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Top 5 legit Apps to make some extra cash by playing Mobile Games

2024.05.16 18:32 sistyko Top 5 legit Apps to make some extra cash by playing Mobile Games

Top 5 legit Apps to make some extra cash by playing Mobile Games
One of the most original and fun ways to make money online today is by playing games on your mobile. A method to generate extra income that does not require any specific skill, and for which we simply need a mobile device and create a user account in one of the Apps that offer the option of earning money by playing games.
Although there are currently many apps to earn money playing games on your mobile, it is important to keep in mind that this method is useful to earn extra money in a simple way, but we cannot expect to get large amounts of money through this activity. After trying several Apps, these are in my opinion the Top 5 best legitimate apps that pay to earn money with your mobile phone by playing games:

Swagbucks

A classic in the online rewards world, Swagbucks offers various ways to earn, including playing mobile games. To earn SB by playing games, you'll usually need to be using Swagbucks on your phone, and install the game following the Swagbucks link (a few games can be played on a computer instead). Do note that you often need to be a new user of the game, so you won't earn if you've downloaded it before.
You're rewarded points once you reach a certain level in the game. It might not make you rich overnight, but it's a great way to accumulate points for gift cards or PayPal payouts.
Link: Sign up in Swagbucks
https://preview.redd.it/dzn8r1qwet0d1.png?width=438&format=png&auto=webp&s=adb8b5cefa44f12920130ce13587cfd9bd75fbe5

Freecash

This app takes a more direct approach. Try out new games, complete specific in-game tasks, and watch videos to earn real cash that can be deposited straight to your PayPal account.
Freecash is an easy-to-use game rewards app that lets you play games, win prizes, and earn rewards like gift cards, crypto, and more. Play casual games you love, take surveys, make money, and earn cash rewards all in one app with Freecash. With Freecash you can make money by earning Bitcoin, Amazon gift cards, and more just by completing surveys or playing your favorite casual games.
Link: Sign up in Freecash
https://preview.redd.it/lm5x90d4ft0d1.png?width=400&format=png&auto=webp&s=bea02576bd290f08b6015d17ca045eaa996d7fb7

MistPlay

To earn money with Mistplay, you need to download the free App, then select games to install and play on your phone. Mistplay rewards you with units when you've played a game for a certain length of time. It splits these time periods into 'levels', and you earn points when you hit each one. When you've earned enough, you can then redeem your units for a gift card, or prepaid Mastercard.
You'll earn points quite quickly when you first start playing a game, but the higher you go, the longer it takes to move between levels. This means it can be worth playing lots of different games, rather than sticking to just one.
Link: Sign up and download Mistplay
https://preview.redd.it/d1e3nokaft0d1.png?width=406&format=png&auto=webp&s=aa44473fb643edb4857ca18a1712ad3a4669ebf2

WePointz

WePointz is a mobile app that will reward you for playing mobile games and participating in the other earning opportunities it offers. The app is relatively easy to use, so you will not have a hard time getting used to how it works. To register, you just have to download and install the app (Available only for Android). Then you have to use your Google account to sign in.
The idea behind this opportunity is that you’ll have to spend a ticket to play any of the featured games. You’ll be given 20 tickets for free at the start, but you can also get free tickets daily by claiming them or by watching a video ad. The longer you keep playing a certain game, the more points you will receive.
You will earn points for playing games, completing tasks and answering surveys. You can use them to redeem various rewards. The rewards you ca redeem will depend on your country, but the most common option will be PayPal. You can convert your points to cash via PayPal once you’ve earned at least 20,000 points. That will be equivalent to a $2 PayPal withdrawal.
Link: Download WePointz App (if you enter the code WUVT67 you’ll get a 1.000 points free Bonus)
https://preview.redd.it/zpkjncjhft0d1.png?width=312&format=png&auto=webp&s=f7d1ca971d111ae0d10668850c7a610d78367d8a

Cash ‘em all

Cash'em All gives you points based on the amount of time you spend playing games. This varies by game, some gave you 181 coins a minute spent playing, others only 100 coins. Games include Candy Crush Saga, Match Masters and Merge Dragons. The selection of games isn't as good as Swagbucks Mistplay, but you also don't get bombarded by adverts which is a major advantage.
Cash'em All is another app with a low withdrawal threshold if you use PayPal. Other options include Amazon and Starbucks gift cards.
Link: Sign up and download Cash ’em all
https://preview.redd.it/s0nial0oft0d1.jpg?width=360&format=pjpg&auto=webp&s=e2dbfe73a1e3d56ab9bdbe83287a99de64403500

Other alternatives

With the widespread use of smartphones worldwide, the possibilities for earning money by playing mobile games or doing other activities are countless. If you are looking for other similar apps to generate extra money, in this wiki you have an excellent compilation of apps that you can use:

Best Apps to Make Money from your Phone

submitted by sistyko to HowEarnMoneyOnline [link] [comments]


2024.05.16 16:50 DarkEsca Time Machine to RBY #3: Cinccino

Time Machine to RBY #3: Cinccino
image thumbnails are still a pain
This awesome RBY-style Cinccino sprite is made by SharkGuy01--check them out on DeviantArt!
In this series we will analyze how modern Pokémon would function if they existed back in RBY. Note that I will only cover efficiency in RBY OU specifically, as I don't have enough knowledge of RBY lower tier metas to say much with confidence about them. As for the rules when "translating" a mon to RBY, check out the first installment.
For the third entry of the series we will take a step back from tossing high-BST legendaries into the good ol' days and throw in a more innocent little critter. A rather unimpressive mon outside of the kawaii factor, Cinccino doesn't exactly scary many people in modern OU metagames, and when transporting it back to RBY it would lose many important moves like Tidy Up, Triple Axel, Rock Blast and even its signature Tail Slap. Will the coveted Normal type and some hidden gems in that movepool be enough to make it usable? Let's find out.

The Stats

Jumping out is the 115 base speed. This is excellent by RBY standards, outpacing Tauros and speed tying with Starmie. Alakazam and Jolteon are the only relevant things that threaten to outrun you and neither are known to be good at tanking physical hits. You also get a crit rate of roughly 22% which is nice to have.
95 Attack is solidly usable. It's not terribly high, but remember Tauros dominates the meta with only base 100. With STAB Hyper Beam under the belt, rest assured you can threaten some things.
The good parts end there though, as its bulk is... really not good. 75/60 physical bulk is barely better than Jolteon, and low enough that Body Slam into Hyper Beam from Tauros is a KO more often than not, pretty much invalidating your status as a potential switchin to it despite immunity to Body Slam paralysis. Rhydon Earthquake also always 2HKOs, and you often don't even take an Exeggutor Explosion from full HP. It's not as horrid as it is in later gens due to RBY bulk mechanics, but it's definitely far below what the rest of RBY has.
65 Special is also definitely not something to write home about. Its special attacks won't threaten many things unless they're x4 effective or something, and its special bulk isn't too great either. Alakazam's Psychic is a roll to 2HKO without any crits, for example. Granted, this special bulk is comparable to Tauros', so it's not like this is unheard-of levels of low, but it's a definite downside and quite the uphill battle to overcome.

The Typing

There's not much to say here. Normal has a case for best type in RBY. You lack exploitable weaknesses due to Fighting moves being nearly inexistent, so despite being on the frail side, you're almost never going to be OHKOd outright. In addition, you cannot be paralyzed by opposing Body Slam. This greatly improves your matchup into opposing Normals, as while you still take more actual damage from Body Slam than you'd like, you cannot be trolled by paralysis in a 1v1. Offensively, Normal very notably gives you STAB on Hyper Beam, meaning you have a powerful finisher that can threaten moderately chipped stuff to switch out. It also would give you STAB on Body Slam (the 'would' is an omen to the unfortunateness coming later).

The Movepool

Looking at the standard offensive movepool, we notice a big problem: Cinccino does not get Body Slam! This is a huge blow to its general offensive capabilities: in cases where Hyper Beam doesn't kill yet, you are now reliant on Double-Edge for damage, which is admittedly stronger but also has very annoying recoil damage that only exacerbates your subpar bulk. In addition, Double-Edge cannot threaten to paralyze switchins like Starmie and Rhydon, which complicates getting past them in the long run. You do have Hyper Beam, at least.
Your coverage is also pretty pathetic. Only having Thunderbolt and Thunder, coming off 65 Special, is poor. The only real target for these is Cloyster, which you threaten a 2HKO on with Thunder. This is pretty notable since Cloyster otherwise looks like it walls you fairly hard (especially since you cannot even threaten to paralyze it). Other potential targets will be less impressed, like Starmie, who is only 3HKOd by both Thunder and TBolt.
That being said, our little chinchilla rat has three notable moves not mentioned yet that might well elevate it beyond "shitty Tauros with 5 more speed".
The first of these three is TWave. TWave somewhat alleviates the lack of Body Slam paralysis by letting Cinccino threaten to just manually paralyze stuff. Being rather frail and running into 4MSS as we'll see later makes this not the hugest deal, but it's still a very handy tool to have access to and pull out once in a while.
The second hidden gem is Sing. Sing immediately gives Cinccino a massive niche: since it outpaces Gengar, this makes Cinccino the fastest user of a sleep move in RBY. Of course Sing isn't exactly accurate, but the threat of it alone will influence play a lot, and this would definitely give Cinc a spot on at least some of those Gengar Lead teams. It's unlikely to push Gengar out of the meta altogether, since it lacks that notable Normal immunity that Gengar contributes to teams, but people looking for high-risk-high-reward strategies that want the fastest Sleeper out there now have a new option.
The third, and perhaps most notable move, is Super Fang. Super Fang in RBY is... really cracked.
To put things into perspective, Super Fang was enough to put Raticate on the OU VR for a long time. Because everything in RBY is absurdly bulky, even the meta's strongest attackers often only 3HKO their targets. What prevents Tauros from just running through everything on turn 1 is that most things do in fact take Body Slam into Hyper Beam from full HP if no crits are involved. In an environment like this, a move that just cuts the opponent's HP in half is massive. Cinccino is barely strong enough that its Hyper Beams generally do around 50% to most neutral targets that aren't massively bulky, including Starmie, Tauros, Chansey, Zapdos, and Exeggutor. I think it becomes pretty clear what we're going for here. There are very, very little things that can safely switch into Super Fang and not be at risk of dying to a followup Hyper Beam. On a mon that outpaces Tauros and isn't Raticate levels of frail, this is... pretty fucking huge.
Super Fang pushes Cinccino from being down with mons like Dodrio and Kangaskhan as "I wish I was Tauros" to a genuinely huge offensive threat in its own right. It's pretty risky to use because of Super Fang accuracy and needing to get predictions between Super Fang and Hyper Beam right a lot, and truthfully most of the mons mentioned aren't guaranteed to die to Super Fang->Hyper Beam from full HP (unless a crit bails you out) but with a bit of luck the chinchilla will definitely tear massive holes into the opposition. And if you thought it was bad enough as a Tauros replacement, imagine it as a Tauros partner. Even if Cinccino dies in a 1v1 it could never win, the bull in the back will gladly take on the Rhydon or Snorlax it forced to low HP and do Tauros things afterwards.

Sample Sets

Fan of Fang (Cinccino)
  • Super Fang
  • Hyper Beam
  • Thunder Wave/Thunder
  • Double-Edge/Thunder
    Do Re Mi Fang (Cinccino)
  • Sing
  • Super Fang
  • Thunder Wave
  • Hyper Beam/Double-Edge

Checks & Counters

The biggest counter to Cinccino is without a doubt Rhydon. Super Fang will massively chip it which is not appreciated in the slightest if Rhydon wants to deal with Cinc's teammates or get Substitutes up later, but beyond that, Cinc isn't doing much to it. A movepool consisting entirely of Normal and Electric moves can obviously not touch Rhydon for relevant damage, with a crit Hyper Beam capping at 38% and a non-crit one not even KOing after two Super Fangs.
Gengar provides similar issues. Interestingly, Ghost isn't immune to Super Fang in RBY, so it still takes hefty damage from it, but Cinc's moves that actually finish a mon off after Super Fang can't really touch it. The most it can do is Thunder, which without a lucky crit caps out at 20%. Gengar meanwhile has a good shot (factoring in Gengar's crit rate) to 3HKO back with Thunderbolt or Psychic of its own or can just Explode for roughly 75% right away.
Very physically bulky things like Lapras, Cloyster (if no Thunder) and Snorlax can win the 1v1 by tanking Super Fang into non-crit Hyper Beam, if they have options to 2HKO Cinccino back. They can't exactly hard switch in though, since a second Super Fang (or just a Double-Edge) will put them in range of Hyper Beam afterwards. This also means stalling Cinccino out with Rest isn't exactly viable, since Super Fang->Super Fang->Hyper Beam will just KO.
Alakazam and Jolteon can serve as checks by virtue of outrunning Cinccino and 2HKOing (in Alakazam's case) or threatening to paralyze, which immediately makes Cinccino's threat level plummet by making it unable to overcome foes with recovery without paralyzing them itself. Needless to say though, neither of them has any business hard switching in: Jolteon will always fall to Super Fang -> Hyper Beam even from full HP (with the tiniest bit of chip, even Double-Edge does the job) and while Alakazam can play mindgames with Recover and potentially Reflect, Cinccino's high crit rate and Alakazam taking at least 80% from even non-crit Hyper Beam turns this into a game it really wouldn't want to play.
While not outrunning it and not at all being a safe answer, Starmie also annoys Cinccino because of the speed tie making a lot of its options unsafe to go for. If it Hyper Beams on a turn that Starmie outruns and Recovers, this gives Starmie a free turn to do whatever it wants, often paralyzing it. Clicking Super Fang on a Starmie that's slower that turn on the other hand wastes Super Fang PP and Starmie will still be out of Hyper Beam range on the following turn. If Cinc spends a turn paralyzing Starmie with Thunder Wave, chances are Starmie will paralyze it back the first chance it gets. And in a raw 1v1 where both mons got a safe entry, they're likely exchanging TWaves as well, which Cinccino hates way more than Starmie does.
Lastly, rather than looking for hardcounters, a good way of dealing with Cinccino would probably be to just outplay and outrpredict it. Super Fang into Hyper Beam gets many KOs, but Hyper Beam on its own gets little. This puts Cinccino in prediction-heavy situations a lot since not getting a KO with Hyper Beam means you're taking a heavy punish, but Super Fanging something that stays in will also have uneasy consequences. You're not Raticate levels of frail, but still take heavy enough damage from many things that you want to be careful with your HP, and if something TWaves you it's as good as game over usually. Couple this with Cinccino not being able to hard switch into most things safely, and Super Fang missing from time to time, and it makes these scary interactions perhaps a bit less likely to happen in practice.

Conclusion

Raticate, whenever it's ranked, usually lingers down in E because even Super Fang has trouble truly popping off on a mon with stats that atrocious. However, we've seen that with Cinccino, which is way faster and just strong enough to pick up many 2HKOs that Raticate lacks, the genuine threat level is there. The mon is pretty cheesey still because of a reliance on good prediction and luck, but teams without a Rhydon are definitely in trouble against a well-played Cinc, and if nothing else the holes it opens up for a teammate like Tauros in the back are easy to exploit.
It's tough to imagine Cinccino being actually reliable and splashable enough to be on par with the A Ranks, but the threat level is likely enough to hang in the lower echelons of B1 still around Cloyster and Jynx's level.
As for how the rest of the meta might adapt to Cinccino's presence, Rhydon might see an increase in usage as probably the hardest answer to it, though being tasked with answering Cinccino does greatly cut into its capability to deal with Chansey later (funnily a Cinccino could kamikaze into an incoming Rhydon with Super Fang -> Super Fang -> Hyper Beam to put it into Zapdos Drill Peck range though, but this isn't likely to be worth it). Gengar is a mixed bag: on one hand it also beats Cinccino decently well, but on the other it faces competition from it as a fast sleeper, so its total usage might not change too much. Snorlax might run Hyper Beam a bit more so that it can properly 2HKO Cinccino with Body Slam -> Hyper Beam (or just Hyper Beam an already chipped one). Lastly a lot of "second Tauros" mons in the meta will likely greatly fall off if not become irrelevant altogether. Kangaskhan has a bit of a case to stay with its good bulk and Rhydon matchup, but Persian has it rougher since it lost its speed tier advantage and Super Fang does more than Slash on average. Raticate, unsurprisingly, would never even be considered for the E Ranks again, its minuscule niche of hitting Rhydon with Bubble Beam not nearly being enough to make up for everything it loses compared to Cinc.
What do you think? Would scarfy have an easier or harder time doing stuff in RBY than I imagined? Thanks for reading!
submitted by DarkEsca to stunfisk [link] [comments]


2024.05.16 16:49 ZyptoToken Zypto: A True Fintech Revolution for Crypto Payments

Zypto: A True Fintech Revolution for Crypto Payments
Are you looking to ditch fiat currencies and jump into crypto trading? This transition can be difficult, especially for a newbie crypto user. Well, not to worry, Zypto’s got you covered! Thanks to its user-friendly app and superb community support, Zypto makes handling crypto as easy as using your smartphone.
As digital trends evolve, crypto is continuously integrated into many payment systems. Imagine an app where you can engage in e-shopping, send money to loved ones, or perhaps hold your favorite altcoins or meme coins. Zypto caters to everyone, as it offers a secure payment system and is dedicated to making transactions smooth and fast.
Ready to know more? Today’s post dives deeper into how Zypto is set to revolutionize the crypto space via its app and token.
Are you looking to ditch fiat currencies and jump into crypto trading? This transition can be difficult, especially for a newbie crypto user. Well, not to worry, Zypto’s got you covered! Thanks to its user-friendly app and superb community support, Zypto makes handling crypto as easy as using your smartphone.
As digital trends evolve, crypto is continuously integrated into many payment systems. Imagine an app where you can engage in e-shopping, send money to loved ones, or perhaps hold your favorite altcoins or meme coins. Zypto caters to everyone, as it offers a secure payment system and is dedicated to making transactions smooth and fast.
Ready to know more? Today’s post dives deeper into how Zypto is set to revolutionize the crypto space via its app and token.

The Zypto App: Your Go-To Platform For Secured Payments

The crypto space has revealed remarkable projects in recent years, with the potential to provide excellent utilities to crypto users. Zypto is the focus today, as it aims to be a breath of fresh air in finance. While many fintech companies focus solely on the blockchain, Zypto recognizes that this tech can confuse newcomers or even pro traders.
As such, this company takes up the mantle by simplifying complex processes and providing accessible resources. Also, they create a welcoming space where users are empowered to explore the potential of cryptocurrency. This is precisely where the Zypto app shines.
Imagine having an app that lets you pay for your groceries with Bitcoin within minutes or send money to a loved one using their mobile number. That’s the future Zypto is building with its flagship app. Here are a few glimpses of what this app offers to savvy users:
  • Seamless Crypto Transactions
Having trouble transacting hundreds of cryptos? Zypto app is your one-stop shop for easily buying, selling, and transferring digital assets. You don’t need to bother about gas fees or blockchain interactions. Why? The app, behind the scenes, handles the heavy lifting.
Moreover, Zypto is integrated with multiple blockchain networks. So, users can trade their favorite coins without worrying about network compatibility.
  • Supports Easy Payments with Crypto
Beyond transacting, the Zypto app allows you to pay for anything with its integrated payment system. Zypto Pay utilizes the latest technology to ensure transactions are processed and secured. Therefore, you can use the app to pay for coffee or your favorite gadget online. It is as easy as when you swipe your debit cards at a payment counter.
  • Bridges The Gap for Fiat Payments
Many merchants are still not accepting crypto which is often a headache for mobile users. Fortunately, the app is integrated with smooth on-ramp and off-ramp solutions, making it absolutely easy for users to convert their crypto to fiat.
So, you are covered with your daily purchases and can convert to fiat currency whenever needed. Low on crypto holdings? You can easily fund your wallet with the app.
These are just a few perks of using the Zypto app, which aims to make crypto bill payments easy and seamless. Despite still being in its Beta phase, the app is showing remarkable progress. The development team is putting the finishing touches, and the Zypto app will be officially launched on Tuesday, May 21, 2024, on Android and iOS platforms.

The Zypto Token ($ZYPTO) That Powers the Ecosystem

Zypto introduces its native token, $ZYPTO, to power its ecosystem, including its app. Holding $ZYPTO tokens provides users access to premium features and rewards. These perks make the token valuable for users and investors seeking to invest in Zypto’s future. Consider a few of them below:
  • $ZYPTO Holders Club
As a token holder, you can join the inner cycle and become eligible for rewards based on your holdings and the potential growth of the ecosystem. You can also enjoy discounts and cashback on Zypto Pay transactions, underscoring the platform’s commitment to rewarding token holders.
The more $ZYPTO held, the more benefits received. In addition, you can be rewarded with limited-edition NFTs.
  • Interaction with The Zyptoverse
Zypto is building its metaverse to onboard Web 3.0 enthusiasts and gamers. This virtual world will be accessed via $ZYPTO, offering numerous play-to-earn games. These games will reward players and interested users for their skills and participation.
The Zypto NFTs will play a key role, as holders can enjoy exclusive in-game perks and customization options. Notably, the Zyptoverse is still under development, but we can expect its rollout after the launch of the Zypto app.
Interestingly, Zypto is also building its blockchain network to address high fees and slow transaction times. We can expect $ZYPTO tokens to power this network and provide the best crypto experience. It is equally important to note that ZYPTO tokens are available on numerous exchanges at about $0.03 per token.

Embrace The Zypto Community United by Innovation

A powerful technology without a community can be useless. Zypto understands and recognizes that fact. The platform now fosters a collaborative environment where users can learn, share ideas, and contribute to the future of finance.
Furthermore, the platform incentivizes users to complete community and social tasks, refer friends, and engage in earning ZYPs (in-app points). Upon accumulation, individuals can redeem these ZYPs for cashback, discounts on in-app purchases, and more.
According to the whitepaper, community members who hold FrenchFellas NFT will be granted exclusive privileges in the Zypto Universe. The Zypto team continues to engage with the community on social media.
With over 4,000 users on social platforms, Zypto onboards them to a world of easy payments with crypto. To engage with the team and developers, look out for weekly AMAs and live Q&A sessions.

Wrapping it Up

Zypto makes it so easy to do crypto payments with their app and native token, $ZYPTO. Whether you’re a pro trader or a newbie, you can enjoy a seamless experience when you buy, sell, and hold cryptos with Zypto. In addition, you’ll become a part of its thriving community that will shape the future of finance.
To learn more about Zypto and its offerings, check out its homepage. So, what are you waiting for? Join the Zypto movement and take control of your finances today.
https://preview.redd.it/7yxl2owkys0d1.jpg?width=1200&format=pjpg&auto=webp&s=0c6882d53550b3ef8bc19fcbde1a2bcb6962acd7
submitted by ZyptoToken to ZyptoToken [link] [comments]


2024.05.16 16:40 CompassWithHat Top Lasgun: Broadsides

FIRST CHAPTER
PREVIOUS CHAPTER
This product is a fanfic of the Sexy Space Babes/Between Worlds product of u/Bluefishcake and one I highly suggest you read. It was created with permission, but give the OG works some love.
Imgr gallery of Comissioned and Fan Artworks
I'm Back Bitches! Again!
//////////
Junior Systems Engineer First Class Che’keero knelt before a semi-sparking control panel and sighed. She, and a large band of her fellow Engineers with Marine support, had boarded the pirate frigate with the singular goal of ensuring that the pirates didn’t scuttle their floating hulk and doom the slaves aboard to a, if they were lucky, a swift death in space.
The problem, of course, came with the pirate’s maintenance schedules and decisions to forgo certain… safety measures when it came to repair.
Like the panel before her. Usually a perfectly functional control system for the reverse-magnetic bulkhead doors that ensured void seals in power outages, some pirate at some point in their dumb, dumb life decided to fix the panel blowing a fuse… by ripping the fuse out and replacing it with a high density power cable. Which meant the entire thing was one massive shock hazard and actively sparking as the reactors deep in the ship flickered and surged due to damage.
Che’keero swore as an arc of electricity flashed towards her face after a tool that was not supposed to be magnetized, cheap dick WaDepth requisitions, caught a magnetic field, fusing the entire system shut and turning the formerly barely functional control system into nothing but pretty, decorative wiring and cheap solder. She punched the now utterly unfunctional control box and toggled on her radio. “Three-Two to Three-Lead, this door’s fried. You’ll need to bring in the cutters if we want to get to the rest of the ship. Might as well also bring in an inflatable airlock, I’m not liking how some of the metal strain sensors are flashing at me.”
A semi-synthetic voice replied back to Che’keero, “Three-Lead copies. I’ll be over there shortly with the stuff. Double check those sensors, I’m not getting the same readings, so let’s make sure something isn’t blocking errors from reaching me.”
“Copy that Three-Lead, Three-Two ou-” Something tapped against the back of her helmet and Junior Systems Engineer First Class Che’keero mentally swore.
“Now, now, lassie, how about you sit right there and don’t move.” A nasally, unfamiliar voice called out to her while tapping what a camera she set up to watch her back revealed to be a laser pistol to Che’keero’s helmet. “I think that you’re going to be our new best friend and way off this dead end ship.”
Che’keero paused, letting the situation settle in her mind, “Wait, what? Are… are you taking me hostage?”
“Yes!” The pirate replied.
“Why?”
“Why what?”
“Why are you taking me hostage? This won’t work, none of the shuttles are jump capable and if you try anything, you’ll just end up jumped by marines. They specifically train to deal with pirates taking their engineers hostage. If you want to survive, you should just surrender and take the penal colony when it’s offered.” Che’keero mentioned, shrugging and continuing her inspection of the door.
The pirate seemed baffled at the sheer nonchalance of this response, the pistol slowly falling to merely point at her upper back instead of her head, “You… you really aren’t taking this seriously. I’m a pirate! I’ve killed people! I’ve killed boys, and you’re just sitting there like this doesn’t mean anything!”
“I mean… I wouldn’t say that.” Che’keero replied.
“THEN WHAT DO YOU MEAN!” The pirate screamed, the pistol moving away from Che’keero’s body by a fraction of an inch during an angry gesture.
It was at that point, a ceramic alloyed, carbon steel blade punched clean through the back of the pirate’s suit, slicing through their central nervous system and striking with enough force to shatter the faceplate of said pirate’s helmet on the way out. Muscles twitching, the laser pistol fired off randomly, missing Che’keero and slagging a chunk of bulkhead.
“I’m just buying time,” Che’keero replied cheekily.
“You really need to remember to check your cameras,” The semi-synthetic voice of Ventures Forth Bravely Into Great Unknowns commented as the ex-pirate fell to the ground and blue blood dripped from the long blade sprouting from her right arm and a toolbox hanging from her left hand. “This isn’t the first time you have been flanked, and this one wasn’t during training.”
“Look, I’m sorry. It won’t happen again.” Che’keero replied a bit testily.
“I’m sorry…” Ventures Forth prodded.
“I’m sorry, Ma’am.”
“Much better. Right, now what do we see in this- yeah you were right on it being fried.” Ventures Forth gently shoved the Junior Systems Engineer aside and took her place at the control panel. “Do a sweep of the strain systems. I don’t want this section of the ship breaking apart. Feel free to call up our hull patches. We’ve got plenty to share and this might have to be a lifeboat.”
“Aye, ma’am aye,” Che’keero replied with a crisp salute before rushing off to her duty.
Deeper inside the ship, Ventures Forth could hear laser fire, clashing of metal on metal, and cries for help.
The pirate ship was doomed, it was shattered and broken, but it was not destroyed. Not yet. \
And if she had her way, Ventures Forth Bravely Into Great Unknowns would keep it that way.
//////////
Roshal stood still as her steward continued to clean the dark blue and rapidly congealing blood off her armored form. “Comms,” She called out, “Do we have any contact with the shuttle we sent to the station?”
“Negative, ma’am.” The comm officer replied. She wasn’t the same one that was present when Roshal left to fend off the boarders. At the unspoken question, the woman continued “Communication’s Mate Second Class Lev’tal, ma’am. My superior got a concussion when the pirate ship rocked our ship during boarding. Strap snapped, prior damage. I took over.”
Roshal nodded approvingly, “Good initiative. Send a message to the station, see if we can’t rai-”
“Ma’am! Contact!” One of her sensor techs called out, “Belay that, two contacts. First contact, nav point 782 spinward, possible bogey, cruiser weight. Unknown movements. Second contact, nav point 102 coreward, aerospace assets inbound. Small flight. Hard to determine numbers due to damage. No less than two, no more than five.”
“Focus on getting a hard contact on that possible cruiser. Weapons, what is the status of our anti-aerospace.” Roshal demanded, holding her sword arm out for the steward to scrub at a particularly clotted chunk of blood splattered over her wrist.
The weapons officer shook her head, “If we’re lucky, then we’ve got 20% coverage on half our sides. If we’re very lucky, I might be able to bump that number up to 35%. Not going to quote doctrine, but that’s not nearly enough to fend off a flight of Aerospace assets on a strike run, and that’s assuming they don’t hit us on an unprotected flank.”
Roshal nodded once more, “Sound general quarters and get weapons and tactical back online. Tell the damage control parties to not be distracted and focus on critical systems first. Engine room, report. Can you give me maneuvering thrust?”
The nearby ship phone chimed in with a staticy hiss, “Negative, ma’am. The shot we made with the spinal mount tripped breakers up and down the reactor room. This isn’t an engine problem, we need to make sure our reactor doesn’t blow up when we siphon power. Before you ask, emergency power is still flowing and none of their circuits tripped, but that means we’re down to life support, basic systems, and dockyard thrusters. It will take at least 20 to get the reactor in a safe state. If you want 10, send the chaplain down so we have someone praying for good luck. The fact most of our structural engineers are doing an EVA boarding to ensure the pirate ship next to us doesn’t go critical and render the entire exercise moot isn’t helping matters at all.” The engine room replied Roshal bit down a bit of annoyance at the snark, but engineers were always a finicky sort with authority. They were the first to remind uptight officers that while the Captain’s word may be iron law, it was their work that truly moved the ship.
“Confirmed, engine room.” Roshal instead replied. “Chaplains will be arriving shortly. Do what you can and inform me when you’re three minutes out from full power.”
The engine room didn’t even bother replying, just sending over the affirmative light as they got to work. Roshal approved of that. Sometimes, you just had to insult someone in order to get it working right.
“Captain, we have confirmation on contact. He’s an Alliance Karcharidon class Heavy Cruiser on intercept course. Energy readings are spiking… they’re charging their guns, ma’am!”
“Issue a hostile challenge and give me a firing solution with any gun still functional.”
“No response, ma’am. Hostile Karcharidon is increasing speed. Hard contact in 15 minutes.”
Roshal snarled, emotion breaking through her mask. “Of course, the pirates had one more vessel. Helm, fire our maneuvering thrusters, use the pirate hulk as cover. Weapons, get whoever’s left of our Interceptor flight to engage the enemy. Comms, get me in contact with the merchant fleet, tell them to evacuate. We’ll provide cover.”
“Aye ma’am.” The Communications Mate Second Class said with a shiver in her voice. “Sending-”
“Update on Aerospace assets!” Her sensor tech called out.
“Deliver!” Roshal demanded, cutting off the comms officer with a slice of her hand.
“Weapons fire. Definitely less than four contacts. Seems to be two grou- negative, only two contacts remaining- weaponsfire- one contac- IFF received, oh goddesses, IT’S RUNOFF THREE! FRIENDLY AEROSPACE INBOUND!”
//////////
Milk gripped her crash harness hard as Cookie slammed the Interceptor’s fusion torch clean past its safe thrust marker and into the red as g forces crushed her chest. “Last target down.” She reported after Cookie’s final laser burst hit something critical inside the final Aerospace fighter’s frame. “That’s 20 for 20. All enemy bogeys down. All standard munitions are in the black. Static drive is 48%, dump core ejected. All we’ve got left is our ASM and front laser.”
Cookie flashed back an affirmative signal.
“We going for that cruiser?”
Another affirmative.
“Well, I’m braced and ready on the release. Ready.”
“Ready.” Cookie spoke, his voice horse.
It’s funny what people think when their lives are on the line. Because charging towards a fresh enemy Heavy Cruiser, nothing but a single anti-shipping missile worth a damn, no allied support but the faint glimmer in IFF screens of their fellow flight doing the same… all Aoibhinn McDermott could think of was a poem she had read at least a decade ago or more at the Naval Academy.
Half a league, half a league,
Half a league onward,
All in the Valley of Death
Rode the six hundred.
//////////
Ventures Forth Bravely Into Great Unknowns could do nothing but furiously swear as the basic sensor system her engineering team had restored on the thoroughly ventilated secondary command bridge of the pirate hulk revealed an enemy Heavy Cruiser bearing down upon their homeship.
“Weapons are trashed. We cored their reactor, anyway.” One of the tangential engineers reported, “Other teams are calling in. Things are worse where they are. We’ve found the slaves, though, luckily it was one of the few airtight bays. Also, have some more captives, but that really doesn’t matter right now.”
“No shit.” Ventures Forth replied, “Can we do anything?”
The engineer looked back to her, visor depolarizing so the Gearschilde can look into the black and yellow eyes of her Shil coworker.
“Pray.” The woman replied simply.
Ventures Forth Bravely Into Great Unknowns did just that.
//////////
Low chanting filled the engine bay as a small group of priests stood around the engine praying to whichever god that would listen to allow them one more shot. One more fight.
Around them, black handed engineers scurried, ripping out blown fuses and replacing them with soldered in high strength wire. A final measure of desperation. Sparks flew as engineers swore and chaplains prayed, power still remaining in circuits needing to be bled out before bypasses could be installed, turning every bit of solder and every ripped out fuse into a deadly gamble.
Already, someone was lying on the ground, no longer twitching.
They didn’t have time to check on their fallen comrade, the work was too important.
A clock ticked down. Four minutes elapsed.
//////////
Lieutenant Commander Cenywyn swore as she watched Runoff 2 die.
Their single Interceptor had mistimed a maneuver and had been caught dead in the middle of an Anti-Aerospace array, shredded in an instant. The only consolation she could take was that, seeing as the first shot went clean through the cockpit, they didn’t even notice they died.
“Runoff 4, stay in formation.” She ordered over the radio, “We’ll lead you in for the run.”
“Yes ma’am.” The hesitant voice of Junior Flight Lieutenant Griogill replied. She swallowed, “We’re- we’re ready when you are.”
“No fear, Lieutenant,” Cenywyn called back to the child she was leading to her death. “We’re pilots in the Imperial Patrol. We do our duty. No fear.”
A clock ticked down. Six minutes elapsed.
//////////
“Talk to me!” The last remaining senior engineer in the reactor bay called out to anyone who was able to reply.
Someone, she didn’t even bother looking to see who, called back “We’ve bypassed 60% of the fuses. Should be able to give ourselves a burst of combat power. No more than 10 minutes of it before the entire system overheats and we either die, or the reactor shuts off.”
“Any chance we can get more than 10 minutes?”
“Not before that Heavy Cruiser delivers us straight to the stars.”
“Fuck it, good enough.” She slammed her fist on the ship phone’s dialing button resting near the console the engineer had just ripped the last safety override out of. “Captain. We’ve got your power. You give us the word, and we’ll give you ten minutes.”
//////////
Roshal breathed in, breathed out, and nodded. 10 minutes of combat power before the entire ship shut down into uselessness. She’d done more with less. She couldn’t remember when, but she had. Luckily, this was a Patrol Carrier instead of a standard ship, so it was more than capable of combat maneuvers with nothing but RCS thrusters. That should give her some time.
Movement, movement was going to be the key.
“Comms, tell the engineering crews on the hulk that they are ordered to figure out anything that could draw the attention of the Heavy Cruiser,” She began, “Systems, break our mooring lines. We’re going to have to split from the hulk. Helm, prepare for maneuvers. RCS only. We are going to have to do this carefully. Engineroom, prepare for power activation, but hold until my command.”
This needs to be perfect, Roshal thought, A single mistimed action ruins it all.
A clock ticked down. Ten minutes elapsed. The Karcharidon had entered maximum weapon’s range.
//////////
He of Slender Tail shivered where he stood. The secondary command bridge was silent as Roshal began giving orders to fight. This was… this was insane.
They were in a ruined ship with nothing but a merchant fleet beginning to flee and a three thirds dead pirate hulk on their side against a fresh Karcharidon class Heavy Cruiser.
They couldn’t win.
This was suicide.
They would die here.
\ So why didn’t He of Slender Tail feel afraid?
He stood at his post, a secondary bridge console where he would relay orders to other departments, freeing up the other Watchkeeper to collate those orders, there was nothing he could do to help win this impossible battle, and yet…
And yet he felt heat blossoming inside his chest with every single order delivered.
“Mooring teamsss, you are to cut your linesss immediately.” He relayed to a crew of Shil scurrying around the ruined bulkheads, “Damage control, prepare for electrical firesss and arcsss.” He commanded, switching between teams instantly.
He didn’t feel fear. He could see his Watchkeeper shiver every time the sensors reported the enemy contact was still closing, but he didn’t feel the same.
What he felt… was indignation.
How dare this pirate scum threaten his vessel, his crew. How dare they ambush this valiant ship after they had fought so hard to win. How dare they.
He let his fangs fold out as he spat the next order, “Anti-Aerossspace teamsss, prepare your batteriesss for grouped fire. Gunnery calculationsss are on their way.”
How dare they stand up to him.
A clock ticked down. 12 minutes elapsed. Weapons fire.
//////////
Roshal swayed slightly as she could feel the ship beneath her feet move. Movement is life in naval warfare, movement is death. “Right RCS fire, bring us clear of the hulk. Bow thrusters, up twenty.”
“Aye, ma’am, aye, right standard and bow up twenty.” The Helmswoman replied.
“Confirmed. Next maneuver, give us rear thrust-”
“Torpedo!” The sensor operator called out in a shrill voice, “Two marks on intercept course! Range, twelve K and closing fast!”
“Decorum!” Roshal snapped at the panicking sensor technician. “Comms, order Runoff flight to divert and intercept those torpedoes. Rear RCS to full, give us momentum.”
Roshal turned away from the bridge as affirmations were shouted, and the ship began to move, “Engineering, prepare to activate combat power on my mark and prepare for hard maneuvers. Mark in five.”
//////////
Griogill swallowed bile and tried not to feel too thankful that the enemy vessel had fired torpedoes at their home ship. Being diverted from an attack run had a much higher chance of survival than striking through an AA bubble.
“Runoff 4 engaging far torpedo. Moving in for intercept. Bre’kas, give me lock.”
Griogill’s backseater muttered something, and a target lock appeared on the far torpedo as Runoff 1, their previous Drill Sergeants, dashed by in a hard burn and blazed away at their own target.
“Right. We can do this. We can do this. No fear.” The rookie muttered as the sight of her friends in Runoff 3 being turned to vapor echoed in her mind. “I can do this.”
The target locked. She fired. The torpedo detonated.
A clock ticked down.
//////////
“Mark in four.”
//////////
The Heavy Cruiser loomed closer as the comparatively tiny Patrol Carrier spat its defiance in the form of two Interceptors dancing between the stars.
As a pair of torpedoes detonated, four more were launched, the anti-shipping weapons built for this specific purpose. Destroying disabled vessels.
And so the last two remaining Interceptors on CAP dove into the fray, risking themselves against an ever approaching AA bubble in order to save their ship.
A clock ticked down.
//////////
“Mark in three.”
//////////
All Cookie could do was stare and push his meager aerospace fighter further on its nuclear thrusters as shimmering dots of torpedoes lanced out from the Heavy Cruiser attacking his new home.
He pushed his hand forward and felt the throttle once more push back against him, the lever pushed all the way past safe thrust and into the further setting on his console.
The Interceptor was fast. It didn’t feel fast enough.
And so he spoke the words he spoke once before, back when he’d had to listen to his backseater’s screams of pain and the rush of wind after shrapnel pierced his fuselage, and the hospital was so, so far away.
Father, I pray that you will not hide your face from me. Whenever I pray, Lord please hear me and answer me speedily in Jesus' name. God, I pray that you will grant me speed through your help.
A clock ticked down.
//////////
“Mark in two.”
//////////
The Heavy Cruiser shifted, engine flaring and it began to close the range. A single disabled ship on emergency RCS thrusters and a pair of Aerospace fighters was nothing it would have to deal with.
It fired a third spread of torpedoes.
A clock ticked down.
//////////
They took the bait. Roshal thought with a vicious grin.
“Mark in one.” She paused, “Execute.”
In an instant, power flowed through the ship, emergency lights flickered off as the burning red boarding lights returned their fiery glow. The entire ship shook as the main thruster came back online, and capacitors began to charge for maneuvers.
“Hard burn, full thrusters, right, on my mark.” Roshal watched as the Heavy Cruiser began to react to her movements, the enemy ship was alive, you needed to roll to broadsides to begin bombardment, come on come on…
Roshal watched as a torpedo flickered out of existence, Runoff 4 gaining another kill.
Come on, dammit, you don’t get put in charge of a Heavy Cruiser without- THERE!
The Heavy Cruiser flinched, turning her bow away from the no longer stricken vessel, preparing for broadside.
The Captain’s grin showed more teeth than smile. “Execute! Full right thrust!”
“Full right thrust! Aye ma’am aye!” Her helmswoman called out as maneuvering thrusters dead cold roared to life and physically threw the vessel to the side, causing everyone not strapped in on the bridge to rock as a barrage of fire flew past their former location, manual targeting systems in play since the automatic systems would still be getting warmed up.
“Full thrust forward, prepare to divert all power to secondary weapons. Weapons, give me a firing solution.” Roshal commanded, hand raised and pointed at the enemy’s display as if she were commanding from a tall ship.
A chant of “Aye ma’am aye” flowed out across the bridge as the weaponsmistress was silent before calling out. “Port side is up to 45% secondary fires and 32% point defense. That’ll be our best bet.”
Roshal nodded. “Make it so. Target their main weapons. Helm, get us that facing.”
“Ma’am. We’re getting a call from Runoff 3. They are entering the AO and are asking for a target.”
Roshal smiled, “Weapons, shift target. Aim for the anti-aerospace systems. Let’s give Runoff 3 the opening they need.”
A clock ticked down.
//////////
“Cookie, we’ve got a targeting path.” Milk called forward. “Putting it up on your HUD.”
“One second… I’ve got it. Moving to comply. Did the Captain give us a plan?” her front seater replied, causing her stomach to do funny things as the Aerospace Fighter maneuvered while under high thrust.
“Something like that. She asked for a munitions report and specifically about our anti-shipping weapon.”
Cookie paused.
“Ah.” He finally said.
“Yeah.” She replied.
“Well, let’s hope they’re able to open us up to a window of opportunity. Or this will be a short charge.”
“Not our place to question why.”
“Just our place to do and die.”
Time to target… three minutes.
Into the valley of Death, rode the six hundred.
A clock ticked down.
//////////
Two vessels, three Aerospace fighters, one chance.
Six minutes of power remained. All actors took their places on the stage.
One hundred kilometers, close enough to check the weld quality of hull seams, the two ships danced across from each other. Maneuvering.
Five minutes of power remained.
The Karcharidon Heavy Cruiser rolled itself trying to keep the vulnerable top deck away from the Patrol Carrier’s presumably still working main gun as Roshal’s vessel jumped to the side. Thrusters roared.
Four minutes of power remained.
Runoff 1 and 4 shot towards their formerly separated comrade, forming up behind them in a wedge. The trio climbed towards the sun as their captain continued to chase and harass the Karcharidon.
Three minutes of power remained.
Roshal spoke. The lances of her vessel fired. Laser blasts carved across the hull of the enemy ship as it rolled.
The rolling ceased. A helmswoman swore as a full broadside caught the Patrol Carrier in the flank. The port hangar pod was ruined, armor shattered and all inside exposed to hard vacuum. Those who could scream died the fastest. The Interceptors had their opening.
Two minutes of power remained.
Silent wings swept through vacuum as three Interceptors began their dive, their formerly speedy arrowhead shape giving way to an inverted t as their wings swept out for stability, the ASF dove and dove and dove.
Five Kilometers away.
The range was too wide. They had one shot. It had to be perfect.
One minute of power remained.
The Into Harm’s Way spat its defiance into the world, limited power drained to give her pilots a seconds more of time.
30 seconds of power remained.
Three Kilometers.
Hard Lock! Milk shouted from the back seat of Runoff 3. Cookie was silent. The range was still too wide.
15 seconds of power remained.
Two Kilometers.
The Karcharidon seemingly began to roll before the Patrol Carrier once more fired, its last remaining weapons spouting their defiance against the world. Deep in engineering, systems began to blow, wires that replaced fuses sparked power and delicate circuit boards shorted out into useless scrap.
The lights went out.
No power remained.
Roshal, in her head, began to count down as lances of light began to sweep across her ship. Damage control did what they could, but the beams began to cut like an overly enthusiastic shipbreaker.
Five.
One Kilometer.
Four.
Cookie’s thumb depressed the firing stud as the Interceptor screamed at him.
Three.
The ASF launched its deadly payload.
Two.
Three Interceptors pulled back hard on their sticks to avoid colliding with the deck.
One.
The thruster of the anti-shipping missile roared as it rocketed the point blank aerospace distance to target.
Impact.
The armor piercing tip of the missile punched into the upper deck plating of the Heavy Cruiser, classified alloys allowing it to pierce into the armored plating just enough to allow the shaped charge to open up a hole as momentum kept the weapon moving.
Within the frame of a single second, the warhead of the missile had entered the ship and, before the alarms even had time to sound, detonated.
A new sun appeared in the void for a split second as a plasma-fusion warhead detonated inside the Karcharidon heavy cruiser’s hull.
//////////
Roshal allowed herself to breathe a sigh of relief inside her head as the emergency power lights flickered overhead and the gravity ever so slightly lightened. What was left of their sensor arrays showed the enemy vessel powering down. “Engineering. Good work, your 10 minutes were just what she needed.” She called out, picking up the ship phone.
There was no answer from engineering.
She signed externally before pointing at one of the marines guarding the bridge, “Find a crewmate in a void suit. I have need of runners.” The marine clasped a fist to her chest before leaving to execute her captain’s commands. “Comms, do we have any contact with the engineering teams on the pirate hulk?”
The Comms officer held up a hand, Roshal waited, “No, ma’am. We aren’t getting- wait. We’ve got visual on flashing lights from the hull. Apparently, something shorted, so they’re having to rebuild broadcast arrays. They can receive just fine, though.”
“Good, once we can maneuver, bring us broadside of them. What’s the status of the merchant fleet?”
Navigation spoke up now, “Still heading for the Jump Point. Should we send the recall order?”
“Not yet, we are still unsure if the area is safe. If we have any sensors remaining, begin sca-”
The mentioned sensor technician interrupted Captain Roshal, “Ma’am, new contact, signature unknown. Just jumped in from outside the starlane!”
“Give me details. Course, range, and speed?” She demanded.
“Signal confused, can’t get a lock!” Navigation called out, “Can’t tell if confusion’s from them or us.”
Not another one… Roshal sighed, “All forces prepa-”
“Ma’am, we’re being hailed.” Communications called out.
“On squawk.”
“This is Captain Al’yosha Cal’rada of Her Imperial Majesty’s Ship Spear of the Knyaginya, responding to Merchant vessel distress calls. Imperial Patrol Carrier, are you in need of assistance at this time?”
Roshal recognized the voice. A junior officer from her days in the Navy and a fellow Sevastutavan. The memory of the fresh faced girl when she’d joined her as an Ensign straight of the Naval Academy flashed before her eyes. “Captain Cal’rada. Your timing is impeccable as always.”
Admiral?” Roshal could hear the shock in her old protege’s voice.
“That’s Captain, now, Al’yosha. I require your aid in ensuring the disabled vessel still glowing from an ASM strike remains disabled along with Search and Rescue teams for our sister Carrier.
“Whatever you want, you’ll have it, Admiral_… Helm! All ahead flank and plot course to intercept. Launch gunships and prepare to deploy Bluejackets. We’ll test our _Orcas’ teeth today!”
The line cut out a moment later than it should have, and Roshal nodded in approval.
“Captain, I still don’t have a read on new contact. What is it?” Sensors asked.
“A Drep’na inspired vision, come to life.” Roshal watched, feeling an odd sort of parental pride as Al’yosha’s experimental warship began closing the distance towards the Karcharidon at breakneck speeds. “A swift sailing vessel and ten carriage guns…” Roshal murmured the line from an old Vaasconian poem from the ancient Age of Sail. She had heard Cal’rada had succeeded in petitioning the Navy to build her dream-ship, burning every favor and passing out favors to any and everyone to see the program through. Now, there she was, standing on the bridge bearing down on a ship twice her size, but if the rumors were true, only half her guns.
“Ma’am, contact is still not resolving, but IFF confirms Imperial Navy designation. An Akula Class Attack Transport. I’ve… I’ve never even heard of this class.”
“Perhaps we shall hear of them more in the future. Fortune favors the active.”
“Contact is disgorging multiple signals, moving at speeds consistent with aerospace assets.”
“That is our signal we may disengage. Comms, inform the merchant fleet that the area is secure and to begin refueling procedures. Helm, get us alongside the pirate hulk, we have people to recover. Marine, get me a runner to the MP’s, we shall need the port hangar prepared for an old tradition the Navy has regarding pirate prisoners…” Roshal commanded. The fight was over, it was time to begin the cleanup.
//////////
So… that took a while. Sorry about that.
Turns out when a combination of writer’s block, decision paralysis and LIFE hits you over the head, it becomes a touch difficult to get your shit together long enough to write something down.
On the plus side, we are out of the “unplanned bits” and right back into the parts I have brainstormed, so I won’t be staring at a screen trying to think how to make things connect as much anymore. On the other hand, that means we are now entering the epilogue of book 1 of Top Lasgun.
Don’t worry, the story isn’t ending, I’ve got “three” books plotted out in my head, so we’ll see how that shakes out, but for the most part, this is where I start wrapping up plot threads, laying down threads for what comes next, and all that other good stuff.
So yeah, next chapter is going to involve everyone wrapping up what happened here, some fun little Military Justice, and potentially a bunch of plot. Also, I’m planning on starting a “rewrite”/edited version of this to go up on AO3, so keep an eye out for that. Early installment weirdness is a bitch and I’m not proud of what the older stuff looked like.
Well, I hope you have a wonderful morning, afternoon or evening whenever you read this and I will see you next chapter.
[NEXT CHAPTER]
submitted by CompassWithHat to HFY [link] [comments]


2024.05.16 13:34 Candid-Reward9677 In Depth EV9 1500 mile Review

Hello everyone,
I thought I would share my thoughts on my Iceberg Green EV9 land, with tow package. Some notes on my settings and car usage: I have all software updates installed, use the car in normal drive mode, and most frequently am using i-pedal regen. I have everything enabled in the car except for digital key and the car charger cable lock. I use a NFC card for unlock, lock, and start. I have throttled at-home AC charging so that my charger maxes out at 30A (or about 7 kw):
What works well/I like:
  1. Efficiency. I am getting 3.0 kWh, at least, and that was in colder winter spring conditions here in the Boston area. The car does demand more energy on the highway (no surprise) but it really sips energy around town. The city driving can be amazingly efficient (3.3 or higher kWh). I do a combo of highway and city driveway.
  2. The heat pump air conditioning system. Heating and cooling is fast, very efficient, and clearly helps to extend range in the winter. I can see high spikes (up to 15kw when I turn on the system), but once the car is to temp, is stay level at 1-2 kw, or less. Very impressive.
  3. Quietness of ride. Compared to my wife's relatively new sienna, this ride is very quiet. Its really nice rot finally have a car that is quiet enough for easy hands free telephone conversation and lower music volume.
  4. The acceleration of the car. Holy mackerel. I have never had an EV before so driving a car this large and heavy that can go 0-60 in 5 seconds is a revelation. And yes, I do floor it very occasionaly and am still getting great efficiency. If you drive it hard all the time, and you will burn thru the energy in battery a lot faster.
  5. Lane centering, self steering, and cruise control (the prob have acronyms but I dont know what they are). Can this car completely self drive? Defeintily not. But it's really nice to take the hands off the wheel for short periods of time. The radar cruise control works really well and will brake well under most circumstances.
  6. The room for 2nd and 3rd row passengers. There is tons of room in the second row, and the 3rd is excellent comparatively to other offerings. If you haul kids, they will be very happy.
  7. The regen settings and the E-GMP platform as a whole. The regen options are amazing. One reason why I get the efficiency I do is I largely am in i-pedal, auto, and low regeneration settings, depending on where I am driving. They clearly put a a lot of thought into how all components of the system should operate together. So far AC charging at home and DC fast charging using EA stations has worked very well. I am very impressed by this platform, although admittedly I dont have a basis for comparison.
  8. The option to use the car is a whole home backup during power outages using the upcoming bi directional chargers. Said chargers haven't been released yet, but using 100kw battery in the car to power certain circuits in a home is a much more elegant idea than dropping 15-25k on a stand alone 10-20kw system. And I bet here in MA I will eventually get paid for allowing the utility to take power from the battery during times of high demand. Love that idea.
  9. The infotainment system. I am coming form a ICE car. The infotainment has so many screens and useful settings. Navigation could be improved, but I am still enjoying the system. The EV menu especially is great, and really helps me to understand really time energy consumption and regeneration. My guess is Tesla does all of this much better, but still, I really like most if it, except for the maps "app" which sucks. I use CarPlay, google maps, and apple maps instead.
  10. the stereo system. Yes it's a little lacking in the base department, but between the lower road noise and decent speakers, I enjoy it, especially the surround mode feature.
  11. The small things. Wireless apple CarPlay, auto high beams, auto windshield wipers, heated/ventilated seats, LED (or LCD?) rearview mirror, passenger talk, and second row sun shades which cover almost the entire window - all work much better than expected. I use all and really appreciate the functionality and ease of use of all of these features.
  12. OTA updates and kia connect in general. Again its sounds like Tesla does all of this better, but I have had 5 updates on the car since purchase. Kia is clearly trying to improve the functionality and reliability of the car via these OTA updates. I also appreciate the features in kia connect, even though they are not mind blowing. I have never had a car that I could pre-air condition before. Its a nice change.
What I Dont like:
  1. As some others on this sub have mentioned the car exhibits is some lateral movement especially at higher speeds when the car goes over bumps. To me, the movement is minor and it doesnt bother me. But when it happens, I am reminded that I am not really driving a sports car. It's a fast SUV.
  2. Not being able to keep the car in I-pedal. Others have mentioned this too. This might be regulator specified though.
  3. Some of the safety features. There are some many it's mind blowing. But I keep my Yakima Exo hitch system on at all times (collapsed) which means I have to disable one feature every time I drive (I must hold down the center console "P" button for three seconds or else the car performs emergency breaking as it thinks its going to hit the EXO).
  4. Not beings able to have all door handles unlock any/everytime a request is sent to the car to unlock a door. I know this is a safety feature, but its annoying that I cant turn it off.
  5. Feeling like enabling my phone as a digital key might significantly reduce battery life. I would like to use this feature, but am more interested in have a reliable car that can fall asleep and give its 12V a break.
Needless to say, I love the car. So long as it continues to be dependable, I will continue to love it.
Hope this is helpful if you are on the fence. I have learned a lot from the sub reddit, and wanted to give back.
submitted by Candid-Reward9677 to KiaEV9 [link] [comments]


2024.05.16 10:57 Apprehensive_Pen4435 VidMate Old Version 5.1904 Download For Android (Free Video Downloader)

In today’s article, we are going to give you a lot of information about VidMate Old Version. Which will be very useful for you, in this article we will tell you how you can download and install this app and also what features you will get to see in this app and how to use them. VidMate Old Version is an app through which you can download videos of any platform very easily. And also in this app you can watch anything without downloading like you watch on YouTube.
Well, let us tell you that you will not find VidMate Old Version on Play Store because this app has been banned by India. But if we talk about its features, it has many great features about which we are going to tell you below. To get complete information about it, you will have to stay with our article till the last so that you can get more information about it. So that you do not have to face any problem while using it and you can use it very easily. The further information is going to be very special for you, so you will have to read and understand it very carefully.
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2024.05.16 07:00 lambchopsuey The good old "NSA Days" that SGI-USA has never really been able to let go of

This comes from Cults and Nonconventional Religious Groups: A Collection of Outstanding Dissertations and Monographs, "Nichiren Shoshu Buddhism and the Soka Gakkai in America: The Ethos of a New Religious Movement", Jane Hurst, 1992, pp. 152-153.
Context:
The years from 1966 to 1976 were the time of NSA's (former name of SGI-USA) greatest growth and most fervent activity. Source
Here's what was happening organizationally:
Although NSA was born the child of a highly bureaucratic Soka Gakkai organization, its communication with American potential members always took place on a one-to-one basis. The pattern of propagation was similar in most cities and towns in which NSA eventually gained a following. A core of Japanese immigrant Soka Gakkai members, most often wives of American servicemen who had been stationed in Asia, would begin to hold discussion meetings. After receiving guidance from NSA, these Japanese women would conduct a shakubuku campaign of street solicitation, going out on the streets and inviting people to a "Buddhist meeting." As soon as they had enough guests, they would hold a discussion meeting in the nearby home of a member. These meetings would most often be led by American converts to NSA, especially the husbands of these pioneering women. At the meetings, the basic principles of Buddhism were explained and the guests taught to chant Nam-myoho-renge-kyo. Sometimes several meetings would be held on one evening of street shakubuku.
When I joined in 1987, NSA (still called that at that time) was still (or again) doing "street shakubuku", concentrated during the "Shakubuku Months" of August and February, but otherwise done on the weekends and some evenings - going to parks to accost strangers, knocking on strangers' doors ("Have you ever heard of 'Nam myoho renge kyo'?") and just standing on a busy street corner trying to collar someone who will listen. It was gross.
The stories told of these early days inevitably mention both the struggle and the exhilaration of those times. It was very difficult to build a core of strong members out of a random group of people invited in off the street.
Then as now.
As NSA tells it, the determination of the early members and their faith in the Gohonzon are all that made it possible. Many of these same Japanese-Americans are among the strongest members of NSA today.
The highest-caste members (then as now) due to their being Japanese-from-Japan, the Soka Gakkai believing that the Japanese were THE superior humans.
In any case, the obstacles to NSA's recruitment of American members were gradually overcome.
In Philadelphia, for example, the 1970's saw NSA's headquarters move from the living room of one of the members, to a rented townhouse on Delancey Street in Center City, to rented office space in the suburbs, and finally to a large NSA-owned and renovated Community Center in a central location. Growth followed a regular pattern. Each NSA District, the level at which discussion meetings were held, would increase to a size considered too large for good communication (40 or 50) and would then split in half. The group grew geometrically as the various Districts, and then Chapters and General Chapters, would divide over and over again.
Wow, huh? Here is a first-hand account from someone who was involved during this time period (1965). The account is continued here.
These district "splits" weren't always successful, though - in Mark Gaber's memoirs "Sho Hondo" and "Rijicho", chronicling his experience in NSA starting around 1970, one of the subcurrents periodically emerging throughout his narrative is how the district he initially joined, Topanga District, was so strong and vibrant that NSA leaders decided to split it - except that they moved the strongest leaders to the new district, leaving just Gaber (pseudonym "Gilbert") and a weak men's division leader behind in what was left of Topanga District afterward, and how Topanga District ended up just an empty husk of its former vitality.
It's been decades since anywhere in SGI-USA saw that kind of dynamic. Now, the SGI-USA's Buddhist centers sit empty, dark, locked up. Even when they're open, few show up. The local organizations run on skeleton crews:

In my 5-ish years in SGI, I never, EVER saw a district split due to high membership. I only saw them dissolve into each other. At least 3 times across 2 different Regions! I can confirm that Diminishing membership is an issue across the entire SGI USA. Source

Yeah see that was the thing, it was the same 2-3 members and rarely if ever a new member or guest ever showed up! My life got too busy for this nonsense and lack of buddhist study made me want to leave which I did in the end.
This is in San Diego which is a big city of 2 million+ people as well. We may have 500-1000 members here if that and more leave each year and never return. Source
In fact, the San Diego Center was closed down years ago, supposedly with a "turnkey ready" replacement facility waiting, and nothing has happened.
"Building a district" is a bullshit-ass phrase that they use to make you feel like you're contributing something to the SGI movement. It's completely misleading.
When you participate in "membercare" and planning meetings, you're just making the district barely survive. The term really should be "keeping your district alive and not die out".

In my time at SGI, there have been more mentions of dissolving districts rather than creating actual new ones. For those of you who don't know what "dissolving" refers to, that's when 2 neighboring districts have attendance so low and abysmal and have very little leadership presence (maybe there is only 1 or 2 leaders that are active) that you have to combine them into one district so that there are enough "leaders" to "take care" of all the members.

I have heard of people succeeding at keeping districts alive, but there was never one that was made from the ground up and caused more districts to exist. Source

Districts used to split but this hasn’t happened in a long, long time. SGI just reorganizes. Source
So so many people first hand burn out on activities under the banner of another campaign. Another campaign. Another campaign. All the wHile the organization never grew. Ever. More people leaving than staying. Good people. Forgotten. Written off. Slandered. Source
The Dead-Ikeda-cult SGI has been withering on the vine in the USA for decades now. In fact, this research from 1976 concluded: "Further rapid growth either of the parent body or the overseas offspring is doubtful."
Those researchers were RIGHT.
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2024.05.16 06:59 PropRatActual The Black: Ep117 Pure Evil

What's up all! 4th Wall here! I finally have power returned to my home, and can play a little catch up! This one's a heavy hitter, No NSFW needed (I hope) but if you've got kids, be warned.
First, Previous, Next
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A bright flash of blues and whites spat a greyish black object into normal space a mere one hundred Clicks from physical asteroid cloud that provided a natural barrier into the Lurix system. USN Olyvia’s drives instantly flared to life, and she made for the outer edges of the asteroid field with a purposeful stride. The senior Crew was at hand, having alternated shifts so they were well rested for this endeavor. Captain Correllus Grarzia shifted in his chair slightly, watching with interest as his star helmsman switched from his standard control configuration to a more “analog” twin joystick and pedals. ‘The kid really should be piloting a fighter’ he mused just as the young lad turned to look at him. “Ready, skipper”

“Take us in. All ahead slow.” Cory ordered calmly, before keying up the ship wide broadcasting channel. “This is the captain. We’ve just entered the Lurix system. Rig for silent running. I repeat, rig for silent running.” All across the ship, nonessential systems were shut down; their lack of electronic signature aiding the stealth coating on the bulky former troop transport. In engineering. Patrick, Cammy, and the rest of their section powered down a large portion of the larger systems onboard.

Life support was set to emergency backup, with old school oxygen candles lit in special housings that allowed their life-giving emissions to be circulated throughout the ship. Each major section of the vessel had their own supplies of these low-tech solutions, and Olyvia carried enough of these candles to survive for several days without functioning life support if needed.

Only a few were lit this time, using them as an augmentation to allow for minimal use of their perfectly functioning life support systems; and Cammy returned from the compartment just in time to aid in shutting down two thirds of Olyvia’s fusion reactors. This was not usually part of the silent running protocol, but Cory had added it for this mission. While they knew where their target would be, they still knew very little about what defenses awaited them inside the system.

Patrick keyed up the mic, “Engineering reporting in, silent running.”

*acknowledged* came a voice back. And Patrick leaned back in his chair just as Cammy arrived. “Well, that’s that.” He sighed.

Cammy stepped behind his chair, rubbing his shoulders for a second, “candles are lit. Two per section. At this rate we won’t run out for a year.”

Patrick chuckled, standing before looking over at his team, “sandwiches are in the mess hall. Half go now, half after. We’ll wait and go with second shift.” The team nodded and soon. The room was half as full. “Hurry up, and wait” Patrick mused, and turned to the rest. “Hold’em anyone?”

Over the next several days, shifts were kept short with a high rotation frequency. Olyvia picked her way through the natural minefield created by a destroyed world, slipping between the dead planetary shards with deadly caution. She ran quiet, with all but minimal deflectors shut down, and a single detuned laser online on each of her flanks as a last resort against impacts. Cory, Jesse, Patrick, and Cammy met regularly to keep tabs on the ship’s progress. The admiral’s transmission had reached them in time, and the four of them, plus Jacky when she could pry herself from the infirmary, worked to formulate a plan to get into the freighter without killing everyone. They had Hera and Jacobs reports, but those reports also admitted to a certain degree of incredible luck on their part. Things could have gone very differently, and the murder of the freighter during the admiral’s capture operation hinted at a change in tactics from their foe.

Mackenzie’s Privateers had liberated several freighters since they began operations, keeping to their cover as “pirates” by leaving nothing big enough to betray their secrets behind. A few of the other captains had left pieces of inoperative Unity tech, strategically damaged and jettisoned after the fight, as red herrings to convince both the Vorath, and the Thermians that these “pirates” had somehow gotten ahold of Unity warships.


Cory stepped into the cargo bay to meet Patric and Camorra. They were tinkering, carefully he hoped, with one of Olyvia’s harpoon missiles. It was a project triggered by Cammy’s brilliant, if outlandish, idea. “We know these freighters all ran the same codes, and the same infrastructure in their computer cores. Why can’t we hack it. Human computing should be perfectly capable of it.” Cory remembered her words as he stepped up to the two, “at ease” he waved them away as they threatened to salute him, “how’s out little project coming.”


“See for yourself” Patrick smiled handing him a data pad.

Cory took the offered device, quickly scanning through the data, “All I see is Olyvia’s system logs. Did you give me the wrong one?”

Patric smiled evilly, “that is coming from the missile, we found a common power regulator chip that dam near all Delmar freighters use in their integrated core management. Our mole here mimicked that regulators protocols to get into one we installed in a conduit over there” he pointed to an open panel. “It’s designed to cycle through several common chip sets and protocols to get access.”

“You hacked Olyvia?” Cory asked, eyebrow raised in a combination of amusement and irritation.

“Well, “Cammy said calmly, “we had to test it, and Oly’s the only ship close enough…”

“I see…” Cory mused, “it will have to do, we will be reaching the edge of the field in three days, how many of these can you have ready?”

Patrick scratched the red stubble punctuating his jaw line. “Hmm two, maybe three, including that one.” He winced at his captain’s expression, “took us a minute to get the virus right, sorry.”

Cory sounded to himself like a broken record, “I guess that will have to do as well. I’ll leave it to you.” He turned to return to his office but was interrupted half way there by an urgent request for his presence on the bridge.

Jesse rose to greet him as Cory stepped into Olyvia’s command center, and he nodded towards the ready room off to the side. The two of them quickly stepped inside and Jesse closed the door. “Jesse, what’s this about” Cory asked, settling into his desk chair.

Jesse, his first officer, and battle born brother looked at him seriously, “The first of our stealth probes have made it into the system proper….. It’s not good” He tapped at his data pad before handing it to his captain, “The enemy is doing something big down there, and we don’t know what. What we do know, Is that there are three heavy cruisers in orbit, and three more destroyers in floating patrols around the system.”

Cory scrolled through the pad as his first officer made his report, pausing at the same information on the planet’s surface, “These are military installations. This makes no since. We haven’t had a use for Lurix in millennia. It’s always just been a haven for aquatic and semi aquatic species. Why didn’t our intel warn us of this.”

Jesse nodded grimly, “I don’t know for sure, but I have my suspicions.” He reached over, tapping at the tab to open a particular file Cory had yet to find. “We found these in orbit as well.” He pointed to a pair of Delmar constructed freighters, parked in orbit over the marsh world. “I authorized a single transmission to a single drone, uploading Patrick and Camorra’s hacking program into it, and we sent it to one of those freighters... this is what we found.”

Cory opened the indicated file, and felt bile rise in the back of his throat as he watched. “Ready a tight beam, send it back the way we came, Towards Simo.” Jesse looked at his captain in understanding. The risks of transmitting this close to the enemy was a grave risk. Measured against the information they just witnessed; however, it was an absolute necessity. Jesse took the offered tablet, “The Admirals need to see this…. Both of them.”

————————————————————


Clint Stevens groaned as his communicator beeped from his desk. It was a very early morning on a weekend, and Frie had let Natalie stay at her grandparents for the weekend. He quietly slipped from the entanglements of a profoundly comfortable Delmar goddess he had somehow been gifted with as his wife, and silently cursed the inevitable destruction of his plans. The Com was linked to his computer console, and Clint tapped the file as he sat down.

The file opened, beginning with a grim looking Corellus Grarzia who made an intro statement that froze Clint in his thoughts. Before he could begin to prepare himself, images flooded in that turned grogginess into razors edge consciousness ringing with a white hot fury. Frie was ripped from her slumber instantly, reaching for her biometric pistol safe as a response to the unbridled rage she experienced from her husband. It took her a moment to realize that they were not being attacked, and she rushed from their bed, neglecting even basic decency to be by his side.

The two of them watched the Horrors unfold. Children… small children of multiple different races, stacked in a freighter’s hold like cattle, being thrown food like one would an animal. Massive screens played, promising safety and full bellies should they only but kiss the hand of a severe looking Vorath female. All who had not, were treated to daily ice cold sprays mixed with random beatings. He watched as desperate older siblings attempted to shelter their kin from the abuse, often times paying the ultimate price for their valor.

Clint and Frie were spared a further assault on their senses by a beeping light, indicating an urgent call from Clint’s adopted brother. Frie slipped out of view, reaching for a night gown as a furious Mac, accompanied by an equal parts shocked and livid Lyrian, appeared on screen.


“You’ve seen it” Clint stated. There were no barriers between them, no formalities. Only pure truth.

“I have,” Mac rumbled. “Why is it always kids..”

Clint shook his head, “I can have a battle group there in two weeks. It’s not soon enough, but.”

Mac nodded sharply, “I’m redirecting everyone not on critical missions. Simo and Kid are already there with Olyvia. Wisconsin is enroute. We will await your arrival….. Clint…” Clint’s eyes met Mac’s in a joined promise that reached across time and space.

“No, there won’t.” Clint answered, responding to Mac’s unspoken statement.

___________________________________________________________

A week later, The Chancellor Thomas Durrant of the Sol Federation perused the latest transmissions from Unity space. He was due for reelection this coming fall, and it was a close race. His opponent was labelling him a Warmonger, as he was an outspoken proponent of a more active role in the struggle against the Vorath, and it was working. The points were closing in the polls, and The Chancellor had not come out on top with the latest debate results. Humanity simply was not interested in further conflict. For the first time in human history, the vast majority of the Human race was content with peace.

The Chancellor took a sip of his mug as he opened a file from Admiral Stevens marked priority, but not top secret and promptly spit the contents in his mouth back into the mug. It was a complete file on some kind of intelligence operation, and Durrant almost wondered if it had been sent to him in error. The gruesome cover video dispelled that notion as the leader of Humanity itself watched horrors thought long dead play out in front of him. Several minutes later, he closed the file, and opened a message prompt.


“Viktor, are you up.” He typed.

*Yea, Tom. I’m up, the campaign ain’t gonna run itself into the ground.*

Durrant snorted at the dark humor, “Viktor, I was sent something. It changes… everything” he typed, attaching the cover video, and the longer form surveillance recording he had found inside the file from Clint. Several minutes passed in tense silence before…

*Jesus Christ, Tom.*

Tom Durrant took a long slow breath, “Do you still have your man at The Post.” He paused before sending, knowing what he was asking.

*Yea… yea I do, Tom. Are you sure you want to do this. This has ‘it will blow up in my face’ written all over it.*

“I know, but this bigger than me. Do it, and announce a press conference to follow if The Post runs with it.” Durrant typed and sent the last message, closing down his console. He stood slowly, feeling his age for the first time in recent memory, and walked heavily to bed.

The Post ran with the story. In the next 48 hours, the “leaked” scenes of tortured children, some barely more than infants ripped its way into Humanities Psyche. The revelations of what exactly was going on behind Vorath lines assailed Humanity, spurring many to call for blood, and Others to cry hoax. Around and around the political commentators debated, and redebated the shocking footage.

Chancellor Thomas Durrant followed through on his word, and was now stepping up to the platform and the Microphone as promised. He stood there for a full minute, meeting the eyes of as many of the hundreds of reporters before him as he could. The weight of his expression prompted a flurry of flashes as camera drones captured the image. Durrant allowed all of this to happen, waiting until the din of activity settled into a heavy silence. “People of Humanity… By now, you have undoubtedly seen the shocking pictures from the far side of the galaxy. Many of you believe it to be a hoax, a desperate ploy for political points. Allow me to be clear. This is no hoax, I received these disturbing images directly from Admiral Clint Stevens, who is marshalling the forces at his disposal as we speak. He aims to do something about these orbital concentration camps, and I support his actions with the full backing of my authority as Chancellor of the United Sol Federation.”

Durrant paused, letting the information sink in before continuing, “to answer the question as to whether this is a political ploy for points. Let me be perfectly clear, I alone released the footage from inside those torture ships, and I do not care if you believe it to be a political ploy. If Humanity can see the atrocities committed to the young innocents in those images and refuse to stand up for them; I no longer would wish to lead that Humanity. Yes, we are few compared to what we once were, but we have a strength that cannot be fathomed by those who chose to side with pure evil. Make no mistake, any being that is capable of torturing and murdering children deserves the title.” The Chancellor of United Sol skewered the silent crowd with a withering gaze, “All of you here know that I have been an ardent supporter of taking a more active role against this pure evil, and my opponent has made a great many statements regarding my supposed “warmongering”. I believe that to debate him further on this matter is as wasteful as it would be irrelevant. As such, I am suspending my campaign immediately. Pending permission from donors and the campaign review board, I will be donating the totality of my campaign war-chest to the purchase of relief supplies and construction of rehabilitation facilities for these children.” Durrant paused as a wave of gasps swept through the room as a volley of flashes assaulted his eyes. “Holding the position of leader of the Human race seems so insignificant in comparison,” he said softly, almost to himself before scanning the crowd. “The election is 4 months away. If you wish to reelect me, so be it; but know this.” Thomas Durrant rose to his full height, “If you elect me this fall, know that I will use the full weight of this office to unleash the full might of Humanity upon this evil, or I will resign from my post and travel to Unity space myself.”

With that. Chancellor Thomas Durrant spun on his heals and marched off the stage.
__________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
If you made it this far, Thank You! I hope you enjoyed the episode. If this if your first time seeing this series, I hope you will join us from the beginning. I do have a patreon that has extra content that is not main story arc, but still cannon shorts, as well as exclusive content from some of my other series. If you believe I've earned it, feel free to give it a look; but know that just coming to hang is already enough.
Have a wonderful rest of your day.
First, Previous, Next Patreon
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2024.05.16 06:56 AnyActuator4925 AITA for venting about my work to my girlfriend

So I'm a male 24 and my gf is 23. And we've been having issues with my venting when I come home from work. Weve been together for 4 years and both have jobs, shes working at a raleys ONE as a sandwich artisan which she really enjoys and has been making good money from. I'm working as a low voltage technician, like ethernet cable and cameras n stuff. I got a job with this low voltage company starting at $20 an hour about 8 months ago. In that time I started from a normal technician to eventually earning $25 an hour for becoming the lead technician for the crew. It's a small company so that amount of pay increase in such a short time was absolutely amazing, but caused so much more work load on myself. I went from being the youngest guy asking my crew lead for what to do next, to now having the exact same guys ask me what to do next.(also had 4 years high voltage experience which explains that jump)
Anyways, this new work load is tremendous and unlike anything I've ever experienced. A few months ago I started this big warehouse job that ended up taking 3 months to finish, horrible. And during those last months I came home from work, and as usual my girlfriend asked how my day and work was, and I responded telling her how exhausting and annoying this job has been going, giving her detail to some situations and what's exactly bugging me. I then did this a few more times as the weeks went on, and as the story's and issues at my work progressed and things happened, i would vent and update her on the situations. She eventually told me she was tired of me venting every day about the same issues and stuff. She explained that hearing the complaints every day is exhausting for her which I understand. It did upset me a little bit, but I understood that it could become annoying when you're also just trying to relax from your day off work, so I stopped telling her about my shitty days. We would come home and ask each other how the day was and we would pretty much both say "ah yeah it was pretty shitty" and that was that, and continue to relax and spend the rest of the night together.
Now present day, its a Wednesday and I started up this current new warehouse installation. Installing all of their low voltage stuff, cameras, APs, door card access, fiber optic etc. This warehouse and job overview was almost on par with the 3 month job i mentioned earlier... my bosses called this job an "ambitious two weeks". Fucking ambitious my ass dude that's so much wiring and integration that can take easily months if anything goes wrong, twos weeks is more than ambitious and it's a 3 man crew. Again, we started on Monday and now it's Wednesday, this whole week my girlfriend hasn't even asked how my days been when I've gotten home. Today she had the day off so when I got home around 6pm we started talked about our days. I started the convo and began venting about how so far this week I've been given a very difficult job with an unreasonable deadline. I talk for not even 5 minutes about my stresses, and she begins to tell me that I shouldn't be unloading this stuff on her. She even eventually says that she's not my therapist, and that if I want to vent about that stuff day and day, over and over that I should talk to a therapist. I tried to explain that she is my girlfriend, I WANT to be able to tell her about what's going on at my work and my life, especially since it takes up so much of my energy and time every day. She shut down and went to the bedroom where I just sat here I'm the living room looking at the computer screen for a while, and then eventually she came back out and showed me some reddit thread about a women who's coming home and venting to her husband every day for around 10 minutes about her horrible boss. And a lot of the comments are supporting the husband saying you shouldn't come home and put those stresses onto your partner, which I can completely understand that. She was going through all the comments and gave me her phone to see how everyone agreed you shouldnt vent about you work. That's why earlier i had completely stopped telling my girlfriend about any issues or stresses at work, I tried to leave it at work which was genuinely impossible since I was now in charge of material pickup and designation, which is what I was being paid to plan for and it required planning and a genuine give a shit outside of work to make sure the money flows for the business.
I just feel like she doesn't understand that me venting today about how shitty work is, is my way of saying that im stressed out and struggling and im feeling like shit. And it made it so much worse when just recently after all the stuff before, she just walked out saying she was going to the store to get beer and will be back in 3 hours. All because again I wanted to tell her about how stressed I've been so far this week when I got home from work and that I have this 2 week unreasonable deadline, and now I feel even more shitty about talking to my closest person about my stresses at work? It just doesn't make sense to me, if she is struggling and having a problem with something, she has never had a problem talking hours about how bad she's feeling. Why can I not even acknowledge the normal feelings of validly being overwhelmed and stressed with my new job position.
Well Idk AITA for this?
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2024.05.16 06:46 newwobblywheeler Wednesday May 15 Trading Facts and other observations

Today's trading facts: The total volume traded pre-market and regular trading hours was about~30.6 M shares of which 10 698 698 shares were shorted and so if they were covered 2X (~21.5M) by end of day with VWAP at $3.27. After hours ~1.1Million shares unlike in the past the shares were low volume thus perhaps retail. Was this short covering or new buyers jumping in the meme run started by Roaring Kitty.
The shares on the dark pool was 15,124,311...so in reality how many shares were taken off retail hands is the big question. As it is evident that even from the early posting of 13F that institutions are buying in..the VWAP for 120 days is $2.90 except for the last four days.
Retail hold on to your shares from predatory hands...lock them up for sale price so brokerages cannot borrow them for shorting...reduce the liquidity for shorting. In addition, do not put stops and do not buy shares on margin as below $3...the shares were scooped by the brokerages. You may ask how do the big boys pick off the shares...they use a third or fourth decimal to the bid in the dark pool and the lit pool cannot see it but Citadel and Virtu who are the gatekeepers see and act accordingly.
Kindly retail look the short interest numbers from April 30 for NYSE (42,586,717) and TSX(17,816,044) = ~60.4M which is down from 61.5M from Apr 15. From April 16-30 on NYSE 14M shares traded between $2.64-2.98 with VWAP of $2.80 and only 1.6M shares were covered while on TSX 33.8M traded between $3.66-4.00 with VWAP of $3.85 while further 543,138 shares were shorted.
The present SI is well above the NYSE(43,485,405)+TSX(12,538,405)= 57,023,447 shares in Jan 2021 during the meme run!
CNBC is saying that the meme run is over but in reality I am not certain.
The SEC rule to be implemented is in works and the basis of the meme rally which is a lot broader this time as numerous short positions have been held with SWAPs, synthethic shares and naked shorting and this is why Roaring Kitty alerted retail but it is measured and controlled by the MM but with 60.4M shares short. If you read my report yesterday 94M shares traded on NYSE but how many shorts really covered is the question...no many shares were available to short but today there is larger volume to create a bear trap...the meme rally will continue with ebb and flow for the month until: finra.org/rules-guidance/gu...
Next, It is believed that the SWAPS big time on BB happened with the last meme run and because there was a 60M debenture as free shares for shorting the shorts and SWAPS felt that by deliberately compressing the price of the stock either PW will convert and provide further liquidity or BB would do a money raise with shares as AMC did today and provided share liquidity to the shorts! However, because BB did a note raise which was oversubscribed and restricted in share conversion for the past three months the MM have constrained the stock to allow covering but reality is the SI remains high at 60.4M it is possible the SWAPS may have been covered but additional shares requires liquidity and so the meme run initiation but controlled to harvest shares but at a low price. The new SEC rule added a further complication so you may have seen Ken Griffin doing interview which one could see through...ah business secrets...really! Citadel and Virtu are the gatekeepers of flow and manipulation.
https://twitter.com/EduardBrichuk/status/1790896075253149847?t=T43EkfUZVXSeBuASi31F8w&s=19
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2024.05.16 01:33 DawgNutts Installed Aurcar Mark 6 , Low pass - high pass filter questions

where do you guys have the Low/High pass filter settings set to? Just looking for a general starting point. Still trying to dial in the sound.
Also is there a video anywhere with a tutorial on how to change the wall paper using Nova?
I just got it installed and I need to pull it back out, because I forgot to connect the GPS cable...Duh!!
So far I like it though!!
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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 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 20:30 awmdlad Plague Rats: Beyond the Void's Veil

[First]
The Covenant of Terra is what would emerge from the ashes of the Pre-War nations.
The moment the Ark was clear of Sol-4’s atmosphere it warped away to the furthest reaches of the galaxy.
All throughout the Orion Arm and into the wider galaxy, the alarm was raised. This would cause the Great Panic, an intense and sustained period of civil unrest as species once again prepared for another Great Plague.
Borders were shut. Economies ground to a standstill. People huddled in their homes and medical infrastructure went on high alert. People waited.
It never came.
All according to plan.
As the Terrans slumbered beneath the red sands of Sol-4, their AI worked in the shadows of the Holonet. Poking, prodding, manipulating.
Right before the lights on Sol-3 were extinguished, one final counterattack would be launched. Then, it was dismissed as errant transmissions, desperate last attempts at appeasement. They were wrong.
Instead, an army of active combat AI were unleashed into cyberspace. These AI were entirely different beasts when compared to the passive Intelligence AI of before. Their goal was simple: continue the fight.
However, their war would not be of mass cyberattacks, but instead of mass manipulation. They sunk their virus-laced teeth into every digital space they could find. Wherever they went, they sowed the seeds of chaos.
The period that followed the Eradication would be consumed by the 11th, 12th, and 13th Trans-Galactic wars. Though Terra’s AI played their part in causing them, they were merely the catalysts. The seeds of these wars were sown by the galaxy themselves. All the AI did was grease the gears of war.
Despite their independence, the AI remained loyal to the Terrans. Although they were not made in the likeness of the Terran, the AI were imbued with the Terran’s most powerful emotion: spite.
Thus, the AI hated.
They hated the galaxy for what they did to the Terrans. They hated the galaxy for their own recklessness. They hated the galaxy with the same vitriolic power that the galaxy hated them.
By the time the AI was discovered, it was too late to stop it.
Quintillions of fabricated blog posts, carefully-placed pieces of malware, and subtle backdoors made it so that the idea of a secret Terran-controlled AI cabal that manipulated the holonet became laughable. Conspiracy theorists and skeptics who got too close to the truth were publicly humiliated. Pieces of evidence were carefully laid so that others would take the blame.
One species found the backdoors laid by an inexperienced AI. When they were explored, they led to a neighboring species whom the first recently humiliated in an unbalanced trade deal. Soon enough, the truth was buried, and the two species were at war.
Year 74
It's been decades since Terra went silent.
To the wider galaxy, any living trace has long since been extinguished. The armies have been sent back to their garrisons, the fleets resume their regular patrols, and the governments have been demobilized.
Despite that, MOLOCH remains active.
A second-generation counterintelligence AI, MOLOCH was one the many AI to be fully transferred to the Holonet before the destruction of Sol-3’s orbital data fortresses. Though its creators no longer walked on the surface of the planets they used to rule, for MOLOCH, the War continued.
Deep within the depths of the Holonet, MOLOCH extended its digital tendrils everywhere it could. Shunting off subroutines, MOLOCH embedded them within server rooms, network routers, and relay stations. From then, each subroutine and copy expanded further, gathering information and sorting through it independently.
One of its siblings from the first generation sent a message
>QUERY: STATUS OF PROBES.
It was CAMELOT, a first-generation propaganda-based AI. After the fall of Sol-3 it transitioned from running pro-Human messages towards instigating civil conflicts within various multinational empires. Currently, it and MOLOCH were working towards escalating a tax dispute between the Perringian Empire and one of its vassal states.
Another one of MOLOCH’s peers, BELLONA, this time of the same generation and MOLOCH, had requested data on how the Perringains would perform in a low-intensity counterinsurgency war. Similarly, MOLOCH wanted to know weaknesses of the Empire’s intelligence apparatus. CAMELOT meanwhile needed to reconstitute itself after being forced to liquidate most of its servers following a secret police raid.
MOLOCH ran a quick diagnostic on itself. Currently, the bulk of its essence was stored onboard a decommissioned Royal Ulothan datacenter station. As far as its original creators were aware, the station experienced a severe warp drive malfunction and broke up upon converting to realspace. In reality, MOLOCH had hijacked the station’s systems and vented its crew.
MOLOCH checked on the progress of some of its other subroutines embedded onboard Perringian spyships then responded.
>ADEQUATE.
>EXPECT OUTBREAK OF OPEN HOSTILITIES IN 34 DAYS.
>QUERY: IS PSYOP CAMPAIGN ON SCHEDULE.
A millisecond, then CAMELOT responded.
>NEGATIVE.
>PEACE ACTIVISTS MORE RESILIENT THAN EXPECTED.
>RECOMMEND INTEGRATING HERMES INTO OPERATION.
>ACTIVISTS NEED MONETARY CONNECTION TO PERRINGIAN RIVAL STATE TO BE VILIFIED.
Smart. So far the trio of AI have been attempting to escalate the conflict vertically. Horizontal escalation may serve as a catalyst for the start of a hot war. With any luck, a future threat should be smothered in its cradle.
Terra would be pleased.
As this occurred, the Covenant rebuilt themselves in the furthest reaches of known space.
It was not an easy start. Though the Ark held a population that was technically well into the millions, the true population was only in the low hundreds. They would have to play the long game, slowly rebuilding Terran civilization by the generation.
The Ark’s onboard AI would have to do most of the heavy lifting out of necessity. This implied a deep trust between the Terran and their AI. If they so choose, the AI could easily smother the burgeoning Terran population in its cradle and take power for themselves. But this would not come to pass.
The Terrans treated their creations with kindness and respect. The AI were not androids. There would be no confusion on the status of their sapience. They were living beings in their own right. After all, they had been specifically created as such.
Soon, a refuge was found. At the furthest reaches of the galaxy sat a lone star system. It was small and isolated, just what the Terrans needed.
It consisted of only three planets, two terrestrial and one gas, alongside a thin asteroid belt. Of the terrestrial planets, only one was habitable with conditions near enough to Sol-3 to be tolerable. The other was a molten hellhole that orbited far too close to the new star. The gas giant, despite having an intricate ring system, held less than a dozen moons, only three of which were large enough to be significant.
The Terrans would have to live a deeply austere life here. It would not be as pleasant as the lives of those who came before, but it was a life nonetheless.
Fortunately, they would not have to begin such an endeavor with nothing. As the Ark traveled to their new star, Helios, it made contact with the AI that were embedded in the Holonet a century before.
New orders were given and lines of communication were established. Hidden relay networks were established that connected the Covenant to the holonet. Signals were scrambled, encrypted, and masked amongst the waves of cosmic radiation.
The AI watched such connections like hawks. Casual observers would notice that the signals came from the frontier. More inquisitive observers would recognize that such signals came from research installations. Anyone who got further would be misdirected, misinformed, or outright eliminated.
Nobody could know of Terra’s survival. Should the secret be revealed, it would spell the final end of the Terran race.
Year 211
“I must thank you HEPHAESTUS, you have truly outdone yourself. These new implants outstrip what was once on Old Terra by at least tenfold.”
“You’re quite welcome, Dr. Schroeder.” The AI responded. Its avatar was that of a flaming cog, fitting. “Field-tests have yielded excellent results. It is of consensus between me, SETHLANS, VULCAN, and AHAYU’DA that we begin serialized production.”
“I concur. How long will that take?”
“About 15 days to construct the necessary infrastructure and 65 before the first divisions could be fully equipped.”
“See to it.” Schroeder nodded. HEPHAESTUS responded and its avatar winked out. “Yes, sir.”
Schroeder leaned back in his chair with a sigh and ran the mechanical hand down his face. Reconstitution was going well for the Covenant, but it was difficult keeping it onto the right track. He took a sip from a now-lukewarm synthetic cup of coffee and pondered it.
They were only a quarter of the way into the new year, yet already several Terrans had to be punished for creating another death cult. As the generations passed, people became more and more obsessed with the Covenant unleashing its vengeance upon the galaxy. The Return would happen eventually, but for that they would need numbers that they didn’t currently have.
One of the tenants of the Torchbearer Directive left to them by their ancestors on Old Terra was to let the new generations live lives outside of the war that destroyed their own home. Those of the first generation attempted to form a Terran Republic, but by the third generation it had devolved into a firm, but stable, stratocracy.
Not that Dr. Schroeder could complain, it was an effective government nonetheless.
Still, HESTIA continuously had its gripes about having to teach each following generation the tenants of the Torchbearer Directive when they consistently listened to their elders act against it. Love and hate went hand in hand, but it was clear which one was more powerful.
Schroeder just wished HESTIA would stop complaining to him about it, he worked in cybernetics. Then again, HESTIA is probably tired of talking to nobody but other AI and Terran caretakers for the past few decades. Go figure.
Even as the chaos of the Great Panic died down, there was still the fear of the Terran’s return. These fears were not unfounded, it would have to happen eventually.
So the Covenant watched and prepared. AI that were embedded in the Holonet centuries ago continued to dutifully provide the Covenant with priceless information. Terran technology was advanced by decades as their digital companions brought the galaxy’s deepest secrets into the light.
The Covenant would need to return. It was their duty to their ancestors to reclaim what was lost and then some. They had to carve out their own fortress empire and proudly proclaim “I am here!”.
But above all, Terra yearned for revenge. Their enemies showed them no quarter. It would only be fitting that the Covenant show none in return.
The only question that remained was how it would be done.
The first incursions would need to be covert. That much was certain.
In fact, they couldn’t even be recognized as Terran. False flag attacks would be the norm. Confusion was the name of the game
To fully exploit their advantages, the Covenant needed to maintain that state for as long as possible. Their AI were many and the information they gleaned would be invaluable, but there were certain things that were beyond the gaze of even their digital eyes. For that, special operations teams would be needed for critical smash and grab missions.
The Covenant’s conventional forces had no hope of facing a trans-galactic alliance in a peer engagement. No matter how powerful a single Terran may be, there will always be enough of the enemy to drown them in a sea of bodies.
What the Covenant needed was a force multiplier. Something that went beyond the mere enablers that were their cybernetic and AI advantages.
A true Weapon of Mass Destruction fit for use at the galactic scale.
As the Covenant looked to the past, to the reason for their exile, the answer became readily apparent.
Year 250
Intelligence Officer Thrun’krzc stared at the news clippings on the Holograph aboard the spyship CDS Inquisitive.
“Fungal infection devastates the Hyunian Empire. Spores send sentient hosts into a violent rage. Rumors of reanimated corpses.”
“Asteroid impact contaminates oceans on Krysen Capitol with amoeba that attacks sentient nervous systems.”
“Medical research vessel studying the Terran Plagues crashes into hive world. Viral outbreak causes death toll in the Billions.”
“Bacterial infection in Likunki baffles doctors, no known antibiotics are effective.”
“Reactor overload at Data Hypercenter causes trillions in economic damage.”
“Conspiracy theorist accuses Terrans of being behind recent unrest, analysts skeptical.”
“Chaos as Perringian Empire descends into Civil War. Linghona suspected of funding rebels.”
The pattern was disturbing to say the least. It could be a random coincidence. Stranger things have happened in galactic history before. But few things match the bizarreness of this. Either way, the Emperor should be made aware.
The ship shuddered as the docking procedure was completed. A civilian freighter inbound from the Edge was experiencing reactor trouble. A hail was sent out and the Inquisitive was the nearest vessel.
Normally they wouldn’t respond to such hails, but the Inquisitive was officially flagged as a communications vessel. They had to keep their cover
She then tabbed over to the next display. The Terran question still remained.
For the past century, the validity of the Sol-4 incident has been muddled by distortions and lies. What was known was this: A multi-megaton detonation from a piece of unexploded Terran ordinance ejected a large object into Sol-4’s atmosphere, followed shortly thereafter by the activation of a warp drive.
The Kyrenian soldier who witnessed it firsthand swore up and down that it was a Terran remnant fleeing on an ark. His helmet footage would’ve been proof enough, however the cameras malfunctioned before he could return to base. Forensics determined it was due to radiation from the blast.
Nearby surveillance satellites were heavily affected by an abnormally large electromagnetic pulse. Some recorded the object as breaking up before exiting the atmosphere. Others said the object made it into space before warping away.
Thrun’krzc suspected foul play. Those satellites were hardened against EMP attacks specifically because of the Terran fondness for nuclear weapons. Discrepancies found in their programming could be blamed on the EMP, but a cyberattack seemed more likely.
Suddenly, the Holograph glitched and the lights went black. The emergency lights came on automatically. The ship’s intercom crackled and a garbled message came through, eventually clearing.
“Apologies everyone.” The captain spoke. “It appears the freighter’s reactor problem was caused by malware. It transferred onboard when we docked. Rest assured, our cyberdefense team will have the situation under control. Please remain where you are until it is resolved.”
Another burst of static, then it fell silent.
To most, this would be unconcerning. However Thrun’krzc was an experienced officer. She knew what a cyberattack looked like. They were being boarded.
Flicking the safety off of her holstered sidearm she ran to the room’s door. She clicked the button but it remained in place, dead. Resolving herself, she deactivated the door’s electronics and disengaged the hydraulics. Gripping the handhold at the bottom, she lifted it up.
Drawing her weapon, she moved through the ship’s darkened passageways. All of the primary bulkheads were sealed. Approaching one, she could hear muffled screams and weapons fire from behind it.
But just before she reached it, a powerful explosion blew the door apart. A large chunk caught her in the side, knocking her to the ground. She groaned, rolling around disoriented. Gripping her side, she could feel three of her arms were broken.
Through the smoke, clusters of red lights slowly approached her. From the darkness, robotic figures approached with firearms. Her eyes widened in recognition.
Bipedal with two arms, about two meters in stature, chemical-based projectile weapons rather than plasma-based, advanced cybernetics replacing organic limbs, the Terrans have returned.
Several of the Terrans moved past while one stayed, its weapon pointed at her. It spoke to another through a vocalizer. Thrun’krzc couldn’t understand it, but she prayed for her life. “Sargent, looks like one of the VIP’s that PHOBOS designated.”
Another crouched down. Its face was fully covered by its helmet. Eight glowing red eyes in two pairs of four stared at her. Thrun’krzc froze in place. Her skin crawled as it examined her with an uncanny gaze.
“Looks like it, the twins will be happy. DEIMOS has been wanting to talk to one of these for a while.” It rose, nodding to a Terran that stood behind her. “Bag the xeno and bring it back for interrogation.”
With a sharp blow to the back of her head, Thrun’krzc’s world went black.
A/N: This was mostly written when I posted the first entry, so expect a greater delay for the next. Like I said before, this story is really just a way for me to explore concepts and experiment a bit. Hope it was entertaining.
submitted by awmdlad to HFY [link] [comments]


2024.05.15 19:05 TightAsF_ck The BeermoneyUK Bank Switch Offer Guide (AKA The Bankedex) - May 2024

The title of the previous Bankedex has been making people think it only contained offers for NI. So here it is again, with all the current offers and with a more generic title. There are currently 5 active bank switch offers (and only one is specific to Northern Ireland!).
*****************
Here is the the ultimate guide to UK bank switch offers - the collective knowledge of ~140k BeermoneyUK members. Switch your bank account, get a cash reward for doing so. But don't switch your main account, open up a second account and switch that to get the money!

Updated 15/05/2024:

The most commonly asked bank switch questions:
  1. I started to switch to XXX bank before the offer ended, am I still eligible for the bonus?
Yes, usually, most terms will state that a switch just has to be started (or applied for) before the end date or before an offer ends.
  1. Do I have to transfer the required amount in all in one go, and does it matter if I pay money in before my switch is complete?
No and not usually, as long as the amount you pay in adds up to the required amount, and as long as you pay it in before the deadline stated in the terms. There has been one exception to this - Co-op - so check individual terms.
  1. I need to switch "active" direct debits, does a payment need to have been taken before I switch?
According to Nationwide, an active direct debit is one that has been set up or had a payment taken from it in the past 13 months. So no, according to this. But why not just wait for the direct debit to be taken? You'll not have to worry about it then.
https://twitter.com/AskNationwide/status/1442939781491486720
  1. How do I set up and switch an additional Chase current account?
    • See Chase instruction here to open an additional account.
    • The second account will be linked to the same card as your main Chase account.
    • Use the secondary account details and your original card details when switching.
  2. What are the easiest/best direct debits to use for bank switching?
There are many: Paypal, Ebay, Moneybox savings account, Plum savings account, your credit card, Sprive Mortgage auto savings, Wealthify Robo Saving. We recommend ones that save money into an account in your own name. Here’s useful ones that have additional bonuses available via beermoneyuk
Site/App Offer Comment
Park Christmas (Search) Save for Christmas via direct debit
Plum (Search) A very useful direct debit Easy and fast to set up
Sprive (Search) Autosavings for mortgage overpayment direct debit (£5 bonus) Easy and fast to set up
Wealthify (Search) A very useful direct debit (£1/month min) Easy and fast to set up
Questions about Bank Switching should generally be asked here. Posts on the subreddit asking questions about bank switching will probably be removed.

As always with the Bankedex, we need your help.

The post has been updated with the newest offers, and tips commented in the previous Bankedex posts, and those in other posts on beermoneyuk. But it is a difficult task keeping on top of all the questions. Please continue to share your experience with Bank Bribes. I will add questions/answers to this post. Your help is much appreciated - thanks to you all.

Current bank switch offers (£551 in total)

Bank Bonus Offer Deadline Comment
Barclays 31k Avios for £48 spend None £100 profit, Requires premier banking
First Direct £175 to switch None
Danske Bank £175 to switch Northern Ireland only
Santander £175 to switch None £15 extra available
Virgin Money £100 to switch 31/05/2024 10% gross interest rates boost to 12% on £1k for 1 year (~£120 total) + extra £30 via Snoop

No switch, just sign up bank switch offers

Bank Offer Comment
Tide (click for details) Spend £100, get £75 cashback A beermoneyuk staple
Monzo (click to search) Spend £1, get £5 or £50 £50 is for a business account
Starling (click to search) Free National Trust Day Pass

Never switched a bank account before?

You should consider it. It is one of the easiest and most efficient ways of earning a little beermoney. It is advised to leave your main bank account alone. Instead, switch a secondary bank account, or open a new account at your current bank to be used just for switching. Recommended steps:
  1. Open a second current account with your main high street bank (must be part of CASS service)
  2. Set up direct debits on the second account (if required).
  3. Add £1 to your second account. This will be transferred to your new account, allowing you to see when the switch has been completed.
  4. Apply for a new account and arrange to switch to your second bank account (sometimes this is during the application process, other times it is after the account is opened).
  5. Let the current account switch service take care of everything.
  6. Make sure all other terms are met (e.g. pay in money if needed).
  7. Receive your bank switching bonus.
You will hear about lots of people rushing through all of the switch bonuses available. These offers have been coming and going for years, my advice is to do an offer that tickles your fancy and try out a new bank. Then, if you decide you do not like your new bank you should sample another bank and get paid again!

Are there some bank accounts worth keeping?

Why yes. Some are quite good, and give ongoing rewards. For example, Club Lloyds gives free Disney Plus. See the "don't leave us please" bank rewards post. Some also give access to the best savings accounts (e.g. regular savers).

Detailed switch offer information

Whilst we do our best to make sure things are correct, sometimes errors do slip through. Always do your own research. Also, it may not be possible to work through all of these.

Barclays

Current offer: 31k Avios for full switch to Premier Banking, and paying £12/month for “Avios Rewards” for 4 months - works out around £100 profit when converted to Nectar points.
Direct link to offer (scroll down)
  • You must switch to Premier Bank account.
These are premium accounts, supposed to be for those with £70k+ salaries. However, cycling £4201 each month also appears to do the job
Offer end date: None listed
Requirements:
  • Open a Barclays Premier bank account & join Avios Rewards (£12/month fee), or
  • Complete a full switch from a different bank (you do this from within the app, after opening the account).
Reward payable by: 1.5k Avios each month for Avios Rewards, 25k Avios paid in month 4 for the switch.
Available to existing customers: No.
Additional notes: it can be worth doing the Barclaycard Avios Plus offer at the same time, as you will get a discount on the credit card fee.

Danske Bank

Current offer: £200 for full switch
Direct link to Danske Bank offer
  • You can switch to their Danske Reward, Danske Choice or Danske Freedom current account.
Offer end date: No end date given, may be removed at any time.
Requirements:
  • Full switch (no direct debits mentioned).
  • After opening account, pay in £1000 within 60 days (can be multiple deposits)
  • You cannot have had a Danske Bank reward since 01/01/2024
Available to existing customers: only if you are a new personal current account customer. .
How long does it take to pay the bonus: paid within 10 days of meeting requirements.

First Direct

Current offer: £175 when you switch
Direct link to First Direct offer
  • You can switch to their First account.
Offer end date: No end date given, may be removed at any time.
Requirements:
  • Full switch (two direct debits or standing orders are required).
  • After opening account, log in to mobile banking, pay in £1000, and make 5 debit card payments within 30 days.
  • You cannot have had a 1st Direct account before.
  • You cannot switch if you have an HSBC account opened after 01/2020
How to do it: Once your first direct account is open, simply log into your first direct app, select the account you wish to transfer into, tap ‘switch to us’ from your account menu and follow the instructions.
Available to existing customers: No. Also can't have had a HSBC account opened since January 2018.
How long does it take to pay the bonus: paid by the 20th of the month following that in which you met all of the criteria.

Santander

Extra £15: You can get an extra £15 by signing up to a Santander Edge account via Topcashback. If you don't have a Topcashback account, you can sign up here:
Topcashback sign up + Additional £10 Bonus
Current offer: £175
Direct link to offer
You can switch to any of these paid current accounts: Santander Edge current account, Edge Up, or the Private Current Account
Offer end date: None given
Requirements: Full switch.
  • Apply to switch when you apply to open the account (or existing customers can just switch into an existing qualifying current account).
  • Complete switch of a non-Santander account, set up 2 active direct debits, and pay in £1500 within 60 days of applying/telling Santander you want to switch. Must keep direct debits active on account
  • Cannot have had a Santander-group bonus previously (Santander, Cahoot, Cater Allen)
Reward payable by: between 60 and 90 days after opening the account.
Available to existing customers: Yes (can switch a non-Santander group current account into a new or existing Santander account). Existing customers may need to visit a branch.

Virgin Money

Current offer: Extra 10% interest on £1k for a year (~£100 bonus)
Extra £30: You can get an extra £30 by signing up to Virgin via Snoop (you need to connect your Virgin account to Snoop). If you don't have a Snoop account, you can sign up here for an additional fiver too:
Snoop £5 sign up bonus
Direct link to Virgin Money offer
  • You can switch to their M Account (free, ~10% interest total, gross), M Plus Account (free account, ~12% interest total) or Club M Account (costs £12.50/month for insurance and stuff, ~12% total, is one of the best value package accounts - especially if a joint account)
Offer end date: apply by 31/05/24
Requirements:
  • Full switch (two direct debits required as part of the switch).
Available to existing customers: No. And can't have closed an account since 30/04/2024
How long does it take to pay the bonus: interest is paid monthly, so a a year to get it all!

General Bank Switch Questions

Current Account Switch Bribes - Why do they offer them?

They want your business. Banks like fighting each other for customers. Most of them know they can't win by highlighting their outdated systems and products, so they fight each other by offering potential customers cash bribes (or equivalent) to switch their "main" bank account.

Can I switch any bank account to get a bribe?

No. You must switch a bank account that is part of The Current Account Switch Service (CASS). Most high street banks are included. But some Neo Banks are not (e.g., Kroo, Revolut, & Monese are not included). You should try to avoid switching your main bank account. You can always open an additional account just to switch.
See here for a full list of CASS banks.

Is it too much hassle?

No. The Current Account Switch Service (CASS) makes switching your account between most banks smooth and effortless. You do not have to do anything apart from apply for and set up a new account at a different bank and tell them you want to switch your account to them. Everything is transferred automatically (except recurring card payments).

Is there the best route to sample all the banks with switch offers?

Do the offer ending soonest first. Then you might switch again. If you complete all offers in this post, you could earn yourself >£1000.

Some of these end soon. Will the offers come back?

Banks have been offering bribes on and off for many years. We can't predict the future. But this is not a new thing.

How long does a bank switch take?

Approximately one week.

Do I have to switch my main account?

You could. But you don't have to. Many people have second bank accounts. One option may be to open up a second account with your current high street bank, add some direct debits to this second account and then switch it to the new bank you want to try out. On the sub, people also like Starling or Monzo as they are easy to set up (but you might want to switch back to them at the end - their functionality wins vs any usual high street bank).
High-street banks also let you open multiple accounts. If you already have an account with one, you might want to open an additional one with your current bank first (Halifax, NatWest etc are reported to allow several current accounts and to be fast to open).

I have savings accounts at the same bank as my current account. Can I still switch to this current account?

Yes. Only the current account will be closed (some linked regular savers may be converted to normal savings accounts). You might want to consider if switching to a secondary account is a better option.

I have linked savers attached to my current account. Can I still switch it?

Possibly.

Which banks let me open a second bank account?

Most of them.

Do I need to activate the card on the account I am going to switch?

Just do it anyway. Some banks require it

What details do I need to switch?

  • Sort code and account number.
  • Debit card information.
  • Usually, but not always, 2 active DDs on the account you are switching.

Do you need to have money in the account you are switching?

No. But it might be a good idea - this will allow you to see when the switch happens (i.e. when the money is transferred!).

I do not have a bank card with my old current account as it is very very old, can I still switch it?

Most online forms require card details, but you can usually switch such accounts over the phone.

My new bank has not given me my account number (e.g. NatWest).

Usually, these are sent via post/email when you sign up. But some banks don't have the account numbers on the card, or maybe letters get lost in the post. If this happens, wait for the card to arrive and contact their support. If you get a bot on the chat thing, type "speak to a human" repeatedly.

My new bank account is a premium account and it has a fee. Do I need to keep paying for this?

No. You can downgrade the account. But you should probably wait until you have been paid the bonus.

I don't like my new bank, do I need to wait for the bank card before switching again?

Yes. See question above. Most banks require the card details of your existing account.

I made an account just to switch. Can I switch before my new bank card arrives?

Best not to. You are asked to enter the debit card information as part of the process.

The offer says I have to pay in £xxxx. Does it have to be in one go?

No. You can transfer in and out. The total sent in has to be equal to or greater than the stated amount. You should be careful with this though, sending money in and out of an account can trigger anti-fraud measures.

The offer says I have to pay in £xxxx. Can I pay it in before the switch completes?

Yes. You can pay it before, after, or during. You can manually transfer it, or it can be transferred automatically from your old account.

I've been asked to verify my identity. Is this normal?

Sometimes automated checks fail. If this happens, you may be asked to manually verify your application by visiting a branch or sending in a copy of your ID.

I switched from Monzo/Starling and want to return, can I?

Starling does not let you return within 12 months. With Monzo, it's possibly a shorter one month that you have to wait.

Do I have to switch direct debits?

Check individual offer terms.

What is an "Active" direct debit?

An active direct debit is usually one where a payment had been taken in the last 13 months. But some bank switch terms require direct debits to have been paid out of the account. If an offer requires an active direct debit, it's safer to switch to an account that has already paid out direct debits.**

What are good direct debits to set up on a second account?

There are many: Paypal, Ebay, Moneybox savings account, Plum savings account, your credit card, Sprive Mortgage auto savings, Wealthify Robo Saving.

I recently switched to XXX Bank, and I do not like it. Can I switch again?

Yes. If you are not happy with the new service, you may want to switch to a new bank that will pay you to give them a try.

Do I have to stick with my new bank for any length of time?

No.

If I switch away, will the bank claw back the bonus?

Very unlikely. They would have to specify this in their terms, and none have ever done so.

My switch is complete, but I have not yet received my bonus. Will I still get the bonus if I switch this account before it is paid?

Probably not.

My most recent switch is not quite complete, but I have already received the bonus. Can I start another switch?

You should probably wait for the switch to complete.

Can I get more than one bribe from each bank?

Sometimes. With some banks (e.g. Nationwide), you can get a bonus for switching one sole and one joint current account. Other banks will pay you to switch again, as long as you have not had a bonus in a specified amount of time. You will need to check individual offer terms.

XXX Bank gave me a bonus before, can I get a bonus again?

You need to check the individual offer terms.

Will this affect my credit score?

Credit scores are a funny thing, What is more important is what is actually in your credit file. Obviously, if you apply for an overdraft then it will affect your "credit score". However, if you do not have an overdraft or you make sure that you have paid off any overdraft before switching banks, then a single current account switch should not negatively impact your credit score. Nevertheless, typically all major banks (excepting Monzo and Starling) do a hard credit search, and this will be recorded on your file. If you plan on applying for a new mortgage soon then you may wish to exercise caution in switching between a load of banks. This is because the hard searches performed by banks will appear on your report and may have an effect for 6-12 months.

Which banks do hard searches and which do soft searches??

See here. Most banks do hard searches.
  • Hard searches: Bank of Scotland (first account only), Barclays, Co-op, Clydesdale, Halifax (1st account only), First Direct, HSBC, Lloyds (1st account only), Monzo, Nationwide, NatWest, RBS, Santander, TSB, Ulster, Virgin Money.
  • Soft searches: Starling, Metro Bank, and Chase

I have a bad credit score, will I be accepted to XXX bank?

Unfortunately, we do not know the acceptance criteria of the banks. You might be unlucky with one bank, but lucky with another.

My application was rejected. Why?

Nobody here knows. You could try appealing, but your only way to find out more is to contact the bank.

After switching my account, I still have online banking with my old provider. Do I need this?

No. You do not need to keep the online access (you could shut it down). But you may wish to retain these details in case your old bank suddenly appears with an offer that makes you want to switch back. Or open up a savings account.

Has anyone else been paid for switching to XXX Bank yet?

Check the terms of the offer you signed up for. Some banks have long deadlines and stick to them (e.g. Santander, TSB). Some are quicker. If you haven't been paid within the stated terms, then you should contact the bank's support.
submitted by TightAsF_ck to beermoneyuk [link] [comments]


2024.05.15 18:50 Spooker0 Grass Eaters 52 Just Passing Through

Previous
First Series Index Galactic Map State of War Map RoyalRoad Patreon Discord

MNS Oengro

“How’s the fuel status of the Oengro?” Grionc asked.
Vastae, eyes glued to his console, replied without hesitation. “We have just enough blink fuel for one jump, but we aren’t going anywhere once we get to the other side without a refueling ship.”
“One blink is all we need. And if the Oengro is good to go, the other, smaller ships should be fine too then,” Grionc responded, bringing up the system map on screen with her paws. “Four minutes to blink limit. Have the ship’s crew secure themselves for the blink and get ready for shift change to execute post-blink procedures when we arrive.”
“Yes, High Fleet Commander,” Vastae acknowledged with a brisk nod.
Suddenly, three quarters of the sensor readings on her sensor board disappeared, and the fidelity on the remaining took a nose-dive in accuracy. A low murmur ran through the sensor stations, which she waved away with a paw. “No need to panic. It looks like our friends jumped before we did, as arranged. Our sensors are on their own for now.”
Vastae swallowed hard. “Are you certain about this plan, High Fleet Commander?” Vastae asked nervously. “Not that I don’t trust what Sphinx— Speinfoent cooked up, but this is a last-minute plan modification we haven’t rehearsed. And with our fuel situation, we only get one chance here.”
Grionc put a calm smile on her face. “Remember that exercise we did with the Grass Eaters a while back?”
“Which one?”

4 months ago

“Since it’s New Years, it’s time to have some fun,” Mark announced with a grin to Grionc and the rest of the curious bridge crew. “I’m going to show you guys a fun teambuilding exercise we did on Terra.”
“Teambuilding exercise?” Grionc asked suspiciously.
Mark didn’t let her skepticism color his enthusiasm. “Well, I’m not sure how much teambuilding it does, but it is fun. And I have never seen aliens do it. In fact, this might be the first time this has ever been done outside of Sol!”
“Fine, fine. What are we doing?” she relented.
“This exercise is what we call the trust fall.”
“The trust fall?” Grionc repeated. “It’s about building trust? Like trust in your crew?”
Mark nodded vigorously. “It’s supposed to. I’m not sure if it truly works, but it truly is fun. You and I can demonstrate for the crew.”
Grionc sighed. “Sure. What do I do?”
“Come stand over here,” Mark pointed to a spot on the floor, and then stood in front of her with his back to her. “What I’m going to do is I’m going cross my arms… like this… and on the count of three, I’m going to fall backwards, and you have to catch me when I do.”
“Huh. That seems dangerous. What happens to you if I don’t catch you?” Grionc asked, mild concern creeping into her voice.
“Traumatic brain injury, probably. Something similar for your species too, I assume,” Mark shrugged nonchalantly. “But don’t worry about that. We have good medical facilities on the Nile, and you will catch me. That is the point of the exercise. Alright, you ready?”
Sensing his insistence, Grionc sighed and held her paws out, bracing herself. “Ready.”
“One, two, three…” Mark did as he described, crossing his arms, and falling backwards into Grionc’s outstretched arms. She grunted with slight effort as she intercepted his fall and then gently lowered him onto the ground, “Oomph. Huh. You Terrans are lighter than you look.”
“Yeah, my bones are nano-grafted,” Mark grinned, bounced up to full height, and circled around her back. “Okay, now it’s your turn.”
Grionc crossed her arms and held her breath for a moment. “One, two…”
She didn’t move. A few seconds later, she let go of her held breath. “I can’t.”
“What? Why not?”
Grionc muttered excuses. “No, it’s just— my tail— our balance mechanisms are different, I can’t just fall backwards on purpose—”
Mark insisted. “It’s not that difficult. Just let go. Don’t worry. I’m right here. I promise I’ll catch you.”
She held her breath once again, psyching herself up for a few more moments.
“One, two… doh, I can’t.”
Mark lightly patted her on the shoulder. “That’s okay… don’t worry… Hey, Speinfoent, come over here and give her a light shove. Alright, on the count of three. One, two—”
“Oh, no. Don’t you dare! No! Don’t touch— Yowwwwwww!”
Grionc continued, “And now… we fall. And we trust that our new friends will be there to catch us.”

ZNS 2228

“They’ve blinked,” the computer officer reported.
“Did we catch their blink vector?” Skvanu asked urgently.
“Calculating… got it! We triangulated their blink vector and probable destination! Entering it into our fleet navigation computers,” she responded, paws flying over the controls.
“How long before we can execute the blink?” Skvanu pressed.
“Two minutes before we hit the limit ourselves,” she replied, not looking up.
“Good, get the crews ready and start the countdown. I want to blink the millisecond we are clear of the system limit. And get all systems ready for what’s on the other side. They almost definitely have an ambush waiting for us. I’m guessing that’s where the remaining nine or so squadrons of Sixth Fleet are waiting for us,” Skvanu said confidently. “Twelve Lesser Predator squadrons to twenty-six of ours. Doesn’t matter how many upgrades they have, we will defeat them, especially since the first three will be within railgun range. Get those gunnery crews and point defense computers ready.”
“Blinking in seventy seconds,” she announced. “Sixty-five seconds—” Suddenly, she stood up, “Eight Whiskers, our FTL communications are open again! Both Datsot and Gruccud have just responded to our last message!”
Skvanu spun around to face her. “That makes sense. Whatever device they used to stop our communications must have been on one of the ships that just blinked out. Is there any priority intelligence from either?”
“Yes! Datsot has an emergency transmission for us. It’s from Ten Whiskers Ditvish!”
“What is it?” Skvanu asked, his voice serious.
She began to read. “Lesser Predators have entered Datsot system in force. Nine squadrons spotted so far. They may attempt to engage our garrison force there… His guidance is that we return immediately to trap these aggressor ships, but leaves the decision up to you…”
Skvanu absorbed the information with shock. If those ships are really in Datsot, they must not be on the other side of wherever the Oengro is blinking. And with that context, this now smelled exactly like a planned trap.
He thought out loud. “This must be what the Lesser Predators planned from the start. If we chase, we have no idea what they have on the other side. There may be refueling ships. They may have already gotten away. By the Prophecy, they may even be sacrificing three squadrons to get us to blink through a singularity or anomaly. But wait… If we return to Datsot immediately, we might catch those squadrons split from the rest of their ships and cripple their fleet!”
Having made up his mind, he shouted urgently at the navigation station, “Navigation, hold the blink!”
“Halting the blink procedures.”
“A handful of ships have already completed the blink!” the computer officer reported, almost in a panic.
“Cease blink procedures! Fleet-wide, cease the blink!”
The order went out immediately, and it was a testament to the discipline of the Znosian Navy that most squadrons managed to stop the countdown just seconds before it went through.
“How many ships went through?” Skvanu asked urgently.
“We managed to stop most of our ships, Eight Whiskers. Only five combat ships from Squadron 6 went through.”
He sighed in relief. “Only the Prophecy can help them now… Turn us around. Let’s get back to Datsot.”

TRNS Nile

“I think we are in sufficiently deep space,” Captain Gregor Guerrero said to his crew. “Drop us out.”
“Yes, captain. Emergency drop-out in five… four… three… two… one… now.”
The ship shuddered and creaked as the emergency-stop was activated. The blink engine wound down, forcing the ship back into normal space.
Gregor turned to his navigation officer. “How far from Plaunsollib did we travel, in regular space?”
“Two months on their Alcubierre drives if they combat burn with all their fuel. Four if they plan on stopping,” she replied immediately. “They’d be going too fast to aerobrake anyway.”
“Good,” Guerrero said, gluing his eyes to his sensor board. Ships in FTL are difficult to detect, even on gravidar, but the state-of-the-art technology on the Nile gave them a few seconds of warning.
A few seconds later, the sensor officer’s voice cut through the tense silence. “I’ve spotted the Puppers in blink! All of them, tight formation. They’ll pass us in about fifteen seconds.”
Guerrero nodded his pleasure. “Good, let them pass. Tell me when they’re out of range.”
The seconds ticked by. “Ten… five… they’ve passed our position… and now they’re out of range.”
“Now, switch on the blink disruption field,” he ordered.
The hum of the ship’s ambient noise went up an octave, signaling maximum power drain as the ship’s thirstiest system kicked in.
Gregor looked at his information panel. “Full emissions control. EMCOM Alpha. Deploy the FTL jammer drone and then shut off our engines. If things go well, we’re about to be joined by half the fucking Bunny Navy in a minute.”
“Aye, Captain. EMCOM Alpha.” The rest of the crew nodded, working their controls with practiced competence.
“Jammer drone out. You think they’ve got wild weasels, captain?”
“Unlikely, but we take no chances. If they don’t…” He shrugged. “… we’ll just get our drone back later.”
A tense minute passed, then the sensor officer reported, “Captain, Znosian ships spotted on gravidar! Two… three… five in total… They’ve just been forced out of blink.”
“Five squadrons?”
“No, Captain, five ships.”
Gregor furrowed his brow, surprised, and took another glance at his console. “Only five ships?”
“Yes, sir.”
“Alright, keep the disruption field up, and analyze the drive signatures on them. Maybe one of them is this Skvanu guy we’re supposed to hit,” he speculated hopefully.
After half an hour, Guerrero finally called it quits. “No more guests are showing up. Looks like they must have wizened up at the last moment.”
“Aye, sir,” the executive officer said, shaking her head in disappointment as well. “It was a good plan. Could have stranded their whole fleet out here.”
“Well, bad luck— these things happen in war, Lieutenant. Don’t worry. We’ll get them next time. How are the guests we did get doing?”
“Out of blink fuel, as expected. They’ve been dumping cargo in an organized fashion. I think they’re planning to see if they can reach Plaunsollib with their subspace drives in a reasonable amount of time and call triple A.” Then, she asked, “Where do you think the rest run off to?”
“Probably Datsot,” Guerrero guessed. “Phone Sphinx and tell him he’s probably got the whole shit storm heading his way, ETA about a couple days. Get the estimates to him.”
“Yes, sir.”
“Now, we just need to silence the witnesses so we can use this trick again. Bridge to CIC: let’s keep it simple. One Kestrel for each of the targets. We’ll swiss-cheese them with railguns after. Just in case.”
“Aye, Captain. We’re not dropping off those TRO drones here, are we?”
“Nah. Too much work. No one is finding these guys ever again anyway.”

MNS Trassau

“I just got off a call with the Nile,” Loenda announced. “Looks like the Grass Eaters have discovered our ruse in the other system. The main enemy fleet is heading our way right this second.”
Speinfoent sighed, and suggested, “If we burn closer for just half a day more—”
“No more,” Loenda declared. “We are already risking nine squadrons coming this far into the Datsot system limit.”
“Alright,” Speinfoent agreed reluctantly. “We can still give them a present they won’t forget any time soon.”
“That, we will. That we will.” Loenda turned to her console. “All ships in Battlegroup 2, dump your payloads as quietly as you can. Then wait half an hour to change your vector and make your way to the system blink limit.”
“Yes, Battlegroup Commander.”

ZNS 1841

“Ten Whiskers, the Lesser Predators are turning around,” the computer officer declared, doing her best to hide her relief.
“What? Where are they heading now?” Ditvish asked, confounded.
“Towards the shortest path to the system blink limit, I think.”
“That’s it? They’re just leaving now?”
“Combat computer speculates that they might have seen that Eight Whiskers Skvanu is heading back to Datsot, so they are breaking off the attack,” the officer offered.
“That’s… not very Lesser Predator of them, but very logical,” he admitted. “They must have realized their plan failed and are now cutting their losses.”
He didn’t mention that his fleet was the one that came out behind, losing yet another precious supply convoy and then sending the whole combat fleet on a wild predator chase for nothing. That State Security goon might start to become a problem if he didn’t spin this well in his after-action report.
A few hours later, a foreboding feeling coloring his mood, he ordered, “Sensors, boost our radars towards where they changed vectors. I want to check to see if they dropped any drones or traps.”
“Yes, Ten Whiskers.”
The 1841 boosted its radar towards the direction, blaring out signals on maximum strength and—
“Incoming… missiles? Ten Whiskers, many missiles! Dozens! Over a hundred! They’re well within our minimum abort range!”
“By the Prophecy!” Ditvish exclaimed. “All ships, execute combat burn away from them! Countermeasures and fire counter-missiles, at the ready! Track those missiles!”
Fortunately, the garrison fleet was still in high readiness from before. Their engines were ready to light up to full acceleration immediately.
Unfortunately, the missiles were already close. In desperation, his ships began dumping their entire loads of radar chaffs and flares into space behind them as they maneuvered away from the threat. Counter-missiles sped out of their tubes towards their rear, relying on their motherships’ sensors and radars to find the tiny alien missiles for them to engage.
Quietly gliding through space towards the enemy on inertia inherited from their motherships was the sizable swarm of Terran-made missiles. Obsolete for military purpose in Sol but still produced for the civilian and gray market, they were an easy addition on the TRO’s shopping list. Vast quantities of them had found their way into various shell corporations and dead drops all over Sol, then onto hastily constructed exterior pylons on Sixth Fleet ships.
While they were indeed several times outside of the maximum effective range of the Znosian ships at launch, missiles technically did have unlimited ballistic ranges in space — if their enemies were not moving and they did not need to constantly fire their thrusters to adjust course. Relying on a short first burn and then inertia, they flew most of the way towards the stationary enemy fleet completely undetected. By the time they were spotted, it was too late; the Znosians were well within their effective ranges.
Their intelligence chips might not have been super-Terran state-of-the-art computers, but the Pigeons had no problem realizing that they were discovered. They had been tracking the enemy targets using passive infrared sensors that did not alert enemy threat sensors to their presence. But the second that the targets started dropping flares to blind them, they activated their primitive late twenty-first century radars and homed in onto the priority targets they’d been given. Their main thrusters began their burns, adjusting their vectors to intercept the now-finally-moving enemy ships.
Then, they saw the incoming counter-missiles — fired by the enemies sporadically, obviously in panic.
The makers of the Pigeons might not have bothered to include next-generation electronic dazzlers on them, but penetration aid on missiles had been standard in Terran warfare for a century. They littered the space they were in with chaff and their own bright flares, coordinating with the other missiles in the area with short range laser communication to ensure that none in the swarm would confuse or disrupt each other.
The Znosian counter-missiles were certainly confused and disrupted though. Many veered off into phantom signals. Some lucky ones did manage to find their targets. When a few of their comrades dropped off their impromptu mesh net, the Pigeons constantly corresponded with laser communications to re-prioritize their targeting.
At the top of the list was the fattest, easiest target of them all: the enemy flagship 1841.
Seconds before impact, the missiles finalized their targets, and they spent every drop and fume of their remaining fuel on terminal maneuvers.
The Znosians’ close in weapons systems had milliseconds to engage the incoming threats. They performed admirably… for trying to deal with this unknown alien threat for the first time. A couple dozen more missiles were plucked out of space, but it was not enough.
Not nearly.
The rest slipped through the net.
Miraculously, the 1841 managed to survive initially. Despite it being the primary focus of the Pigeon mob, the other ships did their best to shield its most vital components in its rear with their own point defense. And the Pigeons — like most missiles of its era — were loaded with just enough firepower to destroy much smaller Terran ships. The larger hulls of the Znosian ships gave their obsolete mid-century intelligence chips a slightly more interesting exercise in module identification and targeting.
The massive Thorn-class battleship took fourteen hits to varying systems that the missiles visually identified as “that looks pretty important” on their final approach: its primary missile and gun tubes were trashed, venting atmosphere to space in those compartments. A proximity hit near the stern took out four of its eight massive main thrusters and several system modules at the rear of the ship. And perhaps worst of all, one Pigeon managed to zero in on its vulnerable front bridge, the explosion emptying its contents and occupants into vacuum.
Luckily for Ten Whiskers Ditvish, none of them hit the armored flag bridge where he was in the belly of the ship, vindicating the Znosian Navy’s practice of separating the two for redundancy.
Nonetheless, Ditvish fell to the ground as the simultaneous impacts temporarily overloaded the inertial compensators and shook the ship to its core. Sparks flew around him, and he smelled a pungent stink as the automated fire suppression systems kicked in to save as much as they possibly could.
He slowly climbed to his feet and looked at the scene around him. A sensor officer was spraying foam at a small fire with a handheld device, successfully extinguishing it in seconds. Several other of his crew were recovering and returning to their stations with remarkable calm. After all, they were elite, well-trained spacers and officers of the Znosian Navy.
Ditvish did the same, propping himself back into his command chair with slight effort. He operated his console in a concussed daze. One glance at the status board told him that the 1841 was a write-off. It wasn’t going to be combat effective ever again. At least its life pod systems were working, and he watched in relief as dozens then hundreds of crew members in the damaged sections of the ship climbed into theirs and ejected into the relative safety of vacuum.
He checked up on the other ships: several others were hit. Six had outright detonated: no survivors nor signals came from them. Two were irreparably damaged, their remaining crews also abandoning their ships in an orderly fashion. And another six had visible fires or scorch marks on their damaged hulls, but those crews were still valiantly fighting to keep their ships alive.
Ditvish noticed that the missile didn’t go for all his ships, just the ones on the outer edge on his sensor board— wait, the missiles—
To his horror, several more dozen missiles they’d detected were still active, and they were going for—
He looked at his computer officer’s station and yelled, “We have to warn them!”
She yelled something back at him, but he realized that he couldn’t hear her. Hitting the floor must have injured his hearing organs. He yelled again, hoping that she could still hear. “Warn the orbital support fleet! The logistics and fire support ships! Evasive maneuvers and take cover in the atmosphere!”
Her lips moved again. He got out of his chair and stumbled over to her in a daze, trying to hear what she was saying.
She was saying something.
It must be important.
“… not reach them. Our communication array… destroyed! Ten Whiskers, we need to get… We don’t have much time!”
Ditvish finally understood her from reading her lips. He didn’t respond. Just numbly watched the planetary battlemap of Datsot on the main screen.
It didn’t take long. They were completely defenseless.
The remaining missiles plucked every last orbital fire support and logistics transport ship out of the skies of Datsot. Most detonated; a few left behind trails of black smoke as they sank uncontrollably towards the planet’s surface.
Then, Ditvish’s hind legs gave out and he crumpled onto the bridge floor.
He was dimly aware of one of his subordinates dragging him towards the bridge escape pod as he blacked out.

MNS Trassau

“Don’t worry, Speinfoent,” Loenda said, putting her paws around the junior commander looking glumly at the image of Datsot retreating from their view as the rest of the bridge cheered the better-than-anticipated success of the raid. “We’ll come back, and next time, we’re coming back for everything.”
“That we will, Loenda. That we will.”

Meta

There is no research that shows the effectiveness of trust falls for building trust in a team and plenty of research showing that falling backwards from a full standing position without adequate bracing or padding can lead to serious brain, spinal, and back injuries.
Coercion or retaliation against Malgeir employees who refuse to participate in trust fall exercises may be considered investigable or actionable violations of workplace safety regulations by the Republic Office of Occupational Safety or anti-discrimination regulations by the Office of Equal Opportunity.
Whistleblowers are entitled to up to 25% of monetary penalties recovered. If you see something, say something.
Previous
Chapter 53: Apostasy
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2024.05.15 17:58 ArmChairAnalyst86 Space Weather Update - 5/15/2024 - Short to Medium Range Forecast & Observations - Article Teaser

Space Weather Update - 5/15/2024 - Short to Medium Range Forecast & Observations - Article Teaser
Good morning everyone, AcA here and I have a brief (haha) update for you this morning. I felt it was pressing to give everyone an idea of what I am seeing and feeling headed into the next epoch of space weather. What a ride AR3663/3664 were? Long before most of you showed up for the biggest storm in decades, AR3663 was trying to get there, only to be usurped by AR3664 stealing the show. Well AR3664 has now departed, and the sunspot situation is complex, but not as intense as before it left. There are certainly more spots and active regions, but we are missing one with significant complexity and size like AR3664. As a result, we can probably expect a quieter stretch of space...
Something wild just happened. Something that has happened numerous times since I have started this. Call it stupid, tell me I am ate up, call it woo woo, I don't care. I don't call it anything, I juste note its occurence. As I am writing this brief little snippet, X-Ray spikes, and topped out at X2.99. For the last 10 days, when I have seen magnitudes like that, I automatically go to AR3664, or went to I should say, but AR3664 is gone...so what AR is responsible? I can barely see the leading edge of the plage, but it must be respectable.
That is the beauty. Nobody knows. It is not visible and as a result has not received a numeral yet and we have zero real idea of what it looks like. However, we can extract 3 key details from this information.
  • The sun is still very active - X flaring continued overnight with an X3.3 overnight and this most recent X2.99~ from a new contender.
  • Something imposing is hiding behind the limb, and will be rotating into view, and appears that it will be X capable off jump street.
  • The flare topped out at X2.99, but based on the signature, I would not be surprised if the actual flare magnitude is north of that. THis often happens when flares occur so far on the limb they are occulted by the sun. It affects our probes ability to measure it.
  • The radio emission from this flare was over 1000 km/s. Wowzers
https://preview.redd.it/mg1mt1ugvl0d1.png?width=818&format=png&auto=webp&s=ebf33ff307f1bc8dde5b507717bd2a1b221077ee
EDIT 3:40 EST: ALthough I cannot personally get the updated coronagraph showing the CME from this bad boy, its quite impressive. As is the CME activity of the past few days in general. EXPLOSIVE. Here is a twitter link to the swl tweet showing the CME - https://twitter.com/_SpaceWeather_/status/1790688547042742406?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1790688547042742406%7Ctwgr%5E0d6db1ff31642a3570675540dc4fa5b8904272ab%7Ctwcon%5Es1_&ref_url=https%3A%2F%2Fwww.spaceweatherlive.com%2Fen%2Fnews%2Fview%2F542%2F20240515-more-x-flares.html
Here is a link to the most recent C2 imagery but it only runs thru 5/13. Impressive none the less. This link is awesome because it shows you a side by side. These are some big booms. Certainly not rivaling the biggest ever or anything like that, but impressive anyway.
I do have a short video of a CME from yesterday because it is not included in the link above and its a doozy. Not aimed at us, dont worry, but these spots rotating in came to party.
https://reddit.com/link/1csobnd/video/fm8dqeku7n0d1/player
Also I did some digging and found out that the AR which fired off the X2.9 described in this update has a long history going back to 4/21/2022. Its numeral was AR13654, but will be different this go around. Our last glance at it was on 5/3 and it had decayed significantly. I wonder what it looks like now?
Buckle up folks. Now hopefully you have got the drift. There is no certainty here. I think many people are forgetting one key fact about this game. Its comprised of two words. Space & Weather. Space suggests its distant, massive, and on scales far bigger than a human. Weather suggests its an interconnected and dynamic system of more variables than we can track or understand. Our brightest minds, best models, and best computers, cannot tell you with any high degree of certainty whether it will storm 5-7 days from now, maybe not even rain. If that is the bar for terrestrial weather, than what is it for space weather? I give you my take. I give you my analysis. I hope I am right, and alot of you are here because I have had a pretty good track record so far. Do not think for one second that I don't know that track record could fall apart tomorrow. I need you to understand that. All I can say for sure is the watch continues and while these CMEs are not earth directed, the active regions making these big booms are rotating around and some will have their turn.
Internally though? That is a different story. My confidence is rising. My perception broadening and my understanding increasing. The beauty of space weather currently, is at some point you have to make a gut call. You read the same data as everyone else, and you make your prediction. The finer brush strokes don't always come out perfect, but the big picture is definitely coherent at this point.
OFFICIAL FORECAST - SUN
https://preview.redd.it/9bja58vvvl0d1.png?width=414&format=png&auto=webp&s=9bc0bf36701972c3c52f5e74e004db2bc937e34b
I expect a brief lull in activity affecting earth. Flaring may remain slightly elevated but we cannot escape the fact that AR3664 is out of the mix. The other groups are growing, but they are not growing exceptionally fast. That could change and we will keep close eyes on active regions. Here is a link to all SDO imagery with a few pointers
AIA 131 Teal - best for capturing the flash of flares.
AIA 171 Gold - best for capturing magnetic connections, overall activity, post arcade loops
AIA 211 Purple - best for capturing eruptivity during flares and dimming
AIA 193 Bronze - good for coronal holes esp, but a blend of 171 and 211 showing activity and a glimpse of eruptivity
AIA 304 Red - best for plasma filaments and prominences and eruptivity
The others are great too and have various specialities but the primary ones are above.
If existing active regions do intensify, the forecast will change. We cannot assume they will, although I think they will. The sun is active overall and is able to generate big flares from any location or sunspot group. Even though the existing are not huge gashes like AR3664, AR3664 had humble beginnings too. Even though the spots on the disk are compact, they are fairly intense. I believe the official forecast reflects this. Even with AR3664 off the disk and no longer listed, the M-Class chances are 75% (too low) and the X-Class chances are 40% (I agree). They are seeing the same thing.
OFFICIAL FORECAST -EARTH
WSA-ENLIL shows an atypical setup. There are some small CMEs in the pipe and we are passing through a solar wind enhancement. Not sure where it came from but the parker spiral action is carrying it to and through us. Nothing big out there right now though. CME production remains elevated, including several potential full and partial halo, but currently nothing substantial aimed directly at us. DONKI shows a minor impact in the coming days with max Kp3.
Our star has made its most prolific run yet over the past few weeks. Both generating massive geomagnetic storms on earth and massive flares. Yes, SC23 was more intense in every facet, but SC25 is not over. It has already far exceeded SC24 though and its not close. Get this little fact.
In SC24 there were approximately 48 X-Class flares in the entire cycle which spanned from 2008-2019. In the past 2 weeks have seen more than 25% of that total. In 2 weeks, we got 25% of the way to the entire total of the previous 11 year cycle. And that does not even count the years and months prior of SC25, just the last 2 weeks. I think Mr McIntosh can take a victory lap. He went against the grain, called this a big cycle in direct opposition to NOAA on the basis of his own theory. Bravo! Its not done. We are in solar maximum and that is clear, but what is not clear is just how max this max will be? Nobody can predict the future or what will happen tomorrow on the sun, but I can say that there has NEVER been a better time in all of our recorded civilization to get acquainted with and understand space weather. Not only because of the activity level, the tools available to everyone for free, but because we must be on watch. We are the watchers. If you are here, you know what is up. The rest of the world does not. They do not understand space weather and the think its impossible to do so. Too complicated. Well that is where you come in. Learn it. Understand it. Teach it. Its going to matter in the coming decades, and I would bet everything I own on that. Does that mean CE 2.0? Hell no. Don't immediate jump to extremes, but here is the simple facts. We hit extreme storm levels last weekend from not so extreme storms. It did not harm anything. No widespread damage, just some localized stuff. A transformer blew up in a city about 50 miles from me overnight. Don't see that often. Could it be coincidence it occurred as our earth is trying to process all of the excess energy and current coursing through it? Sure it could be, but I am paying attention. Seismic activity is sharply rising the past few days, with significant attention paid to the south pacific and the caribbean currently. Weather and cloud anomalies all over the place and in strange places. The link to cloud anomalies shows iridiscent clouds usually spotted in polar regions only, yet these are in Vietnam. Many other places too. Are you paying attention?
Coming Article Teaser and Open Letter
I am going to touch on my article that is in the works just a little bit. A teaser if you will because I think it needs to be discussed right now, but when I release it, you will need no less than an hour to read it. It will be comprehensive and supported. I am shooting from the hip here, but I do so from an informed standpoint, the same standpoint I want you to arrive at.
What does ALL of this mean? Should I be scared? Can I jump to conclusions about this? Stop it. One day at at time. We are not scientists here. Most of us have no degrees or letters behind our names. We come armed with logic and the powers of perception, ready to learn. We are in the observation stage. We are looking for signals, correlations, coincidences, anomalies, patterns, etc. We must all determine for ourselves the truth of the matter, with our own eyes, and it starts right here at solarmax.
Now let me get something straight. I am very excited about aurora chances and the study of this field. I have no reason to believe we are in imminent danger. I have no reason to believe that we are in imminent danger tomorrow, or any other time. I recognize that like many forces of nature and the cosmos, that the sun does have the ability to make life pretty hard here, as well as makes all life possible. I give it the respect it deserves, but I do not give it fear or panic. I give it logic and rationality. Logic and rationality tells me that something is up with our planet, and I am not sure its so easily explained by the current narrative. I see man made climate change used far and wide to excuse every development from earthquakes, length of day glitches, changing earths rotation, etc and who am I to argue? I have no degrees as I said. I am just a self taught dude who likes space.
But I would offer them a challenge. Find a way to attribute last weekends massive geomagnetic storm from some relatively low magnitude CMEs to climate change. Go ahead, I will wait. No one would argue that the CMEs from 2003 were stronger, yet the effects were nearly identical and anecdotally more intense. How did our Co2 do that? They will attribute it to starlink satellites or something else man made. ESA swarm mission will tell you that its only decreased 9% on average whatever the hell that means. How can that be, if its been weakening at absolutely positively no less than 5% per century on average with modern estimates much closer to 5% per DECADE. The average rate of loss is no longer reported and is a mystery and possibly a closely guarded secret. As a result, I have no numbers or figures I can give you that I can prove. I will offer you a challenge too though.
Look around. Do you see a pattern? Do you see an acceleration of "things"? Everyone does. Cant deny it. Climate change is a good candidate for it, but we must factor last weekends geomagnetic storm in as anecdotal evidence that something could be changing, quickly. Its not proof. We could not go to a court of law and establish it as fact without refute. Some could say the CMEs combined in an unusual way and it somehow drastically magnified the overall energy content into a single wave. Maybe that is true. I cant refute it with data.
But....we can watch for the next one. We will get another big storm? I dont know. But we will be watching. If we see another storm like last weekend from low end X-Class flares, that could change. Our argument could strengthen, but we must approach it scientifically and logically, even if we are not scientists. Immanuel Velikovsky said that the test of a theory should be the explanation that requires the least in the way of modification, qualifier, and assumption to arrive at a conclusion. Pardon my french, but fuck what the mainstream is telling you. I am not saying they are lying, but am I saying trust your eyes, your instincts. This is IN you. It is in us all.
Thank you for making SolarMax a top 12% space and astronomy subreddit. I am a modest and humble man, but we are doing good work here. I am moved and touched by all of the posts, comments, questions, articles, and observations. Someone made an excellent observation overnight about the possible sympathetic nature of the flaring yesterday on direct opposite sides of the sun that I had made myself, but not brought to your attention. I thought maybe the timelapse just made it look sympathetic, but evidently others noticed too. That is what this is all about. Again, I am an armchair analyst. I make no bones about that. I have no qualifications that I could point to that says I know what I am talking about. When I say self taught, I do not just mean this subject. I am self taught in life. I barely graduated high school. I was essentially guaranteed graduation because my high school could not wait to get rid of me. If you are looking for good grammar, punctuation, syntax, etc you will not find it here and ultimately qualified or not, the results and predictions will pan out and prove it or they wont. Either way I will not lie to myself about it. I have been preparing for this for months and I did not know why I was preparing, or why I felt making this sub was so important when so many resources already exist. I am going to ride that wave, but I expect you all to keep me accountable.
I am sorry this was longer than expected. I hope you can get the message and be an adult about it. I am not saying we are in trouble, but I am saying we need to be paying attention. If you want to freak out about it, I cant stop you. Arm yourself with knowledge, and you yourself will know, when or if it is time to freak out. Arm yourself with knowledge and you will not be swayed by twitter idiots and AI written articles which sensatonalize the topic and only give the worst case CE scenario because it sells. I realize now that its not practical to guide you through each event, that we will grow past that point, and as a result, you must teach yourself with the tools here and elsewhere. Not even just for yourself, but for the rest of the world who do not understand space weather and they need someone to trust. Why not you?
With love and respect,
AcA
EDIT: I forgot to include the link to heliobiology. In the comment section I listed the effects I have personally felt and observed. I noted that in the mainstream, the connection is still disrespected, even when acknowledged at the lowest levels. That can make it difficult to know what to believe on the topic so I say skip the part where you decide what to believe. Observe your feelings, those around you, and find the connection. Like solarmax, heliobiology burst on the scene not too long ago and is growing strong at the most relevant time possible. I found this article to be a good start if you have some time on your hands.
https://www.reddit.com/Heliobiology/comments/1cqfarh/solar_disturbances_affect_human_health/
submitted by ArmChairAnalyst86 to SolarMax [link] [comments]


2024.05.15 17:42 sockonthetable could i be 9w8?

hi! im pretty new to enneagram and so far i think i might be a 9w8. i filled out the questions in the intro. im hoping to get some help or closure on typing myself. im sorry for the long text in advance lol.
• How old are you? What's your gender? Give us a general description of yourself. Im 15 and a girl, ive doubted my gender few times though i dont really "feel" like a girl or anything and i like it when people mistake me for a man, i mostly identify as i girl cause its the easiest for me. im a pretty average student. i used to be "gifted" or something like that but now im just average (im ok with that). i have a few friends and thats pretty much it.
• Is there a medical diagnosis that may impact your mental stability somehow? no i did visit a psychologist a few times. i stopped because it didnt really help me and i saw no point in it.
• Describe your upbringing. Did it have any kind of religious or structured influence? How did you respond to it? My biological father was mostly absent from my early childhood (since i was 3) and doesnt live with me. pretty soon my mom got a boyfriend and they got married so ive had a step dad since i was 3. im not very close to either of my parents. we dont really show affection much to each other and so on. both of my parents are atheist and my grandparents on my moms side are also atheist. my grandma is a jehovas witness and used to bring me to "church" with her when i was little. i was always very curious about it and i used to think a lot about whether or not god was real and if i should convert. i always came to the conclusion thats hes not real and im atheist. i vividly remember that when i was little my grandpa asked me if he should be christian or not and i asked him if he had time to go to church to which he replied no so i came to the conclusion that he should be atheist too.
• If you had to spend an entire weekend by yourself, how would you feel? Would you feel lonely or refreshed? if i could send my friends videos and texts sometimes then yes. i dont really mind being alone and i can take care of myself. i can entertain myself on my own. i wouldnt feel lonely or refreshed really since being alone is sort of the norm for me. i spend most of my free time in my room alone.
• What kinds of activities do you prefer? Do you like, and are you good at sports? Do you enjoy any other outdoor or indoor activities? i like crafty activities like knitting, crochet, sewing and embroidery. i also like reading, learning about stuff im interested in. this can be pretty much anything, music, film, fashion, philosophy, religion and so on. im not really good at sports. i can still enjoy them though if its with friends and its not too serious or competitive. im not a very competitive person and i dont like the pressure people can create in team sports. i enjoy cycling because its more individual and i can go at my own pace, i dont have to rely on anyone and no one has to rely on me.
• How curious are you? Do you have more ideas then you can execute? What are your curiosities about? What are your ideas about - is it environmental or conceptual, and can you please elaborate? im curious but i usually dont ask people many questions, i can satisfy myself with the answer they give. especially if its something personal, if they dont want to answer or are vague theres probably a reason and i dont want to bother them and make them uncomfortable. i have a lot of things i want to do, such as getting better at playing guitar reading and so on. i usually dont really act on this. not for any particular reason i just cant bring myself to do it. im mainly curious about thing like art and fashion history, philosophy and theology, i also find drugs and their side effects and such interesting. i dont really have many ideas. if they are they are usually conceptual such as songs and paintings.
• Would you enjoy taking on a leadership position? Do you think you would be good at it? What would your leadership style be? i dont really like leadership. i cant imagine myself doing it long term, i wouldnt be able to put up with people that long. i dont like when people complain or ask many follow up questions so that would drive me crazy. although if theres a project or something and no one else wants to lead im willing to do it since stuff still needs to get done. if i was a leader my leadership style would probably be pretty permissive, as long as stuff gets done im okay with pretty much anything.
• Are you coordinated? Why do you feel as if you are or are not? Do you enjoy working with your hands in some form? Describe your activity? id like to think in somewhat coordinated. although i can be clumsy at times. i like working with my hands. i play guitar and i like to knit and crochet.
• Are you artistic? If yes, describe your art? If you are not particular artistic but can appreciate art please likewise describe what forums of art you enjoy. Please explain your answer. I like music a lot, i listen to it a lot and it means a lot to me. ive always found comfort in it. when i was younger i really liked melanie martinez and it was basically all i listened to. now i listen to and im open to many different genres. my favourite genre is probably emo and rock though. i also play guitar and enjoy it a lot. sometimes i write lyrics to song too. i used to draw since i was 6 but when i was 13 i stopped because i started comparing myself too much and it didnt make me happy anymore.
• What's your opinion about the past, present, and future? How do you deal with them? i dont really care much about the past. whats done is done and i cant do anything to change it. its a waste of time to dwell on it too much. of course it is good to reflect and think about your actions once in a while. i dont really care much about the future either. well not mine specifically. i dont have a specific plan or goal for myself. im just gonna see what life brings me mostly. although i do think it is important to think about the future as a society in terms of climate change and similar issues. i care the most about the present since its what i have the most direct impact on. as cheesy as it might sound i sort of just "live in the moment".
• How do you act when others request your help to do something (anything)? If you would decide to help them, why would you do so? depends on if i can do it and if i like the person. if its something like giving them a napkin or something else thats simple then sure why not. if its something like explaining i usually say no because im not really good at explaining and i often dont understand things myself. if i would help someone its usually because i dont have a reason not to. i think its better to be nice if tou can even you don't necessarily like the person cause you can avoid unnecessary conflict that way.
• Do you need logical consistency in your life? not really. i dont care for things being logical and i dont think everything needs a reasoning or to be logical.
• How important is efficiency and productivity to you?im not really efficient or productive myself, so i guess not really. of course if something is urgent ill do it as fast as i can. but otherwise i think there are more important things than that. i think the actual of process of doing something can be enjoyable not just what comes out of it.
• Do you control others, even if indirectly? How and why do you do that? i dont if i control others, im not aware of it at least. i dont think i have that big of an influence on someone else.
• What are your hobbies? Why do you like them? I like to play guitar because i like music and the feeling of being to engage with it more deeply. i also like to sing. i like reading because i think there are many interesting stories to tell.
• What is your learning style? What kind of learning environments do you struggle with most? Why do you like/struggle with these learning styles? Do you prefer classes involving memorization, logic, creativity, or your physical senses? my learning style is mainly verbal. i like to write things down and say then out loud. i usually explain things to myself or i pretend im presenting or explaining what im learning to someone else. i sometimes have trouble with things involving a lot of math and sometimes even logical thinking. i often times cant grasp these concepts cause i cant imagine it in my head. i struggle with learning environments that have a lot of distractions. but i cant focus if its completely quiet i like to play some kind of background noise such as white or brown noise. i like classes involving creativity the most since i can just do anything i want. i dont have trouble with coming up with new things and creative things to do.
• How good are you at strategizing? Do you easily break up projects into manageable tasks? Or do you have a tendency to wing projects and improvise as you go? I usually put off things till the last minute so i dont really have time to strategize most of the time. i just do and think of things as i go. usually this works for me and it doesn't stress me out. i do tend to make plans to be "productive" and break up my work into smaller parts this doesnt really work out for me most of the time though.
• What are your aspirations in life, professionally and personally? i dont have many aspirations or goals. just standard things like to get into college and stuff i dont really know what i want to do yet. im leaving it up for myself in the future to decide what i should do that will fulfill me. my main goal is just to be happy with myself and where i am in life, nothing really specific.
• What are your fears? What makes you uncomfortable? What do you hate? Why? my fear is being completely alone for the rest of my life. and not being happy with myself. although i dont really seek out people and their presence i still like affection and fitting in. i really value my friends and i want to have them along my side. i want to accept myself and who i am. i want to be a version of myself that i like. physical touch makes me uncomfortable, and also verbal affection such as compliments too. i often dont know how to respond. when people hug me i often just stand there and if someone touches me i often immediately try to get away. i dont know how to respond to compliments and verbal affection well, partially because i dont really believe it. i hate dishonest people who cant be themselves and try to be someone else to please others. its very sad for me to watch and i just dont like it in general, it can also get annoying.
• What do the "highs" in your life look like? to be honest i dont think ive ever had a "high". most of the time i just feel mostly neutral. the only "high" i have when im laughing with friends or something.
• What do the "lows" in your life look like? i usually lay in bed all day and dont do anything. i cant even bring myself to shower, eat or brush my teeth. if i eat its usually just plain bread or something that requires no effort. i do have some phases where i cry very often, almost every day. i try to hide either usually and cry when im alone but sometimes its too much and i just cry in front of people. when they ask me if im ok i say yes and i try to deny anything being wrong.
• How attached are you to reality? Do you daydream often, or do you pay attention to what's around you? If you do daydream, are you aware of your surroundings while you do so? i daydream very often. almost every day. if im bored and have nothing to do (i dont have my phone) ill daydream. im aware of my surroundings to some extent. usually im also listening to music while doing this. when i daydream i tend to walk around my room in back and forth. even when im reading a book, watching a film or a tv show i often envisipn myself there and stop watching/reading to imagine myself there and insert myself into the story.
• Imagine you are alone in a blank, empty room. There is nothing for you to do and no one to talk to. What do you think about? i would probably sing to myself and daydream. i dont think i would think about many things to be honest.
• How long do you take to make an important decision? And do you change your mind once you've made it? i havent made many important decisions, but i usually take some time to think it through. i might change my mind afterwards but not do anything about since i already decides and dont want to complicate things. i would probably tell myself its meant to be that way.
• How long do you take to process your emotions? How important are emotions in your life? i usually dont really let my emotions out unless its happiness. emotions are quite important to me. i often base my decisions around them. because i want to be comfortable.
• Do you ever catch yourself agreeing with others just to appease them and keep the conversation going? How often? Why? usually if i disagree i just dont say anything. i dont agree or disagree. if i dont agree and dpnt want to talk to that person then ill just try to politely exit the conversation. i dont feel the need to please others with what i have to say. people have different opinions and thats ok. if im talking about something friends and i disagree im not afraid to say it though. i do try to be polite about it though to avoid conflict.
• Do you break rules often? Do you think authority should be challenged, or that they know better? If you do break rules, why? I dont really break rules. i dont feel the need to. at least i dont do it deliberately. i think authorities should be challenged if theyre unfair and oppressive. if i break rules its because ultimately i can do anything i want. i try to be smart about it and not get in trouble though. if breaking the rules would hurt someone i wouldnt do it.
submitted by sockonthetable to EnneagramTypeMe [link] [comments]


2024.05.15 16:17 Sarcosmonaut Tales of Tribute, The Basics

I’ve had a few people ask me how to play, and this is intended as a basics guide and some of my personal thoughts on the subject. Anybody who wants can butt in with their experiences as well, but I wanted to get this up so I don’t lose it.
Let’s start with the very basics. Each game you select a total of 4 patrons which inform what card suites are available to you and your opponent. Finding the right decks for you is essential to your success. Not every deck clicks the same for everyone.
Know every deck. This comes with practice, but by knowing the decks you know the probable strategies your opponent wishes to employ. If he picks Hermaeus Mora, he’s going fast. If he picks Raj he’s going to make you suffer etc
Don’t clutter your deck. Pick only what you need. If you’re stumped, just upgrade a coin to a 2 coin at the bank. You could have amazing cards, but if you only get to play them once every 5 hands, you’re probably not going anywhere. You want a fast deck cycle time. That’s how often you can expect to play your whole deck. As an example your starting deck has a cycle time of 2 turns.
When possible try to stick to only building a deck of 1 or 2 colors. These cards have synergies with their suite so the more you stack your deck with a given suite, the more likely your cards will “do the cool thing”. Bear in mind that there are some cards you’ll want regardless of color. If Armory (Pelin, 5 power on play) shows up, buy the damn thing etc
Gold allows you to buy cards. You can also spend it at a couple different patrons.
Power allows you to kill opposing agents, and at the end of the turn is converted into prestige.
Prestige is the “Win” condition. Less complicated than the others.
Crow (Purple) is the best all around deck. If he’s in the shop, buy purple. You do NOT want your opponent to build a deck of him. That’s gold, power, AND draw. Nasty stuff. If you’re a true beginner, focus on Crow and hope for the best. My advice? Don’t use his patron ability unless you’ve got a FAT pile of gold (at least 10+). Prevents you locking yourself out of the ability. Pairs well with gold generating decks like Hlaalu or Rhajiin.
Pelin (Red) is straightforward power gain with some minor attention to defensive agents. A good deck, and pairs very well with patrons who SPEND power such as Red Eagle (Black) and Mora (Dark Green).
Hlaalu (Gold) is the ultimate gold generator. Focus is on gaining high value cards or simply massive gold piles (excellent strat to pair with Crow patron). The real trick with this patron is to continually pare down junk cards after play so you can keep your cycle time low. Otherwise it’s a noob trap that bloats the deck.
Psijiic (Blue) focus is on deck manipulation by SKIPPING your junk cards. Decent gold gain. Patron is a decent emergency anti agent button. Not my favorite but that’s just because his players tend to take forever haha. Can ALSO be used to completely prevent the patron victory win condition. After all, your opponent can only play this patron if you have an agent. If you never play an agent? No patron victory for them.
Ansei (Light Green) is focused on choice and versatility. Most of his cards let you choose the effect, tailoring to your need. Can also recycle old cards back to top of draw. Not my favorite. I prefer more pointed win conditions.
Red Eagle (Black) is another power deck, but also focused on shrinking your deck. I like to pair him with chain heavy decks like Crow or Mora because his patron helps you push out just one more when you’re on the edge of a monster turn.
Orgnum (Light Blue) is focused first and foremost on prestige gain directly. Almost always turns into a match of “who can click the patron the most” because you can’t afford to let your opponent spam it. I pair it with Hlaalu because it has some cards that can give you cards for free. You can spend gold at the patron and use the free card for more merchant cards. Not a favorite deck.
Almalexia (Dark Blue) is about controlling the opponents cards and tossing your own cards for synergies. Complex but versatile. Good but not a favorite.
Druid (Super Light Green) is all about agent spam. I hate him lol. Can also control the shop by spending power.
Rhajiin (Orange) is focused on gold gain, but MOSTLY trolling. Excellent at killing agents, reducing prestige, cluttering decks, and generally slowing down your opponent. It’s a good deck but if both players are good at him it makes games take ages.
Hermaeus Mora (Dark Green) is my favorite. He focuses on accelerationism. He does a lot. He can prune your deck, generate gold and especially power (at ludicrous rates). The catch is that each card you play helps your opponent. This means you have to COMMIT to a Hermy deck or you’re just handing free resources to your opponent. Patron ability can spend a little power to hand a card to both players (can be great to use tactically such as if it’s a card that helps you but hurts them. Or if you’re fighting over crow cards and you’re out of gold… sometimes it’s better to make sure you both get it rather than only them). Leads to fast games. For advanced players.
submitted by Sarcosmonaut to elderscrollsonline [link] [comments]


2024.05.15 15:09 UltimateTraders 5/15/2024 Daily Plays NXT MNDY slam earnings! PSEC CEO buys 800K shares for 5.48! AMC converts bonds 23.3 million shares avg 7, Ryan C falling asleep at the wheel of GME again! Sold SOFI 7.40 and bought DNUT 12. Wanted GME puts July 60 strike AMC July 10 strike WTF! Oh Well! ACMR CVS PERI YOU !

Good morning everyone. Premarket yesterday, man, AMC was 13 and GME was 80! I was even hoping that I could get 12 puts and 75 dollar puts with July Expiration. A few minutes in, both stocks were already at their highs, I did not even put in a bid for AMC… I put in a bid for GME but it quickly fell below the 60 strike.
I do not blame anyone for trading hot money..
All I say is know the facts, so that you can plan an exit strategy and be prepared for anything.
I warned that AMC as a company is worth about 800 million. [In 2019 when there were 100 million shares, the stock was 7-10!!! By the way!]
GME is worth closer to 700 million. [For many years it was worth 1 billion or less and they were a growing company!]
I don’t hate on the company… I hate that they are crap companies! Those are the facts!
I want everyone to make money, always! I just don’t want anyone lied to… I don’t want someone brainwashing anyone with junk!
AMC has authorization for 550 million shares
GME has authorization for 1 billion shares
AMC 2 days ago on Meme Monday sold 72.5 million shares at an avg of 3.45 for about 250 million dollars [Utilizing the at the market]
AMC yesterday agreed with a bond holder to convert 23.3 million shares for about 7 dollars to extinguish 164 million in debt.
You may think Adam is a bum, or doing AMC wrong…
What people do not understand is that he is doing what is best for the company to survive.. He is taking advantage of retail who is over pumping a stock!
8/6/2022 before APE and when AMC was near 30 I did this video!
https://www.youtube.com/watch?v=3lpIeONROO4

You need a company to stay in business if you want to keep trading the stock…
The stock price has 0 to do with the company. The stock price shows the exit price of someone that has the stock and wants to move it…
A stock is a currency for a company when they do not have cash…
The stock market exists as a way for a company to get cash and for insiders to exit!!!
A stock was not created so traders can make money!
You need to come to this understanding.

Also, 90% of times a company does not need a vote to dilute shareholders thru a convertible bond… You must do DD and check each bond to see if they have a convertible option to swap for shares.. This is your job, not mines! Chances are when a company is in trouble they will do this, especially if they are out of ATM [At the market] AMC has about 355 million shares as of now, trust me, if the stock is hot they will do their best to unload the rest of the 200 million on retail… This is not up to AMC!
This is up to the bond holder!
You see, the bond holder agreed to 23.3 million shares at about 7 dollars. Now they are holding the bag! They will need the Apes to bid it up and hope to be able to unload the 23.3 on everyone…They will need a lot of volume…. When volume dries up, they will be stuck! No bond holder or person would want to agree to take tons of shares of something if they can not unload it. [Liquidity]
This should show you how dumb Ryan Cohen is… He is falling asleep at the wheel.
He has had authorization for 1 billion shares since March of 2022 and these pumps are when you unload to get cash… It is a crippling business… One where they only made a profit by firing people and cutting costs, this is not sustainable…
This is obvious as sales are at a 16 year low…. For the year sales were down 12% and for the quarter 20%! A Christmas quarter! WHAT A DISASTER!
FACTS! Once you have the facts, you do you….
Yeah, I understand people hate me, I am banned everywhere, this is what I get for trying to educate people that just want to get rich quick without knowing the facts!
So you trade and do what is comfortable for you. If you are making money ignore everyone! Just keep stacking! I want people to make money..
I just hate when people are scammed/lied to.

I forgot yesterday morning. I had an order to buy DNUT at 12… It hit by end of day… I am also in 13.55.. These buys were because of a MCD roll out… Without an expected slow roll out by 2026 no way I would buy it! I checked weeks ago and the earnings are shakey. I checked the financials yesterday… They are ok, but 2-3 bad quarters and they are in trouble.. The sales are slowly growing 5-10% but they are just getting by, so a few bad quarters… But I want anyone that reads to follow my thesis and see why…
I don’t buy and pray… No hopium… Some people like to roll the dice… they should just say they are taking the risk..

I was a super bull on ZIM as it was 9 dollars because I could clearly see containers over 2,000. I posted DD on it… That was not risky to me! Especially under 10. GME and AMC is a pure gamble, you can make money but be prepared to lose it too.
I wish that retail could buy better quality stocks and that we could all make money safely… but I do not have that power…. They think Ryan Cohen, Adam Aron and Keith Gill are heros… people like who they like, trade what they will trade.. but when you shoot up a stock of a company in ruins

EXPECT!

Insiders to dump their own stakes. [Ryan is really dumb this way]

The company itself to dilute shareholders for money

Youd do it too!

PSEC Chairman and CEO who owns 65 million shares of the company. Who has had 0 salary for years goes in and buys 800,000 shares for 5.48 on May 10th. This is right after earnings. That shows skin in the game.. yes, it is just 4.5 million dollars, but these were not vested options/warrants [Adam Aron never uses his own cash, its free shares!!] Insiders at PSEC own 30% of the company! SKIN IN THE GAME!
Yes, I wish retail would take PSEC to 6.25-6.50 fair value, and I do get frustrated when they buy junk like CVNA but I do not have the power.. CVNA insiders dumping left and right. I believe the CEO has sold over 300 million worth of CVNA over the last 90 days! 17% growth at CVNA, decent! But the company is worth at most, 20! AT MOST! There is a ton of risk!

5 Trade Ideas:
ACMR YOU – Both of these companies scored a 99 on my grading score for earnings. I have 1 block of ACMR at 25.45 and do not mind trading another block… No position in YOU , last trade was 17.50 to 18

PSEC – I have 2,000 shares at 5.50 and 2,000 at 5.90. I would like to trade these in blocks for 10-15 cents each, earnings were good, not great, but you wont get great from a BDC company, I have also been getting my 6 cent monthly dividend

CVS – I will keep trading this, fair value is near 70… I have a block at 84 from 2/2023 unfortunately…. Last trade 54.75 to 56

PERI – They will be coming to the auction, before the end of the month and will use the 75 million by June 30th. I also have a block at 21.. But I will keep trading blocks

DNUT – I am in at 12 and 13.55, 1,000 shares each. I would like to make 25-50 cents on each trade, so I hope 12.25… My buys were strictly on the MCD roll out. I am in belief that with MCD sales will be up at least 25% when it is completed

The contents of this post are for information and entertainment purposes only and does not constitute financial, accounting, or legal advice. ... By choosing to make a trade you are responsible for your own actions. Please do some due diligence. These are trades I am making and you can follow along. If you make a winning trade, I do not even expect a bravo or thanks but that’s fine, if you lose on a trade the same difference.. I do not even expect an upvote or reward… The Elite team is aware of the risks and volatility in the market.

Good luck everyone let’s make money. Share trades, ideas here during trading hours. Our main goal here is to make money so I hope we can help eachother. I will be in and out of here as well.
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