • ONIGIRI (white glue foam chip, savoury black sesame.)
Another incredibly interesting and unique savoury scent. This was definitely giving sesame seed/oil, albeit a bit more subtle than the real thing. I would say your mileage may very on this scent, it won’t be for everyone but it is certainly worth trying for a whole new experience.
This was a medium thickness, glossy texture which was very chewy and clicky. The foam pieces were quite hard and angular but crushable if you really go for it. This was a very novel floam texture which made a great change from the usual balls. This was exploding with fantastic crackles and pops, top tier sounds. I think the angular foam is even better for trapping air as this slime sounded like a tiny elephant stampeding in a bubble wrap factory! I got some big air pocket type bubbles from this one too!
https://preview.redd.it/t6eh86yigi0d1.jpg?width=5986&format=pjpg&auto=webp&s=5954f9b63ef8b82f6b18c833abed2b45aa816ce0

  • FRENCH APPLE PIE (white glue/snow/fluffy, French apple pie scented)
The apple and the crust both come through in the scent, as well as a little hint of caramel (which is very typical of a French tarte tatin, well done Rodem!) The little doilies in the bottoms of the clay pots (even though the clay is wrapped) are yet another gorgeous little touch that impress me about these guys, I love their intimate attention to detail.
The clay was again super soft and pleasant to squish into the nice, clicky base. This was a lovely, chubby, stretchy slime. It was a little on the thicker side and created satisfying farty bubble pops.
C'est bon!

  • SAKURA SAND (sand slime, sakura flower scented)
This is an absolutely beautiful scent. A slightly cotton candy leaning sweet Sakura. I love pink, I love sand slimes and I love Sakura scents so this really pleased me! Unfortunately I found it very sticky and loose so added a lot of activator until it was more resistant and was able to get it where it needed to be. Once I did it had great bubble pops and was a very sand-dense and crunchy/sizzly sounding slime, the exact sort of sand slime I like.
https://preview.redd.it/z24t4ms5hi0d1.jpg?width=5704&format=pjpg&auto=webp&s=38d0ba14bbeeec427f15096407d5c23c0c9f0f67

  • STRAWBERRY MATCHA SUGAR CAKE (snow fizz, strawberry matcha scented)
A nice scent with both strawberry and Matcha coming through. This was an extremely fluffy, airy snowfizz with tons of fantastic ASMR sounds, so fizzy, sizzly and fun to inflate and tingle-inducing to deflate. It started off feeling like a light, sugary super airy scrub and got denser as I played. Another great slime.
https://preview.redd.it/2yfdnspdhi0d1.jpg?width=5788&format=pjpg&auto=webp&s=2498da365a7c185a377dd2a8b7bbf12c9b80e52e
https://preview.redd.it/pt6a3kjbhi0d1.jpg?width=6051&format=pjpg&auto=webp&s=4e7081712ecf6916d69111bfd736883628f12a6b

  • TANGHULU BALL (big foam ball, strawberry-ade)
This had a very subtle strawberryade scent. The giant floam balls were a total novelty to me and SO much fun! Who doesn’t love the feeling of big balls in their hands!? 🙊 The base was quite loose and wonderful for plentiful crackles and pops. I really enjoyed this!
https://preview.redd.it/37msqhrnhi0d1.jpg?width=8440&format=pjpg&auto=webp&s=65fa12490f41bec1c7c30cea77764e8082b63382

  • STEAMED BUN (chewy mochi texture, sweet red bean BingSu)
This was an extremely savoury scent, there is some sweetness there but it was very much umami focused and I really enjoyed it! I was getting notes of red bean with a saltiness.
This is a moist, super clicky, jiggly slime with two large sponges in it that crush like jelly cubes. This is extremely bubbly and full of juicy wet crackles and high pitched big pops. You can create absolutely gargantuan air bubbles with this texture. If you, like me, don’t typically enjoy loose jiggly slimes, there is a damn good chance that you will enjoy this as I loved it! It was just so multifaceted with what it offered. First, you have the unusual scent which is pretty intriguing and different. Then you have the two giant cubes to crush which is always nice. Then you have the joy of the crackles, pops and loud clicks. Finally, you have the enormous bubbles! You just can’t not have fun with this!
That bubble (slubble?) was bigger than me!!

  • PLOP DUCKLING (Snow creme, lemon meringue scented)
This has a gorgeous and accurate sweet and creamy lemon meringue scent. It’s so much fun watching the little duck’s butt slowly dive into the slime when you pop him on there.
This was exactly the texture and scent I fancied finishing on and quite by chance it was! I couldn’t find Rodem’s description for this one’s texture until later so I had no idea what to expect as I had forgotten, what a joy!!! This combined into a really lovely, soft sage green. This is another light, soft, squishy, chewy and chubby inflating texture that ends up airy and puffy. I absolutely loved it! Unfortunately that is one more image than I am able to embed on Reddit so please click here to see it!
With Rodem, nothing is fully predictable and every texture brings with it a nice surprise. This is especially pleasing to experience when you place big orders. There is nothing more disappointing to me than buying a lot of slimes from a company just to discovered there is hardly any nuance between them and the experience is basically a rinse and repeat one, texturally identical and/or predictable. Rodem break the mold and throw in some very unusual elements and scents. Their themes are so well thought out and utterly charming and beautifully presented. They produce so many textures and master them, each one designed with so much love and attentiveness.
I really adore this company and feel they work hard to bring joy and excellence to the slime community. Recently one of the more commercial slime companies was caught using Rodem’s brand as a key word on their google ads to steer business away from them and onto their own website which I thought was in very poor taste. It is however testament to the fact that they knew Rodem was a company slime enthusiasts were talking about. And so we should be! It is my pleasure and honour to continue supporting this wonderful company. I'm so excited to see what they come up with next!
I loved pretty much every slime and the ones I didn’t were more so a personal taste thing than a quality control issue. There were a couple I found less handleable or with activation issues (Emmental and Sakura Sand) but that is pretty damn good going for an order this huge and the sand one was easily fixable. A well deserved 9.9/10
submitted by SlimeSpree to Slime [link] [comments]


2024.05.15 04:57 Rank-11_Hunter Finally! A realistic world-building document made for the genre of hunters, monsters, and dungeons!

This is technically a repost from another community writers that I posted yesterday. I am sharing it because I was impressed with the response I received from the community. I hope y'all will be okay with me sharing it here too and be equally excited.
My brother and I had worked on a document trying to figure out a way to make the fantasy genre of hunters, gates and monsters realistic (Think Solo Leveling). It took three years to put together a world-building document. I'm placing the final results here not as an ad or self-promotion but as a tool. It’s free to use through creative commons so I don't get anything when you use it. The only stipulation we have set is to give credit where credit is due. Other than that, have at it.
I hope any writers who are dealing with writer’s block may find some inspiration through ours work. I personally recommend putting the document through an AI document scanner, so you don't have to meticulously read through 60 pages of in-depth world building. Just input your question and get an answer. I'm eager to see what all of you do with this tool so let me know if this helps.
Here's the link: https://drive.google.com/file/d/1mrZqad--fT-o6rOoU4xGDNoIaA0wT5aV/view?usp=sharing

submitted by Rank-11_Hunter to worldbuilding [link] [comments]


2024.05.15 04:51 Storms_Wrath The Human Artificial Hivemind Part 512: The Pact Of Blades

First Previous Wiki
Ezeonwha was walking down a long hallway. The dry and plain painted walls and the pure white lighting of the lower levels of the 102nd Visitor Welcome Office helped to frame the dingy realities of those who could only afford these floors. Not even capable of having windows, these were for those who were the cheapest of the cheap or those who mingled with them. He'd passed several Guides on the way in, their claws echoing in the halls as a sign of authority in this lawless land.
Here, mediocrity was king, and he was a loyal servant. He drew his cloak closer about his neck, unwilling to reveal himself to those who weren't already equipped to see through it all. He was famous enough to be an abduction target if he let his guard down. This place was no exception, though Justicar tried to make them such. Too much security on the higher levels and too little on the lower levels. That was the way of things.
Another hallway, this one marked with bullet holes. Two contractors and a Guide were discussing the pricing of the fix project when he turned the corner. Their voices quieted to nothing, the stillness pressing down upon them with the same intensity as the false lighting. Ezeonwha clacked his jaws, giving them a low bow before continuing on his way. He saw the Guide's eyes light up with the sign of his implants getting a reading. It was another impromptu way of tracking via facial recognition, but it was an ancient practice.
Nothing was new about what the Guides did; only how many of them seemed to be on general patrol. Had Justicar hired more of them or actually done full conversions for all of them? Those arm cannons surely weren't cheap or ethical to insert into unwilling participants. And giving a victim a gun they couldn't be disarmed of was a very bad idea, even for Elders. And Justicar was better than most Elders when it came to abject stupidity. He'd likely only been dropped a few hundred times as a child versus the more likely Elder average of a few thousand.
Ezeonwha chuckled at his internal joke, heading deeper underground into the complex. He was going to a certain meeting, and it would be best not to be late. Even if the Guides tracked him, it wouldn't be negative. The group he had been approached by a few days ago wasn't a terror group. He'd looked them up. They dealt in 'freedom and liberation from all chains.'
The Eyes Of Liberty had focused upon Penny as their latest propaganda target and perhaps as a valuable ally in their fight against all tyranny. Though such a flowery message was likely steeped in idealism for the lower ranks, with more pragmatic and likely richer inner circle elites and leaders ensuring the pot would always simmer but never boil or grow cold. That was the way movements such as these managed to skirt the line between inaction and terrorism.
It was a dangerous thing to do. But these were dangerous times. If Penny left, he'd die. Someone with a grudge would kill him. It was a given, and he'd made peace with it now. He needed to get to work, to help others like him and those worse off, with just a small piece of the meager time he had left.
He was in the system as a friend of Penny, so little scrutiny would fall on him as he came and went. He had a new friend, one who was very interested in connecting to Penny.
The offer had come through his communicator, and he'd answered it given its interesting title. After a lengthy discussion about their goals for him and Penny, he'd agreed to at least have a meeting. He didn't tell them that he had a tracker from Phoebe, which would 'be impossible to miss' if things went badly. He knew the value he had, which was why one of the androids was also accompanying him under the guise of being a Sprilnav.
The android was 'walking' on all fours, its mechanical motion entirely silent. It was obscured by a wave of holograms and hard light holograms that would ensure that it wouldn't be considered suspicious beside him. His only guard was a capable one, and Phoebe had all the confidence of an AI who knew that the destruction of her android would only be an inconvenience for her.
Ezeonwha came to an unmarked door with a well-worn door frame. One knock. One pause. Two knocks. Another pause. Four knocks. He waited, and the door swung open. Eight Sprilnav greeted him warily but warmly, their eyes shifting to Phoebe.
The inside of the room was a dull red, coming from a pair of lights in the center of the ceiling that cast dark shadows near the edges. The whole room felt dark and dangerous, and the walls were lined with guns, computers, and several drones. Shelves and drawers were neatly stacked against the wall, as well as five couches and four double beds with ladder access to the top portions.
Bags of food rested atop a trash compactor unit, and the room service button on the inner side of the wall that Ezeonwha could see in the mirror was worn down to the raw metal. No paint jobs here, only grit and business. The room faintly smelled of body odor and assorted foods. Not entirely unpleasant, but also not what he'd expected from a group with sich a flamboyant name. Perhaps they worked in cell-based units. And that was another thing.
Minds were visible in the distance of the mindscape, but the people here were huddled together mentally. They appeared to be haphazard, but Ezeonwha recognized an old army-type defensive formation a mere step from each of their positions. They were more than they appeared. Though based on how their room looked, they probably weren't veterans, just decently trained.
As they walked through the doorway, a scanner activated. One of the Sprilnav, wearing a headset with numbers and letters swirling on the inner side of the visor, called out: "Phoebe android. Commando variant. Risk assessment: Certain Death. Ezeonwha. Carrying two pistols, one hidden in the pack on his left, and the other tucked inside a strap near the lower bottom of his chest."
That made them all pause, sizing each other up. Ezeonwha smiled nervously, failing terribly to break the building tension once again. His nerves started to get to him, but finally, Phoebe spoke. "Well, friends. I, for one, am happy to talk of the business of liberty. Tell us, what do you have in mind for my friend Ezeonwha?"
"It is not about him, AI. It is about the freedom all sentient beings deserve, and which we shall bring to the galaxy no matter if we are alive or dead."
"An honorable goal to strive toward," Phoebe said.
"Thank you. Your words are quite kind for your type."
"I didn't know I had one," Phoebe replied. "But thank you."
Ezeonwha turned his head toward the Sprilnav with all the fancy equipment.
"What is the best way for me and Penny to help in the fight?"
"The best way would be for you to start killing the gang leaders you come across. Barring that, have Penny ignore the graveyards, and continue freeing the slaves as she ought to. The dead have their freedom; the living need her work more."
"I agree with my companion," another of them said. "So far, Penny has done more for the fight for justice than any other on Justicar in generations, so it is a terrible thing to ask more, but we must ask. Even knowing the terrible toll it would have if she loses the Judgment, Sprilnav are at stake."
"People are at stake, you mean," Ezeonwha said. "There is no need to bring species into this."
"There would not be, but it is still a clear factor," another of them said, a female who looked more shifty in her gaze and demeanor. The Eyes of Liberty seemed like one of those groups with too much division.
"Do you disagree with each other often?" Ezeonwha asked innocently.
"Here and there," the tech guy said. "Not often enough to be a problem, and not when what matters is at stake."
"But that is the thing. How can you agree on when something that matters is a stake?"
"Is this a test?"
"Why would it be? Think of it as a genuine concern," Ezeonwha said. "To associate with your group, I have to be certain it will be resilient to change and risks escalating in the future. If the gangs cannot strike at Penny, they will pick the next best targets. Currently, that is me. If I associate with you in a way they can find out, and I assure you they will find out eventually, you all may be at risk as well. And your group's seemingly cell-based design also means large scale mobilization is difficult, ineffective, and risks severe coordination issues which cannot be quickly or safely remedied without changing core security features of it."
"You deduced all of that from context? You are smart, Ezeonwha. And have a good brain in your head. Everlasting knows we need one of those between all of us."
They all shared a laugh.
"I am not as young as I may look," Ezeonwha said. "Penny is not properly learned of the danger that faces us here. I am. The Underground will kill me when this is over. Do you want to die alongside me, all for your beliefs?"
Silence descended again. Ezeonwha kept the pressure on them when one of them stepped forward. "For freedom and liberty? Yes. I would die for that."
"As would I."
"And I."
They all declared the rest in orders that followed the patterns Ezeonwha was noticing. There were variances in their levels of belief and faith in their purpose. Each person had a different level of value difference, which meant that their lives would be worth more or less comparatively.
Cohesion was weaker, too. Not a full defector team, but likely pieces of several. Was that by design from a higher up leader, or was that just circumstance? Another thing to figure out later, that wasn't critical yet, but he would know before he truly went on any missions with them, if he did at all.
He suspected running messages to Penny would be the majority of their tasks. The quality of intelligence the Eyes of Liberty had offered was substantial. Perhaps enough for Penny to turn herself from a major annoyance to the gangs into an actual existential threat. With Justicar's swarming protection of the Fort Court and the 102nd Visitor Welcome Office, there was a limited amount of things that even the gangs could do. And if the rumors were correct, a Progenitor would be partaking in the trial.
"To be clear, if I join up with you, Phoebe would come too."
"Why would we let an AI join us?"
Phoebe smiled. "Without me, you'll die in this fight. You have trained for around 2000 days. You're acceptable combatants, as is Ezeonwha. But you are fighting in a city, and underneath it. You need to know how to keep a low profile. You need to know how to move through a crowd, get in and out. And you need to keep collateral damage to a zero, or the gangs will use you like they have others who had your purpose and were less careful to justify their 'protection' continuing. If you march in there and kill 50 slavers, if you kill a few slaves or a single bystander in the process, your credibility will be smeared. And frankly, with me on your team, you won't get blown up by an IED when you try clearing your first room in a fortress."
"IED?" One of them asked, while the rest digested her statement, going through various levels of offended looks.
"Your translator is too cheap. Improvised explosive device. Here, that can be old engines, reused oil, cracked plastic, frictional fuel bombs, circuit extruders, sodium splash grenades, as well as the more military style attacks they can pack, from small micro rockets all the way up to lower level fission or fusion bombs. Though if you're in a fight with those things involved, you're already dead."
"Why?"
"Because unless you're Elders, or holograms, a nuke will kill you whether you're right next to it or just inside the same shield. They concentrate the thermal pulse, so your bones would be ash before the pain hit your eyes."
"And what protection could you bring against that?"
"Telling you it's there before you start the attack. That is, if you listen to me. I value your lives over that of this android, but also I value Ezeonwha over all of you combined. I will not prevent him from doing this, but I will have you all know the risks involved."
"We are prepared, Phoebe. We have done much of the training you say, though we do not believe the gangs would plant explosive devices in their own fortresses. There is too much risk around that, with betrayals so common. However, the minefields we have scouted are easy to defeat with the right tactics. Perhaps you can give us a briefing on those, too?"
A challenge.
"I can, depending on how long you wish to do this for. But I have the stamina for either hours or weeks, depending on which you choose."
"What of your batteries?"
"They are of sufficient quality," Phoebe assured.
"I hope so."
Their tech guy nodded, more numbers flashing on his visor. Ezeonwha hoped he had a different way of display, like through an implant or something, for the missions in darker areas. The Underground was, by its name, not a place where much natural light was to be found. And the gangs controlled all the power systems in their territory. It was another part of the racket.
"Why aren't you guarding Penny?"
Phoebe's back straightened, a subconscious posture change to make her seem more confident. Ezeonwha caught the tactic for what it was, though without extensive knowledge of bipedal forms, it was less likely the surrounding Sprilnav knew it.
"Penny proved before a trillion eyes she's capable of fighting Elders, Progenitors, and a Dreadnaught Captain. Not to mention her immense power. I can shoot bullets, but she can literally snatch them out of the air and eat them. She has her own way of doing things, and it is a good way."
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Penny landed in the rubble and headed for the Vaquah with a trail of survivors behind her. Many of them, she could recognize the marks of slavery on, with numbers or brands on their skin or just the trauma crouching in their eyes dulled by the pain of a long life in a work camp. Penny went through the wreckage to the shield surrounding the rubble and the defining line between the rest of the city and the destruction. Several news drones flew above her.
More were arriving from various directions. The soft footsteps grew into a constant drumming sound, like a beating heart of doom. Penny marched with them, heading to the spaceport. A large medical operation there quickly rerouted many of its various branches to the most injured freed slaves.
Penny pressed her considerable psychic energy on the entire group, accelerating their healing, slowing bleeding, and generally repairing their bodies and cells from the trauma they'd suffered. But the cloud over their heads did not brighten. The atmosphere remained tense and mournful. Many of them had lost friends, family, and more. She had no right to ask them to feel any different.
She had freed them, that was all. They were not her servants. She was not their ruler.
Several of them came up to her, offering thanks in the small ways they could. Kind words. Attempts at hugs. Even offers of devout prayer and worship, which Penny respectfully declined. She knew, as did most of them, that veneration for her deeds was inevitable. She didn't want to be seen encouraging it at all, since this was a public place where many eyes were upon her.
She knew that it would be misconstrued as a threat if she did. Religions were some of the most major threats entrenched powers could face if not properly co-opted by the state to suit their needs. And here, the 'state' was a military dictatorship billions of years old, ripened with corruption, money, and the immortality of Elders sporting technology beyond any other in the galaxy.
The sky was blue with shields overhead. The Vaquah hung in the distance, its thrusters gently burning to keep it aloft. A trail of shuttles linked the massive ship with several spaceports, including this one. Penny watched the freed Sprilnav get on it one by one, promising themselves to a new life aboard her ship. Technically, they were citizens of the Autonomous Peoples' Stars.
That protection, Penny knew, was why the Vaquah and its innocent inhabitants were still intact. Elders already had hired mercenaries to attack it. They'd failed, thanks to Rimiaha and Penny, but also the defenses of Kashaunta's Grand Fleet when it was in higher orbit. Kashaunta, despite her willingness to use Penny as she would, also had a certain intelligence and empathy. It was highly selective, and only money and power seemed to flip that switch.
But Penny needed the Elder, and Kashaunta only had use for her as an asset. She palmed the new communicator Kashaunta had issued her after the last one's destruction. Kashaunta's hologram appeared. It looked around, noticing the news drones in the air.
"Not here."
"Where?"
"You will know."
In the mindscape, a Sprilnav appeared on Penny's layer. They felt odd to her, almost like the minds of certain humans high up in the hivemind's network. Penny greeted the Sprilnav warmly.
"Hello."
"Queen and Elder Kashaunta requests your presence on her flagship."
"Very well."
In reality, Penny looked around at the crowd. She waited until it dwindled to nothing, and then spoke.
"Displace."
Conceptual energy twisted, and she stood on Kashaunta's flagship, though nearer to the edge than she'd expected. The Elder was waiting for her in an outfit that looked much like pajamas, though they were under a few armor pieces that appeared anything but decorative. Now that Penny noticed it, it was the same sort of armor that Yasihaut had worn to their last encounter, which interfered with conceptual energy. The Sprilnav were highly advanced. She wondered just how far their technology could go. She'd heard mentions of some ships having artificial gravity, and of nanites and programmable matter. But nothing certain.
"Hmm," Kashaunta said, giving Penny a once over. "You have come back. Shall I assume you are still my ally?"
"Nervous, are we?"
"Nervous is what you should be, Penny. The Judgment is coming. Ten days. Indrafabar and Justicar will both be on the court as High Judges. That is not good for us at all. So I figured a bit of prudence was in order. I have thought long and hard about this, and with the great battles of our time so fast approaching, I figure it is time to mend our relationship before the chasm grows any wider."
Kashaunta motioned to a special looking sword sheath on her back. Slowly, she drew a sword. A Soul Blade. Penny began to draw up her armor.
"Oh, I am not wishing for a fight, Penny. I know the damage you could do, even in my sanctum in the sky. Tell me, do you know how Soul Blades are forged?"
"No."
"Good. And tell me, do you know why they draw so much power to swing, even for Elders and beings as capable as us?"
"I have a few theories."
"I am sure you do," Kashaunta said. "But here is the thing. Soul Blades are typically weapons assigned to highly promising Elders, or even Progenitors. Filnatra, undisputed sword master that she is, can wield them as easily as breathing. If I were to swing this blade, there would be no drawback. Why?"
"Because you own that Soul Blade."
"Because this Soul Blade is mine. It is not just something I own. I own around seven or so more Soul Blades, with some weapons nearing their quality lying in my various vaults even now. You did not detect them, because I willed that not to be. I need you to understand this, Penny. You have power. You have might. But you are not invincible. My Soul Blade, if it struck you, would not cutely separate Nilnacrawla or Cardinality from you. Nor would your speeding space entity be able to block this blade with his flesh. If this cut you, it would release unending agony upon you before you exploded in a burst of burnt gore."
Penny sighed. "There is no need to threaten me. Allies do not threaten each other."
"But you do not see me as an ally. You see me as your means to get through the Judgment. You believe I see you as nothing more but a linear singularity maker, and perhaps a passing curiosity I'm backing on a whim. You neglect to imagine that there might be firmer reasons why I back you, and why more Elders are getting drawn into this conflict. You believe I am comfortable with showing you my more pragmatic and ruthless sides because I am comfortable with the fact that you cannot harm me. That you would not dare to do so, when you need my assistance so badly. That I might even be aiming to normalize my 'new' self with you."
"That is hardly my belief alone."
"Is it now."
Kashaunta grinned. There was no warmth in her gaze.
"Nilnacrawla," Kashaunta said. "Cardinality. Exile. Come out and show yourselves. You are being rude as guests."
Exile detached from Penny's head. He grew into the shifting array of fractals and shapes she was more familiar with. What had once grated on her eyes did so no longer. Kashaunta stared at the speeding space entity for ten seconds, then looked back up at Penny.
"He will not work on us. I will cover his form with holograms if he walks through my ship out of courtesy for my workers and crew, if he cannot."
"I am capable, Queen Kashaunta."
"You are quite knowledgable, aren't you?" Kashaunta mused, looking at him hungrily. "Oh, how I wonder what secrets you have in your head. How many of ours do you know?"
"I will not be taken as a hostage," Exile said.
"You will not because I decide not to," Kashaunta said. "Formally, our species are still at war. There is no treaty."
"The Sp'rkial'nova no longer exist."
"Yes, they do," Kashaunta said. "The name was discontinued for use regarding the lesser specimens we created. But I can assure you, Exile, if you wish to go by that name here, that we still do exist. I am a Sp'rkial'nova in the flesh. In the blood. In the mind. In the soul."
"Say what you will, Sprilnav. It changes nothing."
"On that I agree. Though our views on how things are may differ, and yours is wrong, your opinion is not valuable enough to matter."
She turned to Penny. She would have defended Exile, but he gave her a simple shake of his head area.
Nilnacrawla formed out of psychic energy in front of Penny. Cardi did the same beside her. Kashaunta tapped a claw on the ground. Tables and chairs appeared. A chef brought in food that looked passable and a few decent attempts at human cuisine.
"We do not have to eat, though I would expect that all of you at least sit at the table. We will discuss our grievances, and how to solve them before we proceed with the future. We shall first go to the matter of the Alliance. Penny, many in their number wish to establish contact with you. Do you agree to this? If so, I will add their communicator numbers to the translation program I have reserved for your personal use, in case your own device needs another sudden replacement."
"I agree."
"Good. A first step of diplomacy, I would say. Agreement. Now, Nilnacrawla, you look like you have something to say to me. What is it?"
"Free Meridia."
"Meridia was detonated by planet cracker during the 139th Sector 9 Border War. I am sorry more could not be done."
A cold draft of air rushed out of Nilnacrawla's nose. He glared at her. "You let them die."
"I did not. A Grand Fleet was defending that star system, and three came to lay siege. I am many things. A tactician, a queen, an Elder. But I am not a god. I cannot perform miracles. I evacuated 30 billion people from that world and its surrounding stations before the planet crackers hit it. 4 trillion more souls died in that blast. The best I can do is to offer an apology."
"That will never be enough for what you did. If you had never established your nation, they would still be alive."
"They would be slaves. Chattel slaves, not that cute little 'wage slavery' concept privileged people throw around. Perhaps I should remind you just how much darker that reality would have been for your female descendents, specifically. I am a brutal warlord, a dictator with an iron fist. But my claws do not squeeze nearly as tightly as I could. Metrics say that I could extract at least 370% more profit from my people if I simply enslaved them. But despite the shock this may bring to you all, I do have principles. The Autonomous Peoples' Stars are my people. My nation. My empire, if you think I'm imperialist. But I protect them as best I can."
Nilnacrawla's cold anger didn't lessen. Penny placed a calming hand on his front left thigh. He blinked. He let out a long, pained sigh. And he bowed his head to her. Not to Kashaunta, but to Penny.
"There is no need to be cruel."
"My language was accurate, Penny. He is a strong Elder. Everlasting knows he's stronger than most of these fools. Nilnacrawla was and is a hero of the Source war. I respect him enough not to mince words, or to give platitudes. Coddling is for babies. Nilnacrawla is far more mature."
Kashaunta turned to Cardi. "You have been remarkably silent in this, concept."
"I have."
"A wonderfully succinct statement. Perhaps you can shorten it further. But nevertheless, you and I will be working together with Penny much more in the near future. Rest assured, if you refuse to become more independent, you will be nothing more than a crutch for her to rely on before leaving her to fall when you are ripped away."
"When, Elder? I would like to think your protection is sufficient."
"I am sure the truth is quite the opposite, dear. I will now get to the point. Penny needs to move faster, and needs to break out of her shell. She needs to be pushed to do more. She has signed a binding treaty, which shows she is capable of more than barbarian aliens, as some Elders would call her. You, Cardinality, will help her be a high achiever. To do this, you need to learn more about your own history.
That is the theme of the year, after all. History. My history, Penny's history, Sprilnav history, and even Gaia's history, it would seem."
"Gaia? What do they have to do with all of this?" Penny asked.
"Oh, you don't need to worry about that."
"Excuse me? You don't get to decide that, Kashaunta. You will tell me. I refuse to be coddled, like you say. I demand the respect I am owed."
"You forget yourself, Penny."
"I remember myself, actually. I am all I need to be. I can become all I need if I must. You can hold your backing against me all you want, but you won't withdraw it. As you said, more binds you and I than mere money and ideology."
"And if you're wrong?"
"Then I've doomed my species and my nation to war, and this planet to the full power of my wrath."
"Wrath, Penny. Wrath. The Sprilnav have many words for anger, rage, hatred. There is the desire for vengeance, in varying degrees. There is that for justice, which does differ. And that for belonging. I know you believe you are standing up to me as a way to assert your own authority in this relationship of ours. You believe I see you as inferior, and will pull back my help when it is profitable for me. I will not offer you the consequences of what your words could mean.
You already know them, and that argument is as stale as your view on us Elders. I will say this once, Penny. You are the Champion of Humanity. The apex predator of your planet, the only one mostly in charge of an Alliance that does more than merely dream of overthrowing us. It is easy for me to say you are not a threat, though I do not ignore the threat you and your nation are trying to become. Gaia will be a part of your movement, but even my information is not entirely complete. I will not mislead you by claiming I know Gaia's link to this, just that there likely is one.
And I am not unreasonably petty. I am willing to put all our animosity behind us and start anew. Even if you are not willing to do the same, I am willing to make this work for us. You have more people to care for than just the Alliance, now. Do not forget them."
"A lot of words that mean nothing."
"Because you heard, but did not listen. Perhaps it will be easier this way, Penny. I want you to win."
"Explain."
"You wish to overthrow the current Sprilnav led order of the galaxy. Your path to that will likely be through mass slave revolt. A viable strategy that I could spread far beyond just this planet. And I actually agree with you. This Judgment, this utter insanity around the Alliance and your species has shown me the truth. The Elders as a class and a species cannot be trusted to rule any longer. We need new leaders. Better leaders."
"And yourself?"
"As the hypocrite that I am, and the power-hungry ruler of the Sprilnav, I would obviously exclude myself from that number. Let's be realistic. The Sprilnav will never accept a non-Elder ruler. If you wish to see what our insurgencies would be like, imagine the 2090s Struggles of Asia. Expand that to billions of planets, large and small. Countless ships and space stations. We have more collective ships than you have people. And as your military planners know, there is no such thing as an unarmed ship. Without us, without me, your plans are stillborn. Your galactic Alliance or whatever you make will fall to pieces without proper counseling. In essence, my offer to you, and you alone, is this. The galaxy, for the Sprilnav."
"Who backs your offer, with the power to give it?"
Progenitors Lecalicus and Nova appeared in the room.
"I back Kashaunta," Lecalicus wheezed.
"I observe her offer, and wish it a proper outcome," Nova said.
"Thank you, esteemed Progenitors," Kashaunta said, standing just to bow to them. Penny stared at Nova, balling her fists.
"There will be time for battle later," he said. "But not now. Hear out her request. She does not make it lightly."
The Progenitors disappeared.
"If I accept your offer, it will be on a written record."
"No. It will not be, because if that record is written, my nation will be facing war on all sides. A better idea would be for us to keep this under wraps."
"Perfect for betrayal," Nilnacrawla muttered.
"It would be, yes. But consider the second part of this situation, Nilncrawla. If word of this galactic offer, not just the Pact, were to get out, which is why two Progenitors who know the price of interference were called here, it would mean the deaths of Penny and all her kind. Or do you forget what rapidly approaches us?"
Nilnacrawla frowned. "I did. I apologize, Penny."
Kashaunta spoke up again.
"Penny. You believe I will betray you. So I make an offer of collateral. An offer so unbelievably sacred for us Elders that many would recoil at the mere thought of it. Now that you have signed a backed treaty, you are fully qualified."
Kashaunta grabbed her Soul Blade and presented it to Penny.
"What does this mean?"
"Nilnacrawla, tell her," Kashaunta said. "She will trust your mouth more than mine."
"Bonded Soul Blades are priceless artifacts," Nilnacrawla said. "To offer one to another is the ultimate gesture of trust and respect among many martial Sprilnav cultures. It can also allow for a mind bridge, a soul pact, or a proposal for marriage between two great houses, martial families, or Elders of great wealth and power. To offer this to a human... to anyone... is an ultimate sign of backing, and one of trust.
It is a sacrosanct honor, the absolute agreement of speaking truth and respect. The words I can use in any human language are insufficient to describe the weight of this honor. This gesture is one of absolute truth. Family lines with hatred going back millions of years would never dare to violate this honor."
"Only one Elder in history did so, one who once led a group known as the Stannic Resistance. He does so no longer. Penny Balica, Champion of Humanity... if there is nothing else I can give you to prove that I do really back you, there is this."
"...Just how low are my chances in the Judgment for you to resort to this?" Penny asked.
"They are not zero, but your battle with be incredibly difficult even with this boon of mine. The future of the galaxy, I now realize, hinges on the outcome of this. If we do not have enough trust, they will sniff it out, and we will fail."
So she had no choice. But as Nilncrawla continued to explain in her mind, Kashaunta was getting the worse side of the deal. Which meant she was throwing her backing behind Penny for real, beyond all reproach and retraction. Kashaunta, the most powerful Elder in the galaxy.
"And if I reject this gift, or your reasons for it?"
"Circumstances would demand that I kill you and then myself using this blade as a way to cut apart the dishonor, before my remains are dumped into a black hole to be forgotten forever. I would not do this."
"A dark and archaic custom," Penny said. She would have said more, but she looked at Nilnacrawla's face. He was clearly deeply uncomfortable. Her five words had shaken him more than anything she'd ever said to him before.
"You do not understand," Nilnacrawla said. "This is not something to joke or lie about. With a Soul Blade Pact in play, all else must cease. Right now, there is you, and there is her. Accept or decline. The choice, your only choice, is yours."
"How will this look to the Elders in the court? To the Sprilnav, and the people who back me?"
She could see how it would be a boon and a curse.
"You, and I," Kashaunta said. "The whole of the universe between us right now is you and I. No others exist until this one act is done. There will be trust or there will be death. No in between. No middle ground. The nature of this bond will be a Pact of Blades."
Conceptual energy swirled between them. Penny's natural translation, as part of the hivemind, failed for the first time ever. Her communicator likewise did not translate the words Kashaunta spoke.
"Eis nama kaste Penny Balica, sun lanci Dorima Kashaunta. Ko'ri, lanci nupa bes na Dorima'Pecunyanova. Sp'rkial'nova. Sun. Homo Sapiens."
The air grew thick with tension. It was not just emotional, either. Psychic and conceptual energy gathered. The mindscape started to distort as more and more eyes began to view Kashaunta and Penny. But all of them were Sprilnav eyes. All of them were Progenitors. Nova's appeared brightest and largest, nearly six times the size of the next largest pair. They stared at her, sending psychic and conceptual energy down upon her in waves that forced her and Kashaunta to kneel to the ground.
"I apologize for my earlier words," Penny said. "I should not have denigrated this."
Penny stood for an hour, deeply contemplating the Pact. If it was as Nilnacrawla was describing to her, it was a promise that Kashaunta would not break. If she was offering it at all, especially to Penny, it meant she had a level of trust in Penny's capability far above what Penny had previously thought. Apparently, there were even higher agreements than this that were possible, with this Pact being the lowest level of bond and considered unbreakable with the enforcement of consequences coming from the Progenitors themselves.
She thought of her place in Justicar and the wider universe. Hours passed like water. And then, by the end of it, after nearly 19 hours, Penny finally had decided. She gave a short nod to Kashaunta, who had been kneeling to Nova all this time.
Kashaunta gestured at the sword. "Tol, nopa shikai."
Nilnacrawla fed her a few suggestions on what she would need to say.
"I come to this Pact seeking peace, justice, and hope," Penny said. "And a promise not to betray one another, by lies or by treachery."
Nilnacrawla translated Kashaunta's next words to her.
"I come to this seeking trust, understanding, respect, and peace," Kashaunta said. "And a promise not to betray one another, by lies or by treachery. I make this Pact before the gods, those who equal them, and those who surpass them. I bind them to an oath of silence regarding this event, until I directly instruct them otherwise, in a state of a sound mind, body, and soul. Here, we shall step into a future that needs both of us, casting aside that which is unimportant to focus on the ultimate goals we have. I offer my Blade to Penny Balica, of species Homo Sapiens. In this way, we forge a new future, and walk a new path. I accept the Pact."
"I accept the Pact."
Nova and a hundred Progenitors descended. Nova grew larger, and Kashaunta knelt to him. Penny remained standing. His sharp teeth glittered in the light. He pressed his claws to Penny's chest, and to Kashaunta's chest.
"The Pact of Blades is made before the Progenitors. We agree to your vow of silence. The penalty of breaking it will be dismemberment and disposal into a black hole. Penny Balica, Engineer Kashaunta. To break this Pact without mutual agreement is to call down our collective wrath upon yourselves. You both have agreed, and are of sound mind, body, and soul. The Pact is forged. By sword, by word, by action. I, Nova, Everlasting, Lord of the Progenitors, King of all Sp'rkial'nova, Heir to the Mantle of Power, Heir to Narvravarana, Progenitor, Elder, and Sprilnav, declare the deed done, etched in time, space, and Reality."
They winked out of existence one by one, leaving Penny and Kashaunta alone, to ponder the future. Penny's thoughts turned to the Judgment, and her confidence she could win it began to waver. How much worse was this Judgment going to be than before?
Penny stared at Kashaunta's Soul Blade. With careful fingers, she took it. Kashaunta sat up, satisfied.
"Now we can begin. I shall compile all the news about you I can find, and we shall see how to address the questions the High Judges will ask. Now that you trust me, I cannot betray you."
submitted by Storms_Wrath to HFY [link] [comments]


2024.05.14 22:10 The_OG_Chad A medical / game overhaul to maximize depth/immersion with mostly current code and mechanics. A compromise to bridge “hardcores” + “casuals” and not killing expensive medical ships.

It’s a little scattered doing it on my phone. I’ll get home and clean it up. But I want peoples input. I really think this would work and it’s totally realistic. I think CIG needs some guidance and the medical changes offer the perfect moment to add these features in the game.
I have been a developer for years and I can see CIG trying balance what’s realistic and what they promised. Every startup I was with came to a point where they realized their proposals were far too aggressive, and the higher ups would not even listen to ideas unless they were easy to implement.
So, I’ve been trying to come up with ideas that take minimal effort for maximum gains. These are fairly simple, but will add depth or will lay the groundwork for easy future development.
I think this is the perfect topic for my first idea. The medical system is tricky, but so important. Right now, the medical system is boring and doesn’t add much to the game and with a few tweaks it could add 25% more and be a major part imo while feeling more immersive and satisfying both parties. We need to look to other amazing games like Eve online and cyberpunk imo.
The hard-core fans want investment and death to cost. Now that I am older and have a family, I understand how hard it is to balance that in time to play Now that I am older and have a family, I understand how hard it is to balance that and time to play. It’s really hard to get your average gamer to want to invest 30 minutes to simply respawn.
So in my opinion, we need a system that…
  1. Makes death inconvenient and costly but with several ways to pay the “bill”, not only costly at that moment so the player decides quitting is easier.
  2. Makes the game far more immersive and makes the game deeper, not shallower. In real life in the future, in the future, medical would be a vast portion of warfare and finance and exploration and exploitation. Not just a glorified HP counter.
  3. Makes all medical ships useful and relevant. Cannot have a shallow system where one ship is clearly the best.
  4. Makes healthcare and biology affect all the other parts of the game…. It is our bodies and minds after all. In the future, the wealthy will modify their bodies, just like their ships.
  5. Uses a lot of these modules that are currently window dressing, but have amazing application. Things like blood pressure and reflex times and damage reduction and bio scanners and the HUD and incorporates it to a tiered clone system.
TLDR is We need a Cyberpunk / Eve style futuristic bio medical system with weapons and implants that completely change a persons capabilities and a jump clone system that reflects this. T5-T1 clones 5 being a throwaway and 1 being a Spartan from Halo. T1 would have the exact HUD we have now with additional systems. T4 and less is like the game in photo mode with nothing. People take for granted how much information you get from the HUD and who would really have access to it?
The beauty of this is while it sounds like a lot and would add 25-50% more careers, economys, gameplay and strategy’s from a gameplay perspective. Its actually not much at all from a development point of view. It would reuse all of the current systems now, and add a few skills like scanning / hacking and weapons like EMP, Darts to humans. Generally, this is how it would work.
T5 clone is a meat bag with a 4 hour life used as a spare tire. It’s the base level. Operated similar to when you’re drunk because The damage from the cryo. You can do stuff, but you are very limited. They can be carried around in 1 SCU containers or special lockers in big ships for dangerous work like reactor repairs etc.
T4 clone is a meatbag the same we are inhabiting right now IRL. Basically this is exactly like you turning off the game hud in photo mode. These cannot be cold stored and reused. No HUD or endgame information input at all outside of your Moby glass watch.
T3 clone is the first of the implants. It can take one implant. Combat might allow thermal vision or the local map and radar and crosshair. Exploration might have the ability to bookmark or see things on your HUD that you scanned from your ship. Conversation might add elements to charisma and talking people into doing things, getting better prices on goods, or hearing rumors about opportunities, etc. Covert allow you to scan people and check their inventory and run checks on who they are, what crimes they have committed, etc.
Basically it’s a stripped down version of the hud that’s active all the time even without helmets. It has to work in tandem with your mobi. You have to select one element.
T2 clone has upgraded reflexes, can run longer, survive more dmg and has the complete HUD suite. It has the bandwidth and upgrades to support 1 implant and 1 physical modification. Everything CIG has been adding can be added to the HUD but you have to switch between exploration, combat, conversation, covert etc. 1 physiological mod or weapon. Like a brain hacking chip that can open ship doors, and emp that shut down all electronics in a 20 m radius for 15 seconds or a drone or fiber optics camera. Then there are all the illegal modifications like hidden blades, Multi launchers with everything from neurotoxin to EMP darts.
T1 clone is very costly and made for combat and for solo explorers who need complete autonomy. 20% more hp, and basically 20% better everything. It has the complete HUD with the ability to Connect to the data stream of two ships in your party. If your buddys ship detect an enemy ship coming in it would pop up in your actual vision as a big red square with information. You would have the ability to zoom without a helmet on and have limited scanning just like your ships function on everything.
It could 2 implants. 1 legal and 1 illegal implant. Emp, Hacker etc
It also has two physical modifications. Blades, darts etc
Also the tier 2 and 1 are the only clones that are not harmed using heavy or power armor. The others are slowly harmed by s by the rapid and jarring servos, etc. so they are all time limited.
Imagine how amazing this would make the universe in general. You would have ripper docs implanting stolen, or military implants. Corpses would now be valuable if they had upgraded organs for implants. People would become targets just for their implants.
If you killed an assassin coming after you, you could take his cool tools.
Sometimes corpses could be worth as much as a ship. You could actually ransom back bodies.
You could have a repo men coming to collect the implants. Organ traders and human traffickers.
But it would also make T1 and 2 ships completely necessary in combat because they were the only ones who could rec clone military units.
Best of all. All of this code is already there. All of the heads up display and all these cool features they’ve been adding Would be the implants themselves.
The game the Way it is it doesn’t make sense that a Moby glass can produce all of this data. It makes the game more immersive as well.
It doesn’t have to be over the top like cyberpunk. But we almost have brain implants now and everything is going wireless, you really think in the future they’re gonna be wearing a wristwatch? Everything will be brain implant and wetware.
With these easy changes, we solve our medical problems and add a ton of depth along with the ability to add as much depth as we want.
All you would need is to create the UI for this, but the game already has a lot of that with its biological scanners. All the balancing could happen by biologically if you’re using implants, etc.
Jump clones would cost a lot of money to make, and healthcare in real life is one of the most expensive things. But just like the hospital doesn’t make you pay your bill the moment you’re out of surgery, we need to spread the cost to a later time.
The time the player needs to respawn is usually after they have already planned and loaded up and executed, but didn’t succeed. This is time where casual players set aside their block of playable hours. (when the kids are asleep and wife is watching something etc) So by making it too costly at that moment, ( 30 minutes to an hour, getting geared up and in ship flying back) your odds are they will just quit, which is not engaging for other players and your odds of a major war or event go down drastically. What’s good for the game and what was so successful in Eve was the fights after the opening.
Instead the front loading all the time investment, Charge 5-25k for the biomaterial. spread the cost of the death to a later time and let them pay off their debt when they log back in.
We also want to make the smaller tier 3 ships necessary while not killing the t1 and 2 beds.
submitted by The_OG_Chad to starcitizen [link] [comments]


2024.05.14 20:36 LordXamon Mod guide for vanilla players, now updated for 1.5 [draft]

WORK IN PROGRESS
Let me share my 3000h of modded wisdom with you, my fellow vanilla comrades. My attempt here is to provide you with as many as possible improvements to the base game while keeping the style, balance, and content as vanilla as possible. As they say, when it works the best is when you don't realize it is there. I guarantee you that after playing for a while with these, you will no longer be able to tell what's from the base game and what's not.
I decided to separate my recommendations onto different types of lists, so it's easier to navigate. The most purists players can stick with QoL only. Or, even if you're a psychopath purist who doesn't want QoL improvement, you can still use the performance list or the retextures. Please, note that a lot of these mods come with options to tune up your experience. It is recommended you give them a look.
You don't know how to mod? Maybe this very basic guide will help. Also, some of these mods require the DLCs. You don't have the DLCs? Just don't use the mod.
You can find the steam collection here.
Dependencies:
Performance
Minor changes
Mayor changes
Balance
Content
Atmospheric changes
Bonus: comics! And the occasional animation. I noticed newbies aren't aware of these, so I link the profiles of all the artists I could remember. Sorry if I missed anyone. u/daleksdeservevictory, u/AzulCrescent, u/AetherealVanguard, u/ATTF , u/Aelanna , srgrafo, u/Fonzawa, u/Ivancmedia, u/zyll3, u/meto30, u/AeolysScribbles, u/cavalier753, u/GABESTFY, u/VectorData, u/arxian, u/Nguyenanh2132, u/sorrowful_dance, u/meto30, u/-desdinova-, u/truffli
submitted by LordXamon to test [link] [comments]


2024.05.14 15:25 OrganizationGreat248 Unlucky Isekai Life (Part 2 of 6)

Ruby groaned as the alarm went off signaling that one of her charges had arrived back from their mission. While troublesome in its own right, what really got under her skin was that she only had one charge at the moment, and that edge lord piece of shit wasn’t supposed to complete his task for AT LEAST another 4 deca-cycles according to the prediction algorithm. Grumbling to herself, she rolled out of bed and poured herself a glass of water to offset the hangover she was trying to recover from.

A few moments later she was gliding down the hall to the meeting room. She knew Jason was going to pitch a fit that she had left him waiting, the self-entitled brat always did think the world revolved around him; but perhaps he should have thought about that before freaking dying so early. If he wanted her to be there to meet him upon death, he could at least have the decency to not die the morning after one of her binges.

Other staff members gave her a wide berth, even if it was a hollow title, she was still technically far above basically anyone else in the pecking order, at least those who had a physical presence within the Agency. She knew they all mocked her behind her back, even divine beings were sadly prone towards gossip. She put the anger at her subordinates/coworkers out of her mind for now; even if she didn’t particularly LIKE Jason, he still didn’t deserve her coming in with baggage.

Lost in her thoughts, she hadn’t noticed that she’d arrived in front of the conference room door. She had been mulling over her thoughts, just staring into nothingness, for several minutes before she finally snapped back to the present. With a soft rap on the door, she opened it and floated inside. Jason was lounging, sprawled out on the regally padded chair throne he so fancied.

They exchanged pleasantries before she sat down to go over the mission summary. Upon seeing the cause of death, she had regrettably lost her composure and started to laugh uncontrollably. Her mighty subordinate had been felled by a goblin?! The mighty Jason Alexander Coyle, “mercenary extraordinaire”, had gotten his shit kicked in by a lowly goblin using what looked like a shiny butter knife. Oh, it was just too rich to not laugh at the absurdity.

It took her much longer than she would like to admit, to stop laughing. Jason of course wore a sour look through the entire endeavor. She shrugged it off, she had little doubt that if the same thing had happened to someone else, he would have been right beside her doubled over in laughter. Hell, once he was in a less pissy mood, she might even be able to get him to laugh about it later.

As luck would have it, it appeared that Jason’s actions had been enough to alter the tides of the war. The kingdom, and its divinity, would still lose many to the battles ahead, but Jason had done enough that the Agency could still bill the client for services rendered. As she spoke, she could see the disdain the man had for her, he always complained that she was drunk and reeked of liquor. Sure, that was often true, but he didn’t need to be such a stick in the mud about it all.

She went ahead and authorized the transfer of credits to Jason’s account. As soon as she did so, he opened up the store page and tuned her out. She watched him open up the back-channel site and purchase something, a small part of her wondered who was going to get roasted over the coals this time for allowing their admin privileges to be hacked. She toyed with the idea of bringing up his illegal actions, but truth be told she didn’t really give a shit. The other divinities were far too lax with their security, it had been child's play for one of her previous wards to hack into the Agency’s system and build the black site.

She’d ask him once about the whole thing, didn’t really grasp as much as she would have liked, but basically it functioned by spoofing a handler's credentials. This allowed the user to gain access to encrypted parts of the network, specifically access to certain privileged services that handlers enjoyed and most importantly, access to the mission assignment database. Users could buy and sell restricted or banned goods, and a part of the profits would be siphoned off to her ward’s personal account.

With Jason’s attention otherwise occupied, Ruby went ahead and reviewed the logs for his previous mission. Something about it was nagging at her. She couldn’t put it into words; however, the whole series of events just didn’t feel like ‘bad luck’. Using her divine authority, she rewound events, watching Jason’s lungs unfill with blood and refill with air.

The goblin skulked back to its den of corpses, resheathing the dagger at its hips, and reburied itself underneath the bodies. She let it rewind another few moments before stopping the feed and letting it run at normal time. She watched the goblin, slowly shifting the bodies out of the way, making sure they made no noise when it moved them. Slowly, carefully, it began to creep towards Jason’s exposed back. It drew the blade, again slowly and quietly. It closed the distance making sure to never let Jason see it or to give him any reason to think someone was behind him. Then in a flash of movement it leapt, burying the dagger right into a joint in Jason’s armor. The placement was perfect, no resistance, so the blade sank to the hilt. Allowing it to puncture Jason’s right lung.

Ruby rewound the log once more. This was wrong, very wrong. The goblin was way too good to just be some random grunt. Its movements were too smooth, its aim too precise. No, she was sure of it now, this was not a normal goblin. She focused her attention on the thing, aiming to scan the goblin for abnormalities, the dust covering it offering a surprising level of resistance to her scan. Not enough to stop her from doing what she wanted, but more resistance than she felt was reasonable for the anti-magic powder.

When she finally gained access to the monster’s stat block, her suspicions were proven correct. That was no normal goblin, that was a Redcap, a Redcap assassin no less. What in the dozen hells was a Redcap assassin doing in the middle of a freaking battlefield?! Such a valuable unit wouldn’t be used on the front lines, their skill set was terribly suited for the chaos that was an active battle. No, something was very wrong here and Ruby was going to figure out what.

As her mind raced trying to puzzle out what the actual fuck was going on, something else about the goblin flagged in her mind. It had come out of the corpse pile with the dagger already in its possession. She highlighted the various bodies that had made up the goblin's hidey hole, and then rewound the scene back. Every time one of the highlighted bodies met their fate, she froze the moment and pulled the scene into a separate window. It took a few minutes, but she eventually had all of the corpses frozen in the heartbeat before their deaths. She went through and scanned every single individual. Not a single one had been equipped with a magic disruptor blade. “So, where the fuck did the Redcap get a kingdom issued disruptor?”

Looking up, she saw that Jason was still fiddling with whatever it was that he bought. She tried to make idle conversation with the man, but he had gone full auto pilot, giving curt one-to-two word answers when asked a question or having to respond to a comment. She rolled her eyes, as much as she and him butted heads, she did have to admit that she did kind of like the guy. He had been going a little too hard into the whole dark and brooding edge lord thing recently, but that was hardly his fault. The human soul was ill suited to withstand the trauma of death, much less multiple deaths. The Agency usually did a memory scrub every couple missions, to prevent that kind of issue, but Jason had been dodging the screenings. For a moment she considered just letting sleeping dogs lie. Jason was dead and the mission was over regardless of what she might find, but the whole thing just rubbed her the wrong way.

Taking a little nip from her pocket flask, she once more focuses her attention on the Redcap. After scrubbing through the last several months of the creature’s life, she finally finds what she was looking for. The blade had come from one of Jason’s personal guards.

Ruby did a deep dive on the guard, and what came back made her blood run cold. The man had recently lost his lover. Jason had ordered a company to mop up a fleeing enemy force, before it could regroup and cause more issues. The entire thing had been a ruse and the company had been slaughtered to the last. The guard's lover had been part of that company. The loss had hit the man hard, driving him to the only rock left in his life. His deep belief in the kingdom’s divinity.

And wouldn’t you know it, apparently the kingdom’s divinity had some issues with Jason that it couldn’t be bothered to address through the proper channels. So instead of letting Ruby handle the trainwreck that was Jason’s social skills, this little scum lord of a God, had taken upon themself to deal with the issue. Several months of holy visions were enough to convince the grieving widow to betray everyone and everything he had ever known.

Once the guard had been properly brainwashed into turning his coat, it had been a simple matter to worm his way on to all of Jason’s post-fight surveys of the battlefield. The magic scanners that were exclusive to Jason’s retinue, had allowed him to see that Jason’s inhuman ability to avoid taking damage was really just a creative use of high-level magic. High-level magic that could have easily been used to save many of the kingdom’s soldiers. But of course, Jason believed himself too good to give the common man a means to protect themselves and those they loved. All this knowledge was of course worthless to the guard, he was nowhere near skilled enough to actually challenge Jason. But wouldn’t you know it, the divinity had thought of that too.

The podunk worm had brokered a secret deal with the enemy he’d contracted the Agency to deal with. In exchange for getting rid of a thorn in the God’s side, it would use its powers to scale back the war. Instead of facing a war of eradication, the enemy would be allowed to keep some of the land it had conquered.

At the urging of his God, the guard held a series of clandestine meetings with the Redcap. Imparting all the information he had learned in the months of shadowing Jason. He also gave the beast two gifts, the first was a Disruptor blade the guard had swiped from a fellow honor guard; when Jason’s corpse was found the blade would be traced back to the unfortunate guard instead of the traitor. The second was a satchel of Grarothian powder that had been blessed by the divinity, to ensure that Jason wouldn’t see the attack coming. It had worked of course; Jason hadn’t even known he was in danger till the blade was already buried in his lung. Oh, she was going to have the wannabe God’s head on a pike after this.

It pained her to admit it, but Jason deserved the final say in how this was all going to go down. She attempted to grab his attention, but the man was lost in his own little world. She tried waving her hands, ignored. She tried snapping her fingers in his ears, ignored. She even went so far as to beat her wings, blasting his face with the wind force of just under a category 1 hurricane; again ignored. Her rage was starting to reach fever pitch. So, she defaulted to the most tried and true method of stress reduction she had in her arsenal. She decided the only way for herself and Jason, once he knew the truth, to calm down would be to relax with a drink of the finest Earth treats.

With a heavy heart she opened up her most beloved extra planer storage space. This place was used for the only two things Ruby really cared about anymore. It was where she kept her most prized and coveted liquor, and where she kept the last few mementos, she possessed of her fallen wards. Her eyes scanned the room, she needed to pick the right apology gift. As she carefully made her way towards the back, she saw it. Tucked in about two thirds of the way to the back wall, stood a single hogshead of ancient scotch whiskey. The second to last gift she had received from one of her dearest friends, all those years ago.

Yes, this was the correct one. She felt it deep within her chest, a proper atonement requires a proper level of sacrifice. With a heavy heart she lifted the barrel over her head and began to stride out of the extra dimensional space. As she neared the opening, the soft clink of something falling and a flash of gold caught her eye. Sitting on a tiny end table was a small pouch of coins, one of which had somehow gotten loose and tumbled face up onto the polished table face.

For a moment she hesitated, she knew exactly what those coins were; and knew how much trouble she would get into if upper management found out she had them. That said, she also knew a sign when she saw one. The artifacts that she held within this place were the last remnants of those she had failed most of all. She pondered the meaning behind the fact that two of her previous charges seemed to have taken a shine to Jason, offering up to him their most precious of gifts. With a heavy heart and a plea to those long lost, she grabbed the coin before closing the pocket dimension.

With a loud *CLUNK* She set the hogshead down. Apparently, the sound of the barrel had finally made enough noise to draw Jason’s attention away from his screen. From a much smaller storage pocket she produced two crystal glasses. Pouring a hefty serving into each glass, she set one down in front of herself and the other in front of Jason. Locking eyes with the man, she said a single word.

“Drink”

The man twisted his face up in disgust at the sight of the liquor.

“Thanks, but no thanks, I’m not inclined to degr...”

“I said, DRINK!” Ruby growl bellows, casting the Command spell on the last word. Jason, despite his best efforts to ignore the compulsion, is forced to do as he is told, and takes a hearty swig of his hundred-year-old Scotch. With a smile on her lips, Ruby takes the opportunity to sip the illustrious gift. The hours melt away as they both sip and savor the deep complex flavors of this legendary brew.

As the drink flows her recollection of events becomes just a tad bit hazy. She can’t really remember how long it takes, but she does eventually come clean about the reason for this impromptu bout of drinking. It comes as little shock that Jason is... less than pleased to learn about the events that led to his death. He downs the rest of his drink in a single gulp, a waste of grand booze in Ruby’s opinion, and demands she fill his next one to the brim. For the first time in FAR too long, Ruby gets to see the Jason she had known all those years ago was still in there.

As the festivities carried on, she would occasionally catch him fiddling with the token he had bought. Curiosity finally getting the better of her, she decided to ask him about it, deciding to NOT mention that she knew it was illicitly purchased. He was cagey about it at first, but eventually loosened up and told her the truth.

He had grown bored with the usual missions that he had been assigned. He was sick of always having to play support, always cleaning up someone else’s messes, always laying the groundwork for someone else’s story. So, he had decided to cash in his points, and finally make use of the vacation time he had accrued. He had picked out what looked to be a pretty basic Isekai mission. Ruby suggested not mentioning his luck to anyone else, even she was aware how rare and coveted those missions were.

As the night wound to a close, they said their goodbyes. Before taking her leave, Ruby remembered the other present she had for Jason. A sharp whistle was the only warning she gave him before flicking the coin at his head. Even drunk, the man’s senses were still a thing to marvel at as he caught it in midair .

“The fuck is this?”

“Think of it as a gift.” She snorts.

“Oh, how generous of you. A whole gold coin, whatever will I spend it on.” Jason responds as he jangles the large coin pouch at his hip.

“Oh, fuck off. I’ll take it back if you’re going to be a brat about it.”

Jason drops the coin into his wallet and shakes it again for good measure. “Oops, too late now. Guess you’ll just have to let me keep it.” He gives her a smug grin.

She scoffed before turning around and making for the door. She could hear him activate the token as she closed the door behind her. As she wandered down the hallways back to her room, she pondered the events of the day. The rogue client would need to be dealt with, but she still wasn’t sure if burying him in legal paperwork for the next millennia or two, or just giving him a good old fashion human curb stomping, was the better punishment for his actions.

The choices bounced around in her head till she finally reached her residence. Having made no real progress in deciding her actions, she elected to just table the decision till she woke up next. The God was small time, so it wasn’t like it was going anywhere.

She took her time getting ready to sleep. Being a divine being herself, she didn’t actually NEED to sleep, but she did so enjoy the human customs surrounding the whole process. She took a long hot bath to unwind, before summoning a pair of adorable pajamas. Her body clean, and her mind at peace she laid down in her oversized excessively fluffy bed.

She had barely closed her eyes and began to drift off to blissful sleep, before she was awoken once again by the sound of her alarm going off.

“You have got to be shitting me. HOW?!?!”
submitted by OrganizationGreat248 to HFY [link] [comments]


2024.05.14 09:08 ClayKavalier Ned Grabavoy's Track Record

Many people are calling for Ned's head lately.
I don't think he's been perfect. He has a positive reputation around the league at least as a person and businessperson. That doesn't mean he's a good scout.
I think it's important to separate hirings into categories one would attribute to the owner, the coach, or the general manager, even though it is reportedly a collaborative process and Paulson has to sign off on everything. It is also essential to note that different coaches have different systems, styles, strategies, and tactics. Players identified as having the skills, disposition, mentality, etc. for particular purposes under a particular coach may not work as well in different circumstances. For example, I'll suggest that having a slow right centerback isn't as much of a problem with a right fullback who can track back, central midfielders who can help cover, and an offense that defends higher, doesn't turn the ball over so often, and is effective in attack. Also, given the relatively sudden and unexpected departures of Porter and Wilkinson, and the transition periods between coaches and scouting/technical staff, it's important to note that there were times when there weren't people in particular roles and the styles, tactics, strategies, philosophies, etc. weren't clear or changed.
While I have no proof and Ned has expressed his enthusiasm for and confidence in Neville, I very much feel like Phil is Paulson's guy. It was said that he had a rapport with Paulson. I don't expect Ned to say anything publicly that isn't supportive. Maybe he actually believed Neville was the best candidate and maybe he still believes he's a good coach.
Using Wikipedia, I documented which players signed with the club or had their contracts extended while Ned was in different roles.
When he was promoted to Technical Director, he was specifically credited with scouting specific players. He's also credited with finalizing the deal with Evander in late 2022, after GW was fired but before he was officially GM. The rumor is that the deal was going to fall apart before Ned took over negotiations. I've italicized those players that Ned might have been involved in scouting, recruiting, signing, or extending who are still on the team. I've also indicated when I think it's pretty clear when a player was brought in by a coach because of some past association. I may be wrong about some and may have missed some. I know there is incomplete information but I only tried so hard. There are also situations where the player was technically signed to an extension in one year but it was effectively for the next season. The distinction between preseason and summer transfer window signings isn't always obvious. Also, many of these players were scouted for some time before a decision was made to sign them and an opportunity presented itself. For example, Wilkinson talked about wanting Lucas Melano for some time. I think Porter was big on him too. We had our eyes on Yimmi Chara for a long time too. Considering that, I'm not inclined to credit Ned with 2017 signings at all, and don't think he had much to do with the renewal or financial decisions until 2023.
Director of Scouting and Recruitment - November 2016
2017 Season
Signings
Extensions/Renewals
2018 Season
Signings
Extensions/Renewals
Technical Director - December 2018
2019 Season
Signings
Extensions/Renewals
2020 Season
Signings
Extensions/Renewals
2021 Season
Signings
2022 Season
Signings
Extensions/Renewals
General Manager - December 2023
October 2022 - GW Fired
2023 Season
Signings
Extensions/Renewals
2024 Season
Signings
Extensions/Renewals
Do we blame these guys going forward?
Jack Dodd - Technical Director - April 2023
Nacho Leblic - Director of Scouting - February 2024
With all of this info, I think we can blame Ned in whole or in part for the following current players being signed and / or having their contracts renewed:
  1. Rodriguez
  2. Evander
  3. Loría
  4. Williamson
  5. Moreno
  6. Mosquera
  7. McGraw
  8. Eric Miller
  9. Fogaça
  10. Antony
  11. Mora
  12. Diego Chara
  13. Araujo
  14. Paredes
  15. Ayala
  16. Mabiala
  17. Asprilla
  18. Kamal Miller
  19. Muse
  20. Crepeau
  21. Pantemis
  22. Sulte
  23. Zuparic
  24. Ikoba
  25. Bravo
Gee, that's the entire roster. Realistically though, I'm only crediting him for 2023 and maybe Rodriguez. He wasn't really GM until Evander at the end of 2022. GW, Paulson, Porter, Gio, and Neville all have had input and in many cases more authority in decision-making up to that point.
Which players came and went under Ned's watch should we not have signed or not let go?
And which players who are still on the roster just objectively suck and aren't MLS-level players? As starters or depth? Who doesn't even have any potential? Who has aged out? Who is good but doesn't fit the system? Who doesn't fit Neville's system but fit Gio's? Note: this is all in MLS-level terms.
  1. Rodriguez was great but is now just good and arguably doesn't fit the system. He's a second striker but we only play with one forward. I don't think the 4-4-2 we tried against Seattle was a good idea. Obviously, it didn't work. Maybe a diamond of Evander, Chara, Ayala, and Paredes. We'd need more defense to cover for Mosquera getting forward and Moreno tucking in. But I digress...
  2. Evander is good but poorly utilized and inconsistent. He plays to the level of his teammates. He's not a leader. Could he be great? Probably not as a 10. He's got flashes though, so I hope I'm wrong.
  3. Loría in my eyes isn't MLS level and hit his ceiling. I'll accept arguments that he's a good sub for the money.
  4. Williamson is good but oft-injured, and inconsistently plays to the level of his teammates.
  5. Moreno is inconsistent, sometimes played out of position, doesn't fit the system, but has potential. He takes chances, which I respect, but maybe doesn't have the best judgement. Maybe he can learn. I hope so. He tries. He's good. He could be great. He probably shouldn't be the starter all the time.
  6. Mosquera is a good winger but terrible fullback. Or maybe he's a good wingback but terrible fullback, depending on how you define the roles. Maybe he has potential. I increasingly doubt it. He doesn't seem to have the mentality for it. He's Alvas Powell 2.0. I'd love to be wrong. He tried last match. If he becomes a good fullback he'll be great overall.
  7. McGraw is good but terrible in the system, especially when Mosquera doesn't track back. He's just too slow and sometimes has poor judgement.
  8. Eric Miller is good as a sub right fullback and decent as a sub left fullback.
  9. Fogaça isn't good and has no potential. I'd love to be wrong. I like his workrate but he's not MLS quality and never will be.
  10. Antony is good, not great, and maybe has potential. His first touch is garbage, he's one-footed, and he doesn't make smart runs. He fast though. I don't think he can succeed on a shitty team like ours because he won't see the ball enough. Ideally, he'd understudy to a great winger and learn from them.
  11. Mora is surprisingly good. He's opportunistic. He's a leader. He's committed. He puts in effort. I still don't think he's a DP and I'd kind of prefer he was a subto an even better forward but it's hard to argue with success.
  12. Diego Chara. He's still very good. People who say he's lost a step are confusing his inability to cover everybody else's mistakes, and his own occasional lapses, with having lost it. He's barely lost anything. He'd look better on a team that wasn't absolute ass. It's sad for him.
  13. Araujo. I think he's good but just too slow for this system. His passing is good and he's good with the ball at his feet. His positioning and judgement seem fine, generally. I'd bet he'd look better on a better team too. I could say the same for some former centerbacks as well.
  14. Paredes. He's good. He's developed and grown on me. He's pretty consistent and generally puts in effort. He rarely pisses me off. I'd hoped he'd develop into a 6 but that's apparently not to be. I think he's hit his ceiling. He's a great rotator or sub. Not a star.
  15. Ayala. He's good. Could become great if he can stay healthy and get more development. I'm worried about his injury history. He's a bit small and can get pushed around a bit.
  16. Mabiala. He's just too old and slow now. Good dude. Maybe his last extension was too long. I think the tactics are especially bad for him but he wasn't good enough last season either. Father Time just caught up faster than we expected.
  17. Asprilla. Is he good? I don't think he really is. But his moments of sheer genius, his workrate, and his heart make him great. As a sub. Flare counts for a lot. I love it when Asprilla dazzles.
  18. Kamal Miller. He's good but too slow for the system.
  19. Muse. No idea man.
  20. Crepeau. He's great but we sure haven't given him a chance to be great for us yet.
  21. Pantemis. He's good and could be great.
  22. Sulte. I've only ever seen him be awful. I wish him the best but have no reason for optimism, especially since Muse came on.
  23. Zuparic. He's the best player in the league, obviously. He's good. Maybe he was great once. He's not good enough for the system at least. If Neville ever substantively changes tactics I think he could be solid for us again. Seems like his attitude may be a problem though. Who knows what to believe?
  24. Ikoba. Absolute mystery to me. I assume the worst from context clues. Wish him the best. I think he, Sulte, and all who came before underscore how wretched our academy system is. Who do we blame for that? Does it matter? I think it does. I'd love to develop cheap players we could sell to reinvest in the club.
  25. Bravo. He's great. He could be brilliant. He makes the occasional mistake but that's the price of greatness. He takes risks. He's a fighter too. Love this dude but he still gets underrated and shit on. We're so much better with him on the team. How often do we have good fullbacks, especially a left back. Him, Moreira, and Villafaña are kind of it, right? Farfan showed promise but bringing Jorge back stunted his prospects with us?
I think we are less than the sum of our parts. I don't think too many of our players are scrubs. We have too much invested in central midfield, centerback, and keeper. Central midfield was complicated by injuries and Chara's insane longevity. Our poor DP signings hurt our ability to move on from them in terms of timing and money. Ivacic was still on the books well into the last transfer window. Mabiala is taking up roster and cap space. Zuparic is questionable. McGraw and Araujo just don't seem to be good fits for the system that Neville is trying to implement. Kamal Miller isn't either but Neville doesn't realize that. I'll suggest that Mosquera not defending hurt the CBs last season too, along with the missing attacking DPs.
I don't know what we can realistically do about our problems near-term. I don't think Nevilleball works even with a right fullback who can defend and faster centerbacks. That would help. But the lack of off-the-ball movement, lack of ball progression through midfield, lack of creative runs, poor passing, low pressure, shitty zonal marking on set piece defending, not closing passing lanes, not stepping to the ball; not making incisive, line-splitting passes; not communicating, poor rotations, not making the final pass or taking shots in the box, passing back all the time, slow build-up, not covering the far post, injuries... It's a lot. Some of these problems predate Neville, so he ought to have accounted for them and adjusted accordingly. The FO has denied lack of talent is a problem. That leaves coaching and attitude or mentality. Attitude and mentality often come back to coaching IMHO.
TL/DR: The players / team are good, not great. A better coach might get us to the playoffs but won’t make us champions. It’s hard to tell how much it’s Ned’s fault that we got here, but it’s discouraging that he rates this team higher than he should.
submitted by ClayKavalier to timbers [link] [comments]


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submitted by Rank-11_Hunter to writers [link] [comments]


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