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Best Gerber Hunting Knife

2024.06.11 08:10 ConsequenceSure3063 Best Gerber Hunting Knife

Best Gerber Hunting Knife

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When it comes to hunting, having the right tools can make all the difference. From skinning and filingt to preparing a sumptuous meal, a reliable hunting knife can be your most trusted companion. In this roundup, we'll explore the best Gerber hunting knives to help you make an informed decision for your next hunting adventure.

The Top 19 Best Gerber Hunting Knife

  1. Gerber Moment Field Dress Kit: High-Quality Knives for Field Dressing and Butchering - The Gerber Moment Field Dress Kit is a versatile two-knife set designed for game cleaning and dressing, featuring durable construction, a convenient nylon scabbard, and ergonomic textured rubber handles for optimal grip and performance in any conditions.
  2. Gerber Principle Knife: versatile, full-tang fixed blade for outdoor adventures - Take the Gerber Principle Fixed Blade Knife Black with you on your outdoor adventures, featuring a versatile blade, fire-starting capabilities, and a convenient, ergonomic design for all your bushcraft needs.
  3. Versatile Gerber Folding Machete for Outdoor Adventures - Versatile and compact, the Gerber DoubleDown Folding Machete offers ultimate functionality for all your outdoor survival, hunting, and hiking needs - Made in the USA, with a secure 4-lock system for optimal safety.
  4. Versatile Axe and Knife Combo by Gerber - Gator Edition - The Gerber Gator Axe Knife Combo combines a versatile axe with a concealed knife for optimal performance during outdoor adventures, ensuring you're always prepared for any situation.
  5. Gerber Downwind Ulu Knife - Efficiently break down large game with the Gerber Downwind Ulu 4.84 inch Fixed Blade Knife, featuring a large blade surface and ergonomic handle design for increased efficiency and reduced fatigue.
  6. Durable and versatile Gerber Pledge Knife - The Gerber Edge Knife offers a sturdy rubber grip, universal blade compatibility, and quick blade replacement with the spring lock mechanism, making it a versatile and reliable option for everyday use.
  7. Gerber US1: Compact Everyday Carry Knife for Effortless Tasks - Experience the ultimate everyday carry with the Gerber US1 Pocket Knife, featuring a robust 420HC American steel blade and a textured rubber overmold handle for unrivaled durability and comfort.
  8. Gerber Lockdown Pry Multi-Tool: Versatile EDC Knife Solution - The Gerber Lockdown Pry Multi-Tool is a versatile and compact solution for daily tasks, offering a convenient mix of tools for cut, file, screw, and pry applications, while also featuring a frame lock and clip for secure storage.
  9. Gerber Center Drive Rescue - Versatile MOLLE-Compatible Sheath with Partial Serrations - Gerber's Center Drive Rescue - MOLLE-compatible sheath delivers unrivaled torque and versatility with one-hand opening strap cutter and a 2.5" partially serrated blade, making it the ultimate reality check for any multi-tool.
  10. Gerber Vital Skin & Gut Knife: Safe, Lightweight, and High-Vis Hunting Companion - The Gerber Vital Skin & Gut Knife is a smart, ergonomic, and easy-to-spot addition to any hunting kit, making skinning and field dressing large game more efficient and less grueling.
  11. Gerber Slim Pry Multi-Tool Lockdown for Everyday Use - The Gerber Multi Tool Lockdown Slim Pry Brown Bronze Brown 31-003825 is a versatile, compact, and discreet tool that gets the job done with ease and convenience.
  12. Stainless Steel Scout Carry Knife with Multi-Tools - Take on any outdoor adventure with the Gerber 1064403 Armbar Scout Green - a compact, durable multi-tool ready for all your on-the-go tasks!
  13. Gerber Vital Skin & Gut Knife - High-Visual Design and Safe, Lightweight Construction - Gerber Vital Skin & Gut Knife 31002744 offers a high-visual orange design for improved safety and comfort, all in an ergonomic, lightweight package with a 7cr13 stainless steel blade and glass-filled polymer handle.
  14. Gerber Versafix Pro Machete with Black Oxide Finish - The Gerber Versafix Pro Machete is a versatile, high-quality survival tool with a comfortable overmold handle, corrosion-resistant steel, and a rugged multi-mount sheath for secure carry and ease of use.
  15. Gerber Multi-Plier 600 Blunt-Nose Stainless Steel Multi-Tool with One-Handed Opening and Replaceable Tungsten Carbide Cutters - The Gerber Blades Multi-Plier 600 - Bluntnose, Stainless, Leather Sheath offers a rugged and reliable design in all situations, featuring one-handed opening pliers and replaceable tungsten carbide cutters for durable cutting performance.
  16. Compact and versatile Gerber Uppercut knife - The Gerber Vital Zip is a lightweight, versatile, and reliable slicing tool designed for rescue situations and ideal for cutting webbing, rope, and removing clothing from injured individuals.
  17. Versatile Gerber Outdoor Machete - Gerber's Gator Bush Machete: a versatile, practical, and ergonomic multi-purpose machete with a full tang construction, Gator Grip handle, and a low-friction surface for efficient, long-term use.
  18. Sleek Gerber Tri-Tip Mini Cleaver for Versatile Cutting - The Gerber Tri-Tip Mini Cleaver, a versatile utility blade with an eye-catching black oxide coating, excels in scraping and cutting tasks while offering a secure grip and multiple carrying options.
  19. Gerber Black Truss Multi-Tool: Compact, Versatile, and Durable - Unleash your inner professional with the Gerber Black Truss Multi Tool, a sleek and powerful 17-tool companion designed to conquer any task.
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Reviews

đź”—Gerber Moment Field Dress Kit: High-Quality Knives for Field Dressing and Butchering


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I recently had the chance to use the Gerber Moment Field Dress Kit during a hunting trip, and I couldn't be more pleased with its performance. The two knives in the kit, a large gut hook fixed blade and a small fixed blade designed for small game, were incredibly efficient when it came to skinning and quartering the deer.
One of the standout aspects of the knives was the textured rubber handles. In the chilly, wet environment, these handles provided an excellent grip and boosted my confidence in handling the knives. The full tang, fixed blade construction was also a noteworthy feature that added to their durability and ability to withstand longer-term and nontraditional use.
However, there were a few areas where the kit could have been improved. The glass bead blade finish seemed to attract more fingerprints than I would have liked, and the plain edge blades, while functional for a large portion of hunting tasks, might have been better suited with a serrated edge for certain tasks.
The nylon scabbard was a nice touch, providing a secure and convenient way to stow the two knives. However, I found the metal snaps that held the scabbard closed to be a bit flimsy, making me concerned about their long-term performance.
In conclusion, the Gerber Moment Field Dress Kit offers an array of features that make it a valuable addition to any hunter's toolset. The textured rubber handles and efficient blade designs stand out as highlights, while the slightly flimsy metal snaps and an occasional need for serrated edge blades warrant careful consideration. Overall, the Gerber Pledge Knife makes a great choice for those in search of a dedicated hunting knife kit.

đź”—Gerber Principle Knife: versatile, full-tang fixed blade for outdoor adventures


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A few months ago, I decided to take on the role of a camping enthusiast and venture into the great outdoors. As I prepared for my first solo expedition, I needed a trusty outdoor knife to accompany me on my journey. That's where the Gerber Principle Fixed Blade Knife came into play. This knife quickly became an essential part of my outdoor gear, and I've had some truly memorable experiences with it.
One of the first things I noticed about this knife was its blade. With a 3.1-inch drop-point blade made of 420HC stainless steel, it proved to be a versatile tool for various bushcraft tasks. Whether I was whittling a piece of firewood or cutting branches for my shelter, the Principle's blade never failed to deliver. The zero-edge Scandinavian grind made sharpening a breeze, and I appreciated the ergonomic multi-grip handle with its rubber overmold for added comfort.
However, there were a few drawbacks to this knife that I couldn't ignore. The sheath, made of plastic, seemed cheap and poorly constructed. It struggled to hold onto the knife, and the knife would rattle around within the sheath whenever I was hiking or moving quickly. I found myself constantly adjusting the sheath to ensure the knife wouldn't fall out.
Another minor inconvenience was the limited attachment options on the sheath. While the snap-in enclosure and the snap-in MOLLE strap were useful in their own ways, I couldn't help but feel like a more comfortable and secure attachment method could have been implemented.
Despite these shortcomings, the Gerber Principle Fixed Blade Knife has proven to be a reliable companion on my outdoor adventures. Its sturdy construction, coupled with the versatility of its blade, has been a lifesaver in some of the most challenging situations I've encountered. The knife's balance, comfort, and durability have made it a valuable addition to my camping gear, and I would highly recommend it for any avid outdoor enthusiast looking for a reliable and versatile blade.

đź”—Versatile Gerber Folding Machete for Outdoor Adventures


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I recently got my hands on the Gerber DoubleDown Folding Machete and I must say, I'm impressed! The knife features a 420HC recurve blade with a handy butterfly opening that folds up to half its size. This compact design makes it perfect for stowing away in my backpack or clipping it onto my belt.
One of the standout features for me is the QuadLock locking system, which provides two easy handling positions. The added stability bar and overstrike guard ensure enhanced safety during outdoor adventures. And, as someone who appreciates American-made products, I love that it's made in the USA.
However, there are a couple of cons to consider. The folding machete can be a bit heavy, weighing in at 1.58 lb. It's not a major issue, but something to be mindful of when you're carrying it with you. The other downside is the price tag, which is on the higher side compared to some other options in the market.
Overall, the Gerber DoubleDown Folding Machete exceeds my expectations in terms of durability, versatility, and grip. I highly recommend it for anyone looking for a reliable and efficient multi-purpose tool for camping, hiking, or any other outdoor activities.

đź”—Versatile Axe and Knife Combo by Gerber - Gator Edition


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The Gerber Gator Axe Knife Combo has been a reliable and versatile addition to my outdoor adventures. Packed full of innovative features, this combo offers ultimate convenience.
The combination of the axe and knife was truly helpful during my camping trips. I have used the axe to chop wood for bonfires, and the knife has proven useful for various tasks, including whittling sticks and carving small projects. The magnet inside the handle was a practical feature, ensuring my knife was securely held as I carried my axe.
One of the key highlights of this product is its durable construction. The axe head, made from forged steel, has proven its strength time and time again. The glass-filled nylon handle added a sense of comfort and security, and it held up well during my tasks.
However, the product did have some drawbacks as well. The assisted opening feature was not present, which made it more challenging to open the knife without using additional tools. Additionally, the handle could have been more ergonomically designed, as it took some getting used to, particularly when using it in wet conditions.
Despite these minor cons, the Gerber Gator Axe Knife Combo has been a useful and dependable tool in my outdoor endeavors. Its blend of size, versatility, and durability make it a top choice for those seeking a reliable combination of axe and knife.

đź”—Gerber Downwind Ulu Knife


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Wielding the Gerber 3935 Downwind Ulu, I found myself marveling at its efficient design for breaking down large game in the field. This bad boy boasts an impressive satin finish that gleams under sunlight, making it an excellent addition to any hunter's toolkit.
The generous handle, made of G10, is both durable and comfortable to grip, reducing fatigue as you work through your task. Its large ulu blade ensures deep, sweeping cuts, saving you time and energy in the process. Although some users have noted a snug fit, the sheath provided makes it conveniently portable.
While the Gerber 3935 Downwind Ulu holds up well against the elements, there's always room for improvement. Perhaps incorporating a more adjustable sheath would enhance its usability even further. Regardless, this unique tool is well worth considering for any hunting enthusiast.

đź”—Durable and versatile Gerber Pledge Knife


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The Gerber Edge TacHide Knife has become my go-to tool for various tasks. I've found it incredibly handy in daily life, whether at home, work, or on the go. The strong handle with a comfortable soft rubber grip really stands out, offering a solid yet comfortable grip, even when my hands are wet. I also appreciate the universal blade compatibility – it's been convenient to switch out the blades depending on my needs without any hassle.
However, there have been a few minor drawbacks. At times, the spring-lock mechanism has been a bit tricky to engage, particularly when trying to replace the blades. The pocket clip has also been rather inflexible for the various carrying styles I've tried.
Despite these minor inconveniences, the Gerber Edge TacHide Knife has proven to be a reliable and versatile tool in my daily life.

đź”—Gerber US1: Compact Everyday Carry Knife for Effortless Tasks


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As a product reviewer who has been using the Gerber US1 pocket knife in my daily life, I must say that this little knife has exceeded my expectations in so many ways. The 2.6-inch blade made of American steel is sharp enough to tackle any task my day brings, and the slim profile perfectly fits in my pocket.
The rubberized handle wrapped in textured nylon is a great addition, providing a secure grip even in the roughest of conditions. The finely machined nail nick makes the knife easy to open, and the lock-back mechanism ensures it stays securely closed when not in use.
However, one feature that I find a bit unnecessary is the jimping on the blade - it doesn't really serve any practical purpose in my experience. Nevertheless, the US1 still lives up to its reputation as an ergonomic and reliable pocket knife.
Overall, the Gerber US1 is an excellent choice for those seeking a lightweight and versatile everyday carry. Its sturdy construction and sharp blade make it a tool worth having in your pocket, and the best part? It's proudly made in the USA.

đź”—Gerber Lockdown Pry Multi-Tool: Versatile EDC Knife Solution


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As someone who likes to be prepared for any situation, I found the Gerber Pledge Knife to be the perfect EDC companion. The low-profile design means it doesn't take up much space in my pocket, yet it is packed with a variety of useful tools, like a cast pry bar, replaceable #11 blade, and even scissors for cutting rope.
The frame lock ensures that the tools are safely locked in place, and the pocket clip makes it easy to stow away when not in use. It also has a striking bottle opener for those times when a cold beer is in order.
While I love the abundance of features on this multi-tool, I did notice that the scissors could be a bit flimsy at times. Nevertheless, the pros far outweigh the cons, and I'm sure I'll be reaching for my Gerber Pledge Knife time and time again.

đź”—Gerber Center Drive Rescue - Versatile MOLLE-Compatible Sheath with Partial Serrations


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The Gerber Center Drive Rescue has really been a lifesaver in my day-to-day adventures. It's the perfect companion for those who enjoy the great outdoors and find themselves in situations where they might need to do some handy work. The unique and innovative design of the center-axis driver is a game changer – it aligns like a real screwdriver, making the rotations smooth like butter and the torque simply unbeatable.
One feature that stood out to me is the one-hand opening strap cutter. It's a simple yet brilliant touch that makes using this tool even more convenient. The 2.5-inch internal blade with its partially serrated edge is another ace up this tool's sleeve – it's sturdy enough to handle most tasks but also has that extra finesse when needed.
I also appreciated the one-thumb opening sliding jaws. They're easy to operate and add to the overall functionality of the tool. However, there were a couple of downsides. For one, the internal blade isn't easily accessible as the pliers have to be opened first. But all in all, it's a small price to pay for such a versatile, high-performance tool.
The Molle-compatible sheath is another plus. It securely holds the Center Drive Rescue, and the fact that it fits into a MOLLE system makes this tool incredibly easy to carry on outdoor trips.
In terms of reviews, there are some recurring positive mentions. Users loved the bit driver, the hook blade, or belt cutter as an added bonus. The multi-tool aspect of the Center Drive Rescue was highly appreciated.
One user did mention a few qualms, such as the file being not aggressive enough and the steel used could be harder. But overall, the Gerber Center Drive Rescue really has made a difference in my outdoor experiences. It's a tool that's built to last and offers the perfect blend of practicality and style.

đź”—Gerber Vital Skin & Gut Knife: Safe, Lightweight, and High-Vis Hunting Companion


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The Gerber Vital Skin and Gut Knife, designed to be a versatile and reliable tool for every hunter, left me pleasantly surprised after using it in the field. Its high-vis orange handle with intuitive finger grooves provides a comfortable and secure grip, allowing for better ergonomics during the process of skinning and gutting. I appreciate the unique contouring on the blade and the gut hook that make it easier to dress large game, reducing the strain on my body. The knife is lightweight and easy to carry, fitting neatly into the included sheath that can be attached to a belt for quick access.
The Vital Skin and Gut Knife's gut hook tip is essential, as it maximizes the knife's capabilities in caping when my energy levels drop. The rubber handle offers a firm grip, giving me the necessary push and pull strength during the task. Additionally, the high-visual Vital orange color is a great feature, as it makes the knife easy to spot if dropped while working in the field.
However, there were a few drawbacks I encountered. The edge retention of the knife was not as impressive as I had hoped, requiring frequent sharpening to maintain its effectiveness. This could be a downside for hunters who spend longer hours in the field or need their knife to last for extended periods. Nevertheless, the Gerber Vital Skin and Gut Knife is an accommodating and efficient tool for any hunter, whether novice or experienced, and its ease of use makes it a must-add to any hunting kit.

đź”—Gerber Slim Pry Multi-Tool Lockdown for Everyday Use


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I've had the pleasure of using the Gerber Multi Tool Lockdown Slim Pry Brown Bronze during my daily commute, and let me tell you, it's a game-changer. The liner-lock on this bad boy is a little tricky, but with the right technique, you can quickly disengage it and put the blade back into the carrier position.
As for the built-in scissors, they're not the widest, but they sure do the job. Just clip this compact multi-tool onto my bag or pocket, and I'm good to go. Durability-wise, it feels sturdy and well-constructed, which is a must-have for me. The only downside? A tiny part of the pocket clip broke after two weeks of use - hopefully, it's not a sign of a bigger issue.
Overall, this multi-tool is a reliable companion in your adventures. Its sleek design and practical tools make it a standout contender among the crowd.

đź”—Stainless Steel Scout Carry Knife with Multi-Tools


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The Armbar Scout has become a trusty companion in my daily life, whether I'm running errands or adventuring in the great outdoors. Its stainless steel frame is both durable and lightweight, making it easy to carry wherever I go. The pocket clip is a convenient addition, allowing me to quickly access the tool when I need it.
The multi-tool aspect of this knife is really where it shines. The plain edge blade has been incredibly useful in a range of situations, from cutting cordage to carving small notches in wood. The spring-loaded scissors, though initially a bit tricky to use, have proven to be quite versatile in trimming and repairing various items. The can opener is small but surprisingly effective, and the saw has come in handy for cutting small branches or fine work.
However, there are a few downsides to the Armbar Scout. The size is rather small, which can be a bit limiting compared to larger multi-tools. Additionally, the scissors can be quite difficult to open in the beginning, and the folding pry balip, while functional, isn't something I've found myself needing often.
Overall, the Armbar Scout has proven to be a useful and reliable tool in my daily life. I would definitely recommend it for anyone in need of a compact, versatile multi-tool for everyday use and outdoor adventures.

đź”—Gerber Vital Skin & Gut Knife - High-Visual Design and Safe, Lightweight Construction


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I've been using the Gerber Vital Knife as my go-to tool for gutting game animals. The high-visibility orange handle is definitely easier to spot in the wilderness, making it safer and more accessible than other knives in its class. The rubber over-mold grip feels comfortable, making it lightweight and safe to use, even in wet or cold environments.
The 5.5-inch overall length and 3-inch bead blast finish stainless steel blade are perfect for the job—sharp, durable, and easy to maneuver. However, there are a few drawbacks I've found. The blade doesn't hold up as well as more expensive knives, requiring frequent sharpening in the field. The design of the sheath can also be a bit cumbersome, with the handle sticking out past its edges.
Still, for its price and easy accessibility, the Gerber Vital Knife makes gutting animals a less daunting task. It's simple and effective, even if it's not the sharpest or most luxurious tool in my collection. Overall, it's a great option for hunters who need a reliable field knife at a wallet-friendly price.

đź”—Gerber Versafix Pro Machete with Black Oxide Finish


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The Gerber Versafix Pro is the ultimate survival tool for those looking for both style and dependability. The machete-style blade offers the size, strength, and heft to tackle traditional fixed-blade tasks, while the ergonomically designed handle ensures comfortable grip even during intense use. The blade itself is made of corrosion-resistant stainless steel, and the handle is overmolded with polymer for added durability.
One of the standout features of this machete is the multi-mount sheath, which allows for easy one-handed operation and secure carry. The sheath also includes a lanyard hole for added safety and convenience. Although the Versafix Pro is labeled as made in China, the high-quality construction and reliable performance make it a top choice for outdoor enthusiasts. The machete's size is perfect for a variety of tasks, from chopping and cutting to batoning, making it a versatile addition to any survival kit or camping gear.

Buyer's Guide

A Gerber hunting knife is a versatile and reliable tool for any hunter. With a variety of sizes and designs, these knives are perfect for skinning, deboning, and butchering game. This buyer's guide will help you understand the important features to look for when choosing a Gerber hunting knife, as well as provide some general advice for hunting knife enthusiasts.

Blade Material


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One of the most essential features to consider when choosing a Gerber hunting knife is the blade material. High-quality blades typically feature strong and durable steels, like stainless steel or Damascus steel. These materials can withstand the wear and tear that comes with hunting and butchering game. Gerber offers a range of blade materials to suit different needs, so be sure to choose the one that best fits your requirements.

Blade Shape and Size

The blade shape and size of a Gerber hunting knife can significantly impact its functionality. Common shapes include clip-point, drop-point, and spear-point blades. Each shape has its advantages, with clip-point blades being great for precision work and drop-point blades offering a balance of power and control. Gerber hunting knives are available in various sizes as well, ranging from small pocket knives to larger fixed-blade knives. Consider your hunting needs and personal preferences when selecting the right blade size and shape.

Handle Material and Ergonomics

The handle of a Gerber hunting knife is crucial for comfort and grip while using the knife. Handles can be made from various materials, including plastic, wood, and even rubber. Gerber knives with ergonomic grips offer a secure hold, even when your hands are wet or sweaty. Look for knives with comfortable, non-slip grips that fit well in your hand for optimal performance.

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Locking Mechanism (for Folding Knives)

If you opt for a folding Gerber hunting knife, the locking mechanism is an essential feature to consider. A good locking mechanism ensures that the blade stays in place when open and prevents accidental closing. Look for knives with sturdy locks, such as a liner lock or a frame lock, to ensure safety and ease of use.

Maintenance and Care

Proper maintenance and care are crucial to keep your Gerber hunting knife in peak condition. After use, clean the blade thoroughly and apply a suitable knife oil or lubricant to protect it from rust and corrosion. Periodically sharpen the blade using a honing steel or a sharpening stone to ensure optimal performance. By taking care of your hunting knife, you can ensure it will serve you well for years to come.

Final Thoughts


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When choosing a Gerber hunting knife, consider the blade material, shape, and size, handle material and ergonomics, locking mechanism (for folding knives), and maintenance requirements. By understanding these important features and their impact on the knife's performance, you can make an informed decision and select the perfect Gerber hunting knife for your needs.

FAQ

What is the main purpose of Gerber hunting knife?

The main purpose of the Gerber hunting knife is to provide efficient tools for hunting and outdoor activities. It is designed for precision cutting, field dressing, and skinning game.

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What are the key features of the Gerber hunting knife?

The key features of the Gerber hunting knife include a full tang, durable stainless steel blade, ergonomic handle for a secure grip, and multiple usability options, such as gut hooks, spear points, and serrated edges for different hunting applications.

Are these knives suitable for all hunting environments?

Yes, the Gerber hunting knives are suitable for various hunting environments, both for big game and small game hunting. The versatile features and high-quality construction make them a reliable choice in the field.

What are the best practices for knives maintenance?

  • After each use, thoroughly clean the knife and blade with warm water and mild dish soap.
  • Dry the knife completely before storing to prevent rust formation.
  • Apply a light oil to the blade to maintain its sharpness and prevent corrosion.

Do Gerber hunting knives come with a warranty or guarantee?

Yes, Gerber offers a limited lifetime warranty for their knives. If there are any defects in materials or workmanship, the warranty covers the repair or replacement of the product.

Are Gerber hunting knives suitable for camping and everyday use?

Yes, while the Gerber hunting knives are specifically designed for hunting purposes, they can also be ideal for camping and everyday activities. They offer durability, multi-functionality, and reliable performance in various outdoor situations.
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2024.06.10 19:36 Iberlos Build stall at nearest market

I haven't looked too hard in the coming changes, but I was wondering if this is something we will be getting some time soon.
One of the ways I mitigate the always empty stalls is by having multiple small markets arround town. I build markets that can hold 20 stalls max and try to add more markets near the production buildings as they come.
However, stalls are build in order, so there must be no space available in the first market or te next market to be filled. This means that even if I make a specialized area for firewood production with a market the workers have to carry the wood all the way to an open stall position in the first market unless there are no openings.
Wouldn't it make sense if the stall is constructed in the nearest market? Then storage workers can come to the stall, buy it and resell intheir own stalls if the supply for that good is low in the market they have a stall in.
Not sure I was able to explain it very clearly, sorry.
submitted by Iberlos to ManorLords [link] [comments]


2024.06.10 05:38 Genghoul100 What is the best house to build in Banished?

What is the best house to build in Banished?
This is a question I had after several playthroughs. The stone house is an upgrade from the wood house. Its advantages are it costs less resources to keep warm in winter, and is fireproof when the kids are playing with matches. The cons are it is very expensive to build, if you are upgrading an existing house, the people living there become homeless unless you have an even more expensive boarding house for them to move into for a while. Maybe build the stone house instead of the wood house? Well it takes much more "work" time to complete and still uses more resources, both of which do not help in the early game when you are trying to get the houses finished before winter sets in and your colonists freeze to death, and you do not start with much stone, and even if you build your starting homes in a stone field full of stone, the colonists take forever mining it and them building with it. Even in the midgame, several of the production buildings take a lot of stone, which you will not have when you build a lot of stone houses.
Things get even more complicated when you play Mega Mod, or Colonial Charters. Each introduces several dozen new houses, and many of those have multiple upgrades that require mid to late game resources to upgrade. I have found a few websites with some basic math information on some of these homes, but nothing that includes all of them. So I have gone through about 80-100 hours of playthroughs on 5 different maps and have built most, if not all of these different homes. I have collected all the housewares, furniture, servewares, etc to upgrade every type of home, followed each family member in their daily travels to see their productivity, noted down what fuel was used and how much, and did the math to determine the best.
Please note all of these playthroughs were played on Mega Mod with basic functions enabled. I ran none with mods that provided extra resources, or doubled the ranges or production of any building to play as vanilla as possible, with just the new building and resources. All of these playthroughs did focus on trading, mostly for lots of extra food, but also to provide some of the more complicated resources like Building Supplies, Hardwares, Fancy Hardwares, Joists, Glasswares, etc. I did build all of the production buildings at least once, before determining which ones were a waste of time and resources when traders offered them regularly. In fact the easiest way to get any building material you need is to build the train engines, where you can trade "Coin" for any resource available in the game. So as long as you trade for coins, or create the train depots that trade resources for coins, you can get all that you need. I generally have a dedicated Industry Trading Post, if not multiple, just to get these kinds of things just to build the different housing.
What is the best house to build in Banished?
And the final verdict is: the basic wooden house is the winner. Yes, there are literally dozens of homes that provide more warmth, have space for more than 5 occupants, have much larger storage capacity. But none of this matter that much in a basic playthrough. I have built the White House, the Light House home, all of the grand manors, the 3 story homes, the estates, the farm houses, the log cabins. All of the houses that connect directly to production buildings, All of the houses that go on water. And here is what I found. Only one family out of thousands that I saw had more than 3 kids in the home at one time, and I think that one was a nomad family moving into a newly refurbished manor home that could hold 8 people. Never once did I ever see an existing family, even when building homes for two 12 year olds so they could get to breeding early, ever have more than 3 kids. In fact the vast majority had only 2 kids. I build a marketplace and surrounded it with an 80 wood, 40 stone, 2 houseware stately manor that held 8 people, for a total of 16 homes. 6 had 3 kids, 9 had 2 kids, one just had one child. So building the larger homes had almost no effect on population growth. There were several homes that only allow 4 people, even a couple of tents that allow 3. None of these are viable just for that reason.
There are several other viable options. There is one called a small home, that specifically states it has the same stats as a wood house, the difference is a wood house is 4x5, and the small house is 3x4. So on the side of a marketplace, with roads extending out on all sides, you can fit 3 wooden houses, or 4 small houses. Each cost 16 wood and 8 stone. Another one I liked is under the townhomes, there are 2 tower like homes, one 4x4, one 4x2. These smaller footprints are great on filling up some of those nocks and crannies created by hills, creek, rivers, or other map oddities. The Rustic Home uses zero stone, but there are no variations, so they are all just gray boxes. The Townhome with a 2x6 uses 16 wood, 8 stone and 1 iron, and comes in different colors, build fast and don't take up a lot of space, I just don't like the modern look of them, but they would look great in a planned community with some of the more modern looking building and decorations.
Heating is never a problem with these poorly insulated homes, as you are already maxing out firewood production for trade, so everyone can grab some early on. With Mega Mod, charcoal burners are an early addition needed for setting up some of the basic industries. Even with these industries using the charcoal to produce more efficient fuel sources, a single charcoal burner can provide enough fuel to heat 100-150 homes. Once the firewood starts to fill your trading posts, the market vendors with start stocking charcoal and the nearby homes with start using it instead. Most will take around 100 charcoal, and I find this one time stocking keeps them warm for 4-5 years in game! In my 100 hours of playtesting, the only times I would see the freezing icon come up was when some idiot would get stuck on the opposite side if a creek, or a builder would finish up a waterside building from the side and get stuck on the edge of the water. Building a quick bridge, or using the land flattener to raise the land under a stuck citizen would fix the problem.
The only real issue for all these wooden homes is if you play with disasters on. Fire is a problem, but if I am playing hardcore, I use some of that stone I am saving and build a well in every corner of the marketplace pod surrounded by homes. That way every home is no more than 2 houses away from a water source. Building these housing pods near the river or creeks helps with this as well. I did one playthrough on the land of lakes map with the vast majority of buildings built over the water and had no fore issues ever. The tornado that did a circle 8 did take out a third of my homes about 30 years in one playthrough though.
Hope this helps those new players or new to the mod players, and especially to those players out there Googling for help, as there are not a lot of good websites with comprehensive information. Everyone in this subreddit has been great to me, and the Steam forum is nice, but there is not a lot of info on what all these new mod building do, or why would you use them.
Questions and comments always welcome.
submitted by Genghoul100 to Banished [link] [comments]


2024.06.09 07:11 hirstyboy Anyone able to help me decipher this crash log?

Skyrim SSE v1.6.1170 CrashLoggerSSE v1-14-1-0 May 18 2024 23:00:58
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF7D2444EFE SkyrimSE.exe+0294EFE mov rax, [rax+0x48]
SYSTEM SPECS: OS: Microsoft Windows 11 Home v10.0.22631 CPU: AuthenticAMD AMD Ryzen 7 7800X3D 8-Core Processor GPU #1: Nvidia NVIDIA GeForce RTX 4080 SUPER GPU #2: AMD Raphael GPU #3: Microsoft Basic Render Driver PHYSICAL MEMORY: 14.34 GB/31.15 GB GPU MEMORY: 5.01/14.92 GB Detected Virtual Machine: Microsoft Virtual PC/Hyper-V (100%)
PROBABLE CALL STACK: [ 0] 0x7FF7D2444EFE SkyrimSE.exe+0294EFE -> 18365+0x3E mov rax, [rax+0x48] [ 1] 0x7FF7D24E403B SkyrimSE.exe+033403B -> 21654+0x5B test al, al [ 2] 0x7FF7D2650C9C SkyrimSE.exe+04A0C9C -> 29924+0x6BC test al, al [ 3] 0x7FF7D264FB54 SkyrimSE.exe+049FB54 -> 29895+0xE4 test byte ptr [rsi+0x30], 0x01 [ 4] 0x7FF7D2587ACD SkyrimSE.exe+03D7ACD -> 25160+0x9D test al, al [ 5] 0x7FF7D2584A8B SkyrimSE.exe+03D4A8B -> 25112+0x3B cmp eax, 0x01 [ 6] 0x7FF7D2585187 SkyrimSE.exe+03D5187 -> 25116+0x137 mov ebx, eax [ 7] 0x7FF7D258043B SkyrimSE.exe+03D043B -> 25063+0x160B jmp 0x00007FF7D2580444 [ 8] 0x7FF7D257CDFD SkyrimSE.exe+03CCDFD -> 25048+0x1AD mov ecx, [rax] [ 9] 0x7FF7D26DF53C SkyrimSE.exe+052F53C -> 32430+0xAC test al, al [10] 0x7FF7D26DEB83 SkyrimSE.exe+052EB83 -> 32429+0xC3 mov r14d, eax [11] 0x7FF7D26DE896 SkyrimSE.exe+052E896 -> 32428+0x56 mov esi, eax [12] 0x7FF7D26DE896 SkyrimSE.exe+052E896 -> 32428+0x56 mov esi, eax [13] 0x7FF7D26DC6F1 SkyrimSE.exe+052C6F1 -> 32372+0x2D1 cmp eax, 0x01 [14] 0x7FF7D26E29C0 SkyrimSE.exe+05329C0 -> 32483+0x380 xor sil, sil [15] 0x7FF7D26E2625 SkyrimSE.exe+0532625 -> 32482+0x15 mov rdx, rbx [16] 0x7FF7D2882856 SkyrimSE.exe+06D2856 -> 39060+0x36 nop [17] 0x7FF7D2EA7888 SkyrimSE.exe+0CF7888 -> 69378+0xD8 mov ecx, [rbx+0x0C] [18] 0x7FF7D2EA7E51 SkyrimSE.exe+0CF7E51 -> 69380+0x361 mov r15d, eax [19] 0x7FF7D2EA61DA SkyrimSE.exe+0CF61DA -> 69344+0x8A movzx eax, byte ptr [rbx+0xA74] [20] 0x7FF7D2E80DBD SkyrimSE.exe+0CD0DBD -> 68445+0x3D mov rcx, [0x00007FF7D537C318] [21] 0x7FF9293B257D KERNEL32.DLL+001257D [22] 0x7FF92A64AA48 ntdll.dll+005AA48
REGISTERS: RAX 0x18A49 (size_t) [100937] RCX 0x29DA8FCB770 (void) RDX 0x10 (size_t) [16] RBX 0xFFA93FE000 (void) RSP 0xFFA93FDF70 (void) RBP 0xFFA93FE099 (void) RSI 0x29E068F1490 (Character*) File: "3DNPC.esp" Flags: 0x00000409 Name: "Henrietta Entius" FormID: 0x0901B291 FormType: ActorCharacter (62) Object Reference: File: "3DNPC.esp" Flags: 0x00040009 kDestructible kInitialized Name: "Henrietta Entius" FormID: 0x0901B28F FormType: NPC (43) ParentCell: --- File: "Nature of the Wild Lands.esp" Modified by: Skyrim.esm -> Update.esm -> Unofficial Skyrim Special Edition Patch.esp -> Water for ENB.esm -> Ulvenwald.esp -> Enhanced Landscapes.esp -> ELFX - Exteriors.esp -> Forest Fragments.esp -> Folkvangr - Grass and Landscape Overhaul.esp -> AI Overhaul.esp -> Nature of the Wild Lands.esp
MODULES: XINPUT1_3.dll 0x000000400000 X3DAudio1_7.dll 0x00006FE60000 mdnsNSP.dll 0x00006FE90000 d3d11.dll 0x000180000000 CraftingCategories.dll 0x029E7FF80000 wintrust.dll 0x029EF1A50000 SkyrimSE.exe 0x7FF7D21B0000 ResampleDmo.DLL 0x7FF889A20000 d3dcompiler_46e.dll 0x7FF8D0D10000 XAudio2_7.dll 0x7FF8D13F0000 DSOUND.DLL 0x7FF8D19C0000 gameoverlayrenderer64.dll 0x7FF8D1AD0000 trainwreck.dll 0x7FF8D1C70000 SurvivalModeImproved.dll 0x7FF8D1D80000 SSEDisplayTweaks.dll 0x7FF8D1E40000 skee64.dll 0x7FF8D1EE0000 ShowPlayerInMenus.dll 0x7FF8D2150000 ScrambledBugs.dll 0x7FF8D21C0000 RememberLockpickAngle.dll 0x7FF8D2260000 po3_Tweaks.dll 0x7FF8D22D0000 po3_SpellPerkItemDistributor.dll 0x7FF8D23D0000 po3_ReadOrTakeBooks.dll 0x7FF8D2590000 OpenAnimationReplacer.dll 0x7FF8D2670000 po3_MagicSneakAttacks.dll 0x7FF8D2B40000 po3_KeywordItemDistributor.dll 0x7FF8D2DF0000 po3_BaseObjectSwapper.dll 0x7FF8D2F90000 po3_LockVariations.dll 0x7FF8D3200000 PairedAnimationImprovements.dll 0x7FF8D32B0000 mfgfix.dll 0x7FF8D3320000 MCMHelper.dll 0x7FF8D3390000 KiENBExtender.dll 0x7FF8D3470000 KiLoader.dll 0x7FF8D3540000 KiLoaderSatelliteSKSE.dll 0x7FF8D35E0000 Journeyman.dll 0x7FF8D3650000 InventoryInjector.dll 0x7FF8D37B0000 ImprovedCameraSE.dll 0x7FF8D3860000 HandToHand.dll 0x7FF8D39D0000 CrashLogger.dll 0x7FF8D3A80000 steamclient64.dll 0x7FF8D3D50000 ENBHelperSE.dll 0x7FF8D6CA0000 CustomSkills.dll 0x7FF8D6D40000 AnimationMotionRevolution.dll 0x7FF8D6E00000 D3DCOMPILER_43.dll 0x7FF8D6F70000 d3dx9_42.dll 0x7FF8D71E0000 BladeAndBlunt.dll 0x7FF8DA470000 FaceGenFixes.dll 0x7FF8DA5D0000 tier0_s64.dll 0x7FF8DA640000 skse64_1_6_1170.dll 0x7FF8DA9E0000 KiLoaderSatelliteENB.dllplugin 0x7FF8DAC70000 BackportedESLSupport.dll 0x7FF8DACC0000 ncryptsslp.dll 0x7FF8DC980000 AutoParallax.dll 0x7FF8F6450000 AnimationQueueFix.dll 0x7FF8F65B0000 VCRUNTIME140.dll 0x7FF8FE270000 MSVCP140.dll 0x7FF8FE290000 winmmbase.dll 0x7FF8FE4C0000 VCRUNTIME140_1.dll 0x7FF901C30000 BetterJumpingSE.dll 0x7FF904650000 vstdlib_s64.dll 0x7FF9051B0000 d3dx11_43.dll 0x7FF905270000 bink2w64.dll 0x7FF9052C0000 DINPUT8.dll 0x7FF905480000 PriorityMod.dll 0x7FF906400000 textinputframework.dll 0x7FF907D50000 steam_api64.dll 0x7FF90C4E0000 msdmo.dll 0x7FF90C630000 inputhost.dll 0x7FF90C840000 Windows.UI.dll 0x7FF90E8C0000 EVLaS.dll 0x7FF910F10000 OneCoreCommonProxyStub.dll 0x7FF911080000 MMDevApi.dll 0x7FF911730000 MPR.dll 0x7FF911B30000 nvwgf2umx.dll 0x7FF912500000 rasadhlp.dll 0x7FF916C00000 webio.dll 0x7FF916C60000 AUDIOSES.DLL 0x7FF917D80000 xinput1_4.dll 0x7FF9185D0000 nvgpucomp64.dll 0x7FF918FD0000 NvMessageBus.dll 0x7FF91C7C0000 WINMM.dll 0x7FF91D350000 drvstore.dll 0x7FF91DEA0000 cryptnet.dll 0x7FF91E000000 VERSION.dll 0x7FF91E040000 nvldumdx.dll 0x7FF91E050000 OneCoreUAPCommonProxyStub.dll 0x7FF91E200000 CoreUIComponents.dll 0x7FF9204C0000 fwpuclnt.dll 0x7FF9208F0000 avrt.dll 0x7FF920CA0000 directxdatabasehelper.dll 0x7FF920DF0000 WINHTTP.dll 0x7FF921590000 dbghelp.dll 0x7FF921D50000 D3DCOMPILER_47.dll 0x7FF922E80000 WindowsCodecs.dll 0x7FF923270000 d3d11.dll 0x7FF923F10000 dcomp.dll 0x7FF924170000 MSVCP140_ATOMIC_WAIT.dll 0x7FF924810000 CoreMessaging.dll 0x7FF924840000 KiHalloc.dll 0x7FF924980000 apphelp.dll 0x7FF924C60000 uxtheme.dll 0x7FF924DA0000 WINNSI.DLL 0x7FF924EC0000 dxcore.dll 0x7FF924F10000 dxgi.dll 0x7FF924F50000 dwmapi.dll 0x7FF925080000 resourcepolicyclient.dll 0x7FF9253D0000 wintypes.dll 0x7FF9256E0000 windows.storage.dll 0x7FF925820000 HID.DLL 0x7FF926120000 IPHLPAPI.DLL 0x7FF9263C0000 DNSAPI.dll 0x7FF9263F0000 Secur32.dll 0x7FF926760000 schannel.DLL 0x7FF9267E0000 rsaenh.dll 0x7FF9268E0000 kernel.appcore.dll 0x7FF926990000 UMPDC.dll 0x7FF926AF0000 powrprof.dll 0x7FF926C20000 SSPICLI.DLL 0x7FF926C70000 MSWSOCK.dll 0x7FF926E70000 CRYPTBASE.DLL 0x7FF9270F0000 CRYPTSP.dll 0x7FF927100000 msasn1.dll 0x7FF927150000 wldp.dll 0x7FF9271E0000 NTASN1.dll 0x7FF927290000 ncrypt.dll 0x7FF9272D0000 devobj.dll 0x7FF9275D0000 CFGMGR32.dll 0x7FF927600000 DPAPI.DLL 0x7FF927670000 profapi.dll 0x7FF927850000 ucrtbase.dll 0x7FF927920000 bcryptPrimitives.dll 0x7FF927A40000 msvcp_win.dll 0x7FF927B30000 bcrypt.dll 0x7FF927C90000 KERNELBASE.dll 0x7FF927CC0000 CRYPT32.dll 0x7FF928070000 gdi32full.dll 0x7FF9281E0000 win32u.dll 0x7FF928300000 SHCORE.dll 0x7FF928330000 NSI.dll 0x7FF928430000 PSAPI.DLL 0x7FF928440000 USER32.dll 0x7FF928450000 msvcrt.dll 0x7FF928700000 ADVAPI32.dll 0x7FF9287B0000 combase.dll 0x7FF928870000 clbcatq.dll 0x7FF928C00000 RPCRT4.dll 0x7FF928CB0000 SETUPAPI.dll 0x7FF928DD0000 GDI32.dll 0x7FF929250000 IMM32.DLL 0x7FF929280000 OLEAUT32.dll 0x7FF9292C0000 KERNEL32.DLL 0x7FF9293A0000 sechost.dll 0x7FF929470000 MSCTF.dll 0x7FF929610000 imagehlp.dll 0x7FF9297D0000 SHELL32.dll 0x7FF9298E0000 ole32.dll 0x7FF92A140000 shlwapi.dll 0x7FF92A4D0000 WS2_32.dll 0x7FF92A530000 ntdll.dll 0x7FF92A5F0000
SKSE PLUGINS: AnimationMotionRevolution.dll AnimationQueueFix.dll v1.0.1 AutoParallax.dll v1.0.7 BackportedESLSupport.dll BetterJumpingSE.dll BladeAndBlunt.dll v3.5 CraftingCategories.dll v1.1.1 CrashLogger.dll v1.14.1 CustomSkills.dll v3.1 ENBHelperSE.dll v2.2 EVLaS.dll v1.3.1 FaceGenFixes.dll v1.0.3 HandToHand.dll v1 ImprovedCameraSE.dll InventoryInjector.dll v1.1 Journeyman.dll v0.0.1 KiLoaderSatelliteSKSE.dll v1.2.1 MCMHelper.dll v1.5 mfgfix.dll v1.6.1 OpenAnimationReplacer.dll v2.3.4 PairedAnimationImprovements.dll v1.0.2 po3_BaseObjectSwapper.dll v3.0.3.1 po3_KeywordItemDistributor.dll v3.4.0.1 po3_LockVariations.dll v3.1.0.1 po3_MagicSneakAttacks.dll v1.3.0.1 po3_ReadOrTakeBooks.dll v1.4.0.1 po3_SpellPerkItemDistributor.dll v7.1.3.1 po3_Tweaks.dll v1.9.2.1 PriorityMod.dll RememberLockpickAngle.dll ScrambledBugs.dll ShowPlayerInMenus.dll v2.0.2 skee64.dll SSEDisplayTweaks.dll v0.5.16 SurvivalModeImproved.dll v1.5.2 trainwreck.dll
PLUGINS: Light: 140 Regular: 74 Total: 214 [ 0] Skyrim.esm [ 1] Update.esm [ 2] Dawnguard.esm [ 3] HearthFires.esm [ 4] Dragonborn.esm [ 5] ccBGSSSE001-Fish.esm [ 6] ccBGSSSE025-AdvDSGS.esm [ 7] Unofficial Skyrim Special Edition Patch.esp [ 8] MajesticMountains_Landscape.esm [ 9] 3DNPC.esp [ A] Obsidian Mountain Fogs.esm [ B] Water for ENB.esm [ C] Campfire.esm [ D] Overwrite.esm [ E] OverwriteRNAM.esm [ F] TKChildren.esm [10] High Poly Head.esm [11] Lux Via.esp [12] AnimatedCarriage.esm [13] Environs Master Plugin.esp [14] SkyUI_SE.esp [15] SMIM-SE-Merged-All.esp [16] EnhancedLightsandFX.esp [17] Ulvenwald.esp [18] Enhanced Landscapes.esp [19] ELFX - Exteriors.esp [1A] Forest Fragments.esp [1B] Folkvangr - Grass and Landscape Overhaul.esp [1C] Relationship Dialogue Overhaul.esp [1D] AI Overhaul.esp [1E] Thaumaturgy.esp [1F] MysticismMagic.esp [20] NAT-ENB.esp [21] XPMSE.esp [22] FNIS.esp [23] Customizable Camera.esp [24] Embers XD.esp [25] Nature of the Wild Lands.esp [26] High Poly NPCs VHR_BOP.esp [27] Immersive Weapons.esp [28] Adamant.esp [29] ELFX - Weathers.esp [2A] Apothecary.esp [2B] Pilgrim.esp [2C] man_DaedricShrines.esp [2D] Inigo.esp [2E] Immersive Patrols II.esp [2F] Sorcerer.esp [30] MaximumCarnage.esp [31] QwibLantern.esp [32] Paragliding.esp [33] Nature of the Wild Lands - 3D NPC.esp [34] Wildcat - Combat of Skyrim.esp [35] Overwrite.esp [36] OverwriteRNAM.esp [37] HandtoHand.esp [38] Veydosebrom Regions.esp [39] Cathedral - 3D Pine Grass.esp [3A] noCamColl_2_SE.esp [3B] TKChildren.esp [3C] BlendedRoads.esp [3D] PumpingIron.esp [3E] HandtoHandJump.esp [3F] HandToHandLocksmith.esp [40] BBStaminaPatch.esp [41] AdamantSmithing.esp [42] HPP - FirewoodSnow.esp [43] TKDodge.esp [44] Lucien.esp [45] Origins Of Forest - 3D Forest Grass.esp [46] Alternate Start - Live Another Life.esp [47] Water for ENB (Shades of Skyrim).esp [48] Lux.esp [49] ELFXEnhancer.esp [FE: 0] ccQDRSSE001-SurvivalMode.esl [FE: 1] ccBGSSSE037-Curios.esl [FE: 2] _ResourcePack.esl [FE: 3] Cathedral - 3D Mountain Flowers.esp [FE: 4] MajesticMountains_Moss.esp [FE: 5] Lux - Master plugin.esm [FE: 6] AnimatedShips.esl [FE: 7] NoBrokenWhiterunTower.esp [FE: 8] 11Debaser.esl [FE: 9] Overwrite.esl [FE: A] OverwriteRNAM.esl [FE: B] SimpleChildren.esp [FE: C] Expressive Facegen Morphs.esl [FE: D] Lux - Resources.esp [FE: E] EVGAnimatedTraversal.esl [FE: F] SurvivalModeImproved.esp [FE: 10] TESL-LoadingScreens.esp [FE: 11] Lux Via - plugin.esp [FE: 12] Locked Chests Have Keys.esp [FE: 13] Gourmet.esp [FE: 14] HeelsFix.esp [FE: 15] Environs - Abandoned Abodes.esp [FE: 16] Beards of Power.esp [FE: 17] Stormcrown.esp [FE: 18] Skyrim On Skooma.esp [FE: 19] MajesticMountains.esp [FE: 1A] Environs - Kolskeggr.esp [FE: 1B] Environs - Shrines of Talos.esp [FE: 1C] WiZkiD Hunter's Camp Overhaul.esp [FE: 1D] Innocence Lost - Quest Expansion.esp [FE: 1E] Infiltration - Quest Expansion.esp [FE: 1F] The Heart Of Dibella - Quest Expansion.esp [FE: 20] TheOnlyCureQuestExpansion.esp [FE: 21] Candlehearth.esp [FE: 22] GourmetTables.esp [FE: 23] Destroy the Dark Brotherhood - Quest Expansion.esp [FE: 24] Headhunter - Bounties Redone.esp [FE: 25] Ivy Replacer BOS.esp [FE: 26] QwibLanternsLLists.esp [FE: 27] Environs - Greenwood Shack.esp [FE: 28] Environs - Whiterun Watchtower.esp [FE: 29] PaarthurnaxQuestExpansion.esp [FE: 2A] College Of Winterhold - Quest Expansion.esp [FE: 2B] LeapsOfFaith.esp [FE: 2C] Environs - Tundra Farmhouse.esp [FE: 2D] Nilheim_MiscQuestExpansion.esp [FE: 2E] Caught Red Handed - Quest Expansion.esp [FE: 2F] Embers XD - Patch - Lux Via.esp [FE: 30] Environs - Hroggars House.esp [FE: 31] Environs - Riften Warehouse.esp [FE: 32] ACLine_Whiterun.esp [FE: 33] Nature of the Wild Lands - Autumn Birches.esp [FE: 34] Dynamic Impact - Slash Effects X.esp [FE: 35] Skyrim Remastered - Ice Caves Fix.esp [FE: 36] Imperial Armors and Weapons Retexture SE - Penitus Pants.esp [FE: 37] Starfrost.esp [FE: 38] BladeAndBlunt.esp [FE: 39] Scion.esp [FE: 3A] Manbeast.esp [FE: 3B] JS Unique Utopia SE - Rings - Johnskyrim.esp [FE: 3C] BeastHHBB.esp [FE: 3D] Echolocating Falmer.esp [FE: 3E] Embers XD - Patch - ELFX Exteriors.esp [FE: 3F] WiZkiD Signs - Interesting NPC patch.esp [FE: 40] Lux Via - Blended Roads Bridges Texture sets.esp [FE: 41] DVLaSS Skyrim Underside.esp [FE: 42] Embers XD - Fire Magick Add-On.esp [FE: 43] The Whispering Door - Quest Expansion.esp [FE: 44] Embers XD - Patch - ELFX.esp [FE: 45] 3DNPC0.esp [FE: 46] 3DNPC1.esp [FE: 47] Additional Dremora Faces.esp [FE: 48] Stay In Shape - A Pumping Iron Addon.esp [FE: 49] NPCs Take Cover.esp [FE: 4A] DVA - Dynamic Vampire Appearance.esp [FE: 4B] SunAffectsNPCVampires.esp [FE: 4C] SunAffectsNPCVampires - ExcludeFriendlies.esp [FE: 4D] NPCsReactToFrenzy.esp [FE: 4E] Dynamic Activation Key.esp [FE: 4F] Press E To Heal Followers.esp [FE: 50] DynamicMercenaryFees.esp [FE: 51] InterestingFollowerRequirements_3DNPC.esp [FE: 52] PetTheDog.esp [FE: 53] Dremora Lines Expansion.esp [FE: 54] VampireFeedingTweaks.esp [FE: 55] Brawl Lines Expansion.esp [FE: 56] JustBlood.esp [FE: 57] Immersive Death Cycle.esp [FE: 58] Use Those Blankets.esp [FE: 59] Dirt and Blood - Dynamic Visuals.esp [FE: 5A] WindhelmDialogueExpansion.esp [FE: 5B] H2HBooksandTrainers.esp [FE: 5C] Apothecary - Saints & Seducers Patch.esp [FE: 5D] ThaumaturgyJumpBoots.esp [FE: 5E] Apothecary - Rare Curios Patch.esp [FE: 5F] Mundus.esp [FE: 60] MysticismJumpSpells.esp [FE: 61] AdamantBard.esp [FE: 62] SimonrmSaintsSeducersSmithing.esp [FE: 63] SimonrimAttackSpeedFix.esp [FE: 64] StarfrostInjuries.esp [FE: 65] StarfrostSpells.esp [FE: 66] AdamantBard - Pilgrim Patch.esp [FE: 67] Headhunter - Leveled Rewards.esp [FE: 68] Bandit Lines Expansion.esp [FE: 69] NPCs React To Necromancy.esp [FE: 6A] Civil War Lines Expansion.esp [FE: 6B] CarriageAndStableDialogues.esp [FE: 6C] HouseOfHorrorsQuestExpansion.esp [FE: 6D] NPCs React To Invisibility.esp [FE: 6E] Sleeping Expanded.esp [FE: 6F] Conditional Expressions.esp [FE: 70] Vampire Lines Expansion.esp [FE: 71] SensibleBribes.esp [FE: 72] Forsworn and Thalmor Lines Expansion.esp [FE: 73] HPP - Vaermina's Torpor.esp [FE: 74] SRP Additional Landscape Parallax.esp [FE: 75] Animals Swim.esp [FE: 76] NPCs_Wear_Amulets_Of_Mara.esp [FE: 77] Immersive Rejections.esp [FE: 78] MCMHelper.esp [FE: 79] ArrowsIgnite.esp [FE: 7A] JS Rumpled Rugs Redux SE.esp [FE: 7B] Apothecary - Fishing Patch.esp [FE: 7C] Journeyman.esp [FE: 7D] GourmetUSSEP.esp [FE: 7E] GourmetFishing.esp [FE: 7F] GourmetSurvival.esp [FE: 80] I4IconAddon.esp [FE: 81] GourmetAdamantBard.esp [FE: 82] GourmetHandtoHand.esp [FE: 83] GourmetMysticism.esp [FE: 84] Static Objects Swap - Unique Wooden Bridges.esp [FE: 85] ShowPlayerInMenus.esp [FE: 86] Aetherius.esp [FE: 87] AetheriusSpells.esp [FE: 88] Nature of the Wild Lands - Alternate start.esp [FE: 89] Lux - USSEP patch.esp [FE: 8A] Lux - CC Fish patch.esp [FE: 8B] Lux - Saints and Seducers patch.esp
submitted by hirstyboy to skyrimmods [link] [comments]


2024.06.08 00:25 AlarmedRevenue7147 I've watched countless hours of YouTube tutorials about stalls and I still am missing something

Just can't fucking get the stalls to work efficiently. Constantly getting pop-ups about storage being full and pantries being full and every time I build marketplaces they just build fucking firewood stalls. I DON'T NEED ANY MORE FIREWOOD STALLS Wtf
Can we just get one definitive answer on how to do the stalls correctly?
submitted by AlarmedRevenue7147 to ManorLords [link] [comments]


2024.06.05 15:31 7Fontaine7 My ideal survival game?

I love the culture and feeling of Unreal world, the pseudo-mystical and primitive far north. No guns, only the tools you can craft from foraging, skill and hard work. I feel like Red Dead 2 gets so much right in terms of the interface, weapons and outfits, and touches on it briefly in camping. You know that feeling when Arthur sets up his tent to cook and craft and the game world shrinks to the campsite? I'd love more games to do that. I adore medieval style ASMR videos of camping and bushcraft; I wish more effort was taken into travelling camps, bedding and kitchenware. As simple as a pile of twigs under a fallen tree or as comprehensive as a fenced wooden cottage.
My ideal game would steal...
1st person view from Long Dark and Green Hell afflictions from Green Hell, Long Dark, and what I've seen of Bellwright and Fountain of Youth
Seasons and weather from Unreal World and Sons of the Forest - make players change their clothing as conditions become too hot/cold/wet etc
Clothing customisability and outfits from RDR2 and UW cooking from a variety of sources but love if it was expanded on substantially, even inspiration from UW and Dwarf fortress and VR cooking games
building from green hell and Sons of the forest NPCs and hired helpers from UW and Bellwright (while still primarily being a single player game)
hide and leatherworking from Red Dead and UW with addition of "pelts" and make clothes from pieces you punch out of hides - meaning clothing can become piecemeal, patchwork or beautiful creations of a single critter fur.
mysticism from Unreal world. nothing overt, just a vague morality system. maybe give "the spirits" some tangibility overnight - perhaps if you're in good standing your food lasts longer, conditions are milder in camp and things are put back where they belong. If you're in bad standing, stuff gets tosses around, goes missing or they interfere with your jobs?
"automation" or self-reliance like the Sims - if not your player then NPCS - in the same was dwarf fortress dwarves need to path to things and make up their own minds based on jobs and priorities, perhaps they could do things for themselves occasionally.
workplaces - as simple as a knife and a stump to do some carving or as technical as a bloomery or furnace, tools and tables and stuff. allow players to craft anywhere with what they've got to hand, and requisite quality improvements as they get better tools and places.
storage, omg storage - allow hangers and pegs and shelves, inside and out. allow items to become part of "sets" or take individually (for example, if you only had one bucket, it could only be used in one workplace if you weren't carrying it around)
food preservation, smoking, drying, curing, cheese and meats, fruits, jams and preserves, salting, pies and other methods of long term food preservation.
clay and pottery, kilns and earthenware, yes please
have a think about animation - i find it jarring to just hit "craft" and have the item appear, but then a token animation if it's just going to be the same every time, i dont know. I'd like for most crafts to have multiple steps which have to go through in stages, perhaps requiring different workstations.
In fair weather, you hunt game, fish and gather berries, mushrooms and gather hides and stockpile other resources. You'd plant a small garden, gather herbs, smoke, dry or salt meat, prepare cheeses and make butter, trade with merchants to get metal tools and other utilities. In winter, you'd stay out of the cold if you could, except to check traps and tend any animals, chopping your firewood to make soups and stews from your preserved meats and vegetables. In lean times, you'd wonder whether to spare your precious flour on flatbreads or use to thicken a stew. A stacked pie from the larder or some soft cheese or jam spread on toast would be a special treat. Maybe there's NPC helpers to hire (as there are in Unreal world) who would help you fell trees and prepare logs for a cabin or make a stave for a new bow?
The cooking simulator angle is new to my thoughts having seen some VR videos and ASMR of that guy in the woods with the stream, you know the one? Except in this instance, you'd be making your own ramikens to keep potted meats and terrines, or carving your own bowls and other utensils. Inventory management would be interesting (how and where everything lives without having to use particular cooking stations).
back to automation, you could set your characters motivations or perhaps they'd be random, and have a bunch of secret meters (and a few obvious ones like hunger, thirst and cold) so your guy or your npcs could declare "i'm cold" and put on warmer clothing or light a fire. "i'm hungry" and they go get something to eat (preferential to their likes). like the Sims, you could override these desires for a while before they became urgent. you might be able to lock down what things people are allowed to do and use (so they don't go eat the special thing you'd been saving for some purpose)
cooking and other crafts could be done on the ground, in your lap or in simple stations laid out infront of you. food and drink could be consumed raw (a handful of nuts, a bite of dried meat, a sip of water from a skin), or somethign you actually had to stop and do - boil water for tea, smear potted meat on a flatbread, or something that takes a long time - set stewed meat, make bread in a dutch oven etc. make time progress or "pass time" (as long dark does) so you have to use time as a resource to start and finish things so your conditions don't change in the meantime.
having "lap top crafts" is kinda integral to the first person vision - even if you want to make a simple sandwich, you'll need at least a few things - a plate, cutting or serving board, knifes and other implements, the bread and fillings, something to drink. your cooking and prepration skills integral to a "comfort" meter of some sort. so to, other crafts - a basket of needle, thread, wool and sheers for tailoring, an awl and waxed thread for leatherworking, pottery tools and other implements for basic ceramics; this sort of stuff you'd need to do during winter as you eat your precious stores as the blizzards rage outside....
Only just now thinking of the housebarn concept particularity because I love nordic and scandinavian culture, Imagine half your living space given over to an animal stall, with Hens free roaming, bringing the cow inside during a blizzard.
Npc helpers could be interesting considering how much work needs to get done and how often you'd leave home and for how long. So you play solo And return home to neglect, or travel light and never put down for long, taking only the essentials and crafting whatever you need when you arrive? Do you have family holding down the fort using the food and supplies you left behind, leaving the heavy or dirty work for you when you return (don't be gone too long!). Perhaps there are helpful spirits or house fey like domovoi who do chores on your absence, for a price?
Just thoughts!
submitted by 7Fontaine7 to SurvivalGaming [link] [comments]


2024.06.05 13:53 Stage-Piercing727 Best Empire Axe Pro

Best Empire Axe Pro

https://preview.redd.it/ire82knzrq4d1.jpg?width=720&format=pjpg&auto=webp&s=2907c238ae7fdd8834cc874814a8dc9d18b17625
Get ready to level up your wood-splitting game with the Empire Axe Pro. This innovative axe is designed to make your wood-splitting experience more efficient, safe, and fun. In this article, we'll be taking a closer look at the Empire Axe Pro and everything it has to offer, making it perfect for both beginners and seasoned users. Let's dive in and discover why this pro axe really is "the axe that sets a new standard for wood splitting. "

The Top 18 Best Empire Axe Pro

  1. Fiskars Pro Empire Axe - Revolutionary Insulated Maul for Durable Splitting Performance - The Fiskars Pro iSoCore 8 lb Splitting Maul reduces physical strain with its patented IsoCore Shock Control System, while its optimized blade geometry provides efficient splitting and driving capabilities for tough logs.
  2. 2024 Axe Avenge Pro Infrared Fastpitch Softball Bat: Electrify Your Gameplay! - Experience unmatched barrel performance and unparalleled innovation with the 2024 Axe Avenge Pro Infrared -10 Fastpitch Softball Bat, designed to electrify the ballpark and elevate your game to new heights!
  3. Affordable Empire Axe Pro Marker Board with Programmable Features - Empire Shockwave Marker Board provides reliable performance with advanced features like Break Beam Eye System, tournament lock, and programmable firing modes for Empire Axe and Empire Mini markers.
  4. Empire Axe Pro for Professional Forestry Use - Cut through large trees like a pro with the PRA3516T Prandi Professional Axe, featuring a wide blade to efficiently cut wood fibers and tackle challenging forestry tasks.
  5. Empire Axe Pro -8 USSSA Baseball Bat: Advanced Composite Design for 13U Division - Axe Avenge Pro -8 USSSA Baseball Bat delivers a powerful swing experience with its composite design, charged carbon barrel, and ergonomic Endogrid handle, making it an excellent choice for 13U USSSA players.
  6. Empire Axe Pro: High-Performance, Efficient Tree Felling Tool - Fiskars Chopping Axe 28": Perfectly balanced, ultra-sharp, and ideal for felling trees, maximizing productivity and efficiency during wood cutting tasks.
  7. Traditional Swedish Wood Handled Felling Axe - The Gransfors Bruk American Felling Axe 31-inch Handle, made in Sweden, features a professional-grade axe tailored for tree felling and log sectioning - boasting a 4.9-star rating out of 39 reviews.
  8. Empire Axe Pro Baseball Bat - Lightweight and Spacious Drop 8 Sizer - Experience the thrill of advanced performance with the Axe Avenge Pro baseball bat, featuring revolutionary layering design, sleek end cap, and patented youth handle for superior speed, control, and grip in USSSA Baseball Bat competitions.
  9. Fiskars Pro IsoCore 6 lb. Ax - Experience minimal shock and vibration with the Fiskars Pro IsoCore 6 lb. Maul, a durable, high-performance tool designed for demanding wood splitting tasks.
  10. Gently Used Fractal Audio Axe-Fx II Guitar Effects, Empire Axe Pro - Unleash your guitar's full potential with this fully functional Fractal Audio Axe-Fx II Guitar Effects unit, featuring a wealth of extra tones and firmware updates in excellent condition.
  11. Empire Axe Pro Hybrid BBCOR Baseball Bat: L130K - Advanced Performance and Durability - Discover unmatched power and performance with the 2023 Axe Avenge Pro Hybrid BBCOR Baseball Bat: L130K, featuring an Armor Enhanced Alloy Barrel, Precision Variable Wall Engineering, and a Composite Hypership Endcap in a sleek design.
  12. Empire Axe Pro: Powerful Splitting Axe for Tall Users - The Fiskars Super Splitting Axe, perfect for tall users, boasts expert balance, power-to-weight ratio, and advanced blade geometry.
  13. Stainless Steel Raven Pro Empire Axe Pro for Mountaineering - Experience the perfection of technical climbing with the Black Diamond Raven Pro Ice Axe, featuring a stainless steel head, aluminum shaft, and improved grip for unparalleled handling and performance in any alpine challenge.
  14. Estwing Empire Axe Pro: All Steel Camping, Hunting, and Farm Axe with Durable Rubber Grip - Experience optimal camping with the Estwing E45A All Steel Camper's Axe - perfectly crafted for effortless chopping and cutting!
  15. Factory-X-FX310K Frankish Empire Axe - Mighty Frankish Axe, 26" overall, features a 5.5" satin-finished carbon steel head, 5" cutting edge, and a wooden handle, perfect for your woodworking or camping needs!
  16. Empire Axe Pro Power USSSA Baseball Bat - Max Power, Enhanced Durability, and Loud Look - Unleash ultimate power on the field with the Axe Avenge Pro Power USSSA bat, featuring a new Max Power barrel design, Enhanced ShieldBoost durability, and a sleek HyperWhip End Cap for improved performance and speed.
  17. Professional Empire Axe Pro Audio Interface with USB and XLR Connectors - The IK Multimedia Axe I/O Audio Interface delivers exceptional sound quality, versatile tone shaping, and seamless connectivity, making it the perfect choice for guitar and bass players seeking professional-level performance.
  18. Premium Audio Interface for Recording Guitarists - Empire Axe Pro - Experience unparalleled tone flexibility and easy guitar recording with IK Multimedia's Axe I/O Premium Audio Interface, the ultimate go-to solution for professional guitarists.
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Reviews

đź”—Fiskars Pro Empire Axe - Revolutionary Insulated Maul for Durable Splitting Performance


https://preview.redd.it/ktydwr40sq4d1.jpg?width=720&format=pjpg&auto=webp&s=9cc162ec0d5cc580a539f7a1949400866a2bda6f
I recently got the chance to try out the Fiskars Pro iSoCore 8 lb Splitting Maul, and I gotta say, it's a game-changer. This beast of a tool might look intense, but it's surprisingly user-friendly. The handle is ergonomically designed, fitting the natural curve of your hand perfectly, which makes each swing feel like a breeze.
What really stood out for me was the IsoCore Shock Control System. This thing practically whispers shock and vibration into submission, keeping my hand feeling fresh even after hours of splitting wood. The blade geometry is another highlight—it cuts through even the toughest logs like a hot knife through butter, reducing the need for any extra force.
While I did appreciate the rust-resistant coating on the steel handle, I noticed that the head of the tool wasn't as easy to clean as I'd like. The handle material is strong and sturdy, but it can become slippery when your hands are wet from sweat or rain.
Overall, the Fiskars Pro iSoCore Splitting Maul is a powerful, efficient, and comfortable tool that's perfect for anyone looking to tackle their wood-splitting tasks with minimal effort. Just be prepared to wipe down the handle often to prevent any mishaps.

đź”—2024 Axe Avenge Pro Infrared Fastpitch Softball Bat: Electrify Your Gameplay!


https://preview.redd.it/fgmk3sk0sq4d1.jpg?width=720&format=pjpg&auto=webp&s=11f9838410a0dd325c306ccdefcb62047a6f6e64
As a softball player who frequently wields bats, I recently had the pleasure of trying out the 2024 Axe Avenge Pro Infrared -10 Fastpitch Softball Bat. The bat's impressive performance immediately caught my attention, with its balanced swing feel allowing me to strike the ball effortlessly. The Charged Carbon+ material in the barrel felt durable and responsive, providing an exceptional trampoline effect.
Shock Suspension Technology effectively eliminates vibrations, ensuring a comfortable and consistent experience. While some batters may find the -10 length-to-weight ratio challenging, the 2024 Axe Avenge Pro Infrared is an all-rounder worth considering for its performance and versatility.

đź”—Affordable Empire Axe Pro Marker Board with Programmable Features


https://preview.redd.it/w2zzqns0sq4d1.jpg?width=720&format=pjpg&auto=webp&s=67ad4bd1f299f1f10823287fcee657ba48cd4cc1
Imagine yourself on the paintball field, equipped with the Empire Axe Pro. The intensity of each match is intense, yet thrilling. At that moment, your marker needs a replacement board to continue playing at its best. Enter the Empire Shockwave Marker Board - Mini / Axe.
I had the chance to try this board, and I must say, it fits like a glove in my Empire Axe Pro. The Break Beam Eye System Trigger Pull Indication made me feel like a pro, and the Tournament Lock feature made sure my gameplay remained secure.
One aspect that impressed me was the four programmable firing modes. It gave me the flexibility to adapt my game according to the situation. The NPPL/Semi-Auto PSP/Burst and Millenium/Ramping options were a game-changer. The Full Auto Programmable Functions, such as Max Rate of Fire (ROF) and Dwell Setting, made me an even better player.
However, it wasn't all smooth sailing. The lack of a battery cable caused a minor inconvenience, but nothing a quick trip to the store couldn't solve.
Overall, the Empire Shockwave Marker Board - Mini / Axe has become my go-to choice whenever my marker needs a boost. With a sleek design, impressive features, and a price that won't break the bank, it's become my secret weapon on the paintball field.

đź”—Empire Axe Pro for Professional Forestry Use


https://preview.redd.it/26khxj31sq4d1.jpg?width=720&format=pjpg&auto=webp&s=7c4661bc579c6e5085b1d5294e540f5c3c271064
The Prandi Professional Axe, aka the Empire Axe Pro, is a beast of a tool in my daily arsenal. With its wide blade, it's a champion at felling the tallest trees in my forestry projects.
But, don't be fooled by its rugged exterior - it's surprisingly lightweight and well-balanced. I've noticed that cutting wood fibers has become smoother and more efficient since I started using this professional axe.
However, it's not without its quirks. The blade edges can sometimes be a bit sharp, causing occasional nicks to my hands. Nonetheless, the Empire Axe Pro is definitely a reliable companion in my outdoor adventures, striking a perfect balance between strength and portability.

đź”—Empire Axe Pro -8 USSSA Baseball Bat: Advanced Composite Design for 13U Division


https://preview.redd.it/liqn7el1sq4d1.jpg?width=720&format=pjpg&auto=webp&s=04e6f43be2d5e00fa4e15ad921b75daa87da35c2
I remember the moment when I stumbled upon the Axe Avenge Pro NTS -8 USSSA Baseball Bat in a sporting goods store. It's not every day you find a bat that promises to deliver on both power and control. As a baseball enthusiast, I was intrigued and decided to give it a try.
As soon as I took the bat in my hands, I felt the comfort of the Endogrid Handle. It was a perfect fit for my grip, allowing me to have maximum control and swing speed. The bat's Charged Carbon barrel truly lived up to its name, delivering the promised pop on contact. I felt the difference compared to other bats I've used, which made each hit feel more impactful.
With its 2 3/4" Barrel Diameter and -10oz Length to Weight Ratio, this bat was designed with precision in mind. The USSSA 1.15 BPF Stamp of Approval also gave me confidence in its performance. I noticed a significant improvement in my own swings and hits, making me a firm believer in the potential of the Axe Avenge Pro.
Of course, there were moments when I struggled to get used to the bat's new features and design. But as I spent more time with it, I realized the adjustment period was worth it. The Axe Avenge Pro proved to be a versatile and reliable instrument in baseball, and I'm glad I decided to give it a chance.
In conclusion, the Axe Avenge Pro NTS -8 USSSA Baseball Bat is a product I am happy to recommend for any serious baseball player looking to elevate their game. While it may take some time to adapt, the benefits are well worth the effort. With its innovative design and impressive performance, the Axe Avenge Pro certainly lives up to its expectations.

đź”—Empire Axe Pro: High-Performance, Efficient Tree Felling Tool


https://preview.redd.it/b1i6x9r1sq4d1.jpg?width=720&format=pjpg&auto=webp&s=0360e8eaa2efb59920910888531aae714f9550c1
Last week, I got the chance to try out the Fiskars Chopping Axe 28". It was a game-changer for me, especially when it came to dealing with trees in the yard. Not only was it ideal for felling trees, but it also chops deeper with each swing, making the job much quicker and easier.
What stood out to me the most was its perfected balance and power-to-weight ratio. Swinging it was just like using an aluminum baseball bat, which multiplied the power. But the real star of the show was the proprietary blade-grinding technique that kept the edge razor-sharp for better contact and cleaner cuts.
Despite its incredible performance, I noticed that it could be a bit heavy for some users, especially if they're not used to wielding axes. And while it made chopping faster and easier, it might not be the most efficient tool for tasks other than tree felling.
Overall, the Fiskars Chopping Axe 28" has been a fantastic addition to my toolbox, making tree felling a breeze.

đź”—Traditional Swedish Wood Handled Felling Axe


https://preview.redd.it/9kqbyja2sq4d1.jpg?width=720&format=pjpg&auto=webp&s=1e410e44d473686590ecc6aabb55f555c4f275a0
One day, I found myself in the middle of the woods, surrounded by towering trees that needed tending. I pulled out my trusty Gransfors Bruk American Felling Axe, known for its exceptional quality and craftsmanship. The moment I held it, I felt a connection to the tool - it was as if it was made just for me.
The blade, made from sturdy alloy steel, sliced through the wood with ease, leaving a clean, sharp edge that made my job much more efficient. The handle, made from American Hickory, provided a comfortable grip and balanced the weight of the axe perfectly. The grain-leather sheath protected the blade and ensured that it remained sharp for longer periods of time.
As much as I loved this axe, there was a slight issue with its alignment. The head seemed to be slightly off-center, making it feel less balanced at times. However, this did not affect the axe's performance or its overall quality, and I was still able to get the job done efficiently.
Overall, the Gransfors Bruk American Felling Axe has been a reliable and efficient companion in my woodworking endeavors. Its fine craftsmanship and top-notch materials make it a worthy investment for anyone in need of a high-quality tool for felling trees and sectioning logs. While there may be a minor cosmetic issue, the pros far outweigh the cons, making this axe a standout choice for those seeking durability, efficiency, and style.

đź”—Empire Axe Pro Baseball Bat - Lightweight and Spacious Drop 8 Sizer


https://preview.redd.it/snxqfar2sq4d1.jpg?width=720&format=pjpg&auto=webp&s=9dffc463bb0da9b497cbfe3b59d51a103bff435e
Imagine stepping up to the plate with a new Axe Avenge Pro bat. I've tried it for myself, and let me tell you, it's a game-changer. The moment I held it, I could feel the perfect balance and lightweight feel. The Axe Avenge Pro has an impressive 2 3/4" barrel diameter, making it seem like the bat can cover the entire strike zone.
One of the game-changing features of this bat is the ShieldBoost Blastwall. The revolutionary layering design makes it 13% lighter and 10% larger than the first generation model - a massive improvement. The HyperWhip End Cap also reduces weight, allowing for a faster swing and larger barrel. However, don't be fooled by the lightweight feel, as this bat maintains its durability and performance.
But what truly sets the Axe Avenge Pro apart is the Patented Youth Axe Handle. It provides an incredible swing advantage, offering more speed, control, and grip. It's no wonder that parents and coaches alike are recommending this bat to their players. Whether you're 11, 12, or 13, the Axe Avenge Pro is the perfect bat for you. Give it a swing and you'll see the difference!

đź”—Fiskars Pro IsoCore 6 lb. Ax


https://preview.redd.it/3x0sg943sq4d1.jpg?width=720&format=pjpg&auto=webp&s=8951800841a54e1523a9b243975fd48cfd6d0e60
I recently gave the Fiskars Pro IsoCore 6 lb. Maul a try, and boy, was I impressed! This thing is a game-changer, especially for those of us who have been through the wood-splitting ringer. The first thing I noticed was the handle - it felt like a natural extension of my hand, with just the right amount of heft. It turned out that the optimized blade geometry and the inseparable, riveted head were responsible for this comfy, secure grip.
As for the hammerhead itself, it's truly a beast: forged, heat-treated steel that can stand up to even the toughest jobs. The splitting face is a thing of beauty, cutting through logs like nobody's business. But don't forget about the driving face - I found it extremely useful when I needed a little extra force to get that wedge in there.
But my favorite feature has got to be the Fiskars' patented IsoCore Shock Control System. This bad boy absorbs up to 2X the strike shock and vibration of other wooden-handled mauls. I'm not going to lie, my body was thanking me after a day of wood-splitting with this bad boy. Gone were the days of aching arms and sore shoulders.
However, there's one caveat: the Fiskars Pro IsoCore 6 lb. Maul isn't exactly a lightweight. But hey, when you're dealing with tough, heavy-duty jobs, you're going to need a tool that's up to the task. And this maul definitely delivers on that front.
Overall, I can't recommend the Fiskars Pro IsoCore 6 lb. Maul enough. If you're tackling some serious wood-splitting tasks, this is the tool you need in your arsenal.

đź”—Gently Used Fractal Audio Axe-Fx II Guitar Effects, Empire Axe Pro


https://preview.redd.it/qjx0q5p3sq4d1.jpg?width=720&format=pjpg&auto=webp&s=1b794dfef0177adb55676762da594ba2781d8416
I recently had the pleasure of trying out the Fractal Audio Axe-Fx II Guitar Effects, and let me tell you, it transformed my guitar experience. This device is packed with so many extra tones, including ChopTones Metal 2, Fremen picks, and an impressive array of cabs, some of which come from renowned musicians like Periphery and Misha Mansoor.
What really stood out to me was the flexibility it offered; you can easily remove the extra tones and replace them with the original ones, and all of them sounded fantastic. Plus, I was delighted to discover that the latest firmware update was already on there, making everything up-to-date. The item's condition was described as "used, " but it was in immaculate condition - almost like new.
My overall experience with this Fractal Audio Axe-Fx II was top-notch. It allowed me to explore my creativity and find tones that suited my style perfectly. It's the perfect companion for any guitar enthusiast looking to take their sound to the next level.

đź”—Empire Axe Pro Hybrid BBCOR Baseball Bat: L130K - Advanced Performance and Durability


https://preview.redd.it/7x9txyv3sq4d1.jpg?width=720&format=pjpg&auto=webp&s=7f7af0cc91e773c584e7d1c7fa9166c1c4a80823
This year, I decided to give the Axe Avenge Pro Hybrid BBCOR Baseball Bat a try. The moment I took it out of the box, I was impressed with its sleek design and the impressive technology. Having used Axe bats in the past, I expected it to be a bit different, but it took some time to get used to. The Armor Enhanced Alloy barrel sure was a game-changer – it came hot out of the wrapper and remained strong and durable throughout my time with the bat. The Precision Variable Wall Engineering also stood out, providing a massive sweet-spot and next-level power.
On the downside, I found the bat a bit end-loaded, which made it challenging to swing initially. However, once I got the hang of it, I was able to generate more power and speed. The handle design, with the Shock Suspension connector piece, really did a great job reducing vibration, resulting in a much more comfortable swing.
Overall, the Axe Avenge Pro Hybrid BBCOR Baseball Bat was a game-changer for me. Its innovative technology and impressive design allowed me to perform better at the plate. I would highly recommend it to any advanced baseball player looking for a bat with some serious pop and top-of-the-line features.

đź”—Empire Axe Pro: Powerful Splitting Axe for Tall Users


https://preview.redd.it/0ew5p074sq4d1.jpg?width=720&format=pjpg&auto=webp&s=9b46a24d18453c5e0f9dee8f5b9e8a7d0b61fa98
I gave the Fiskars Super Splitting Axe a try and it was a game-changer. For years, I've been using various axes for splitting wood, but nothing came close to this one's power and efficiency. The 36-inch design is ideal for taller users like me, providing a comfortable grip and perfect balance.
One of the most impressive features was the advanced bevel convex blade. It adds considerable power to the axe and makes it much easier to remove the blade from the wood. The low-friction blade coating ensures easy and clean cuts through wood, which I found particularly helpful.
The inseparable permahead insert-molded head technology really sets this axe apart from others I've used. The fiberglass handle is lightweight and strong, while the duraframe shock-absorbing feature adds comfort and durability.
However, there were a few drawbacks. My first Fiskars axe cracked the plastic around the head just a week after use, but luckily the second one seemed sturdier. Additionally, the handle's design might not be as effective as some more traditional axe designs. Some reviewers also noted that it's not as heavy as they'd like for splitting wood with tighter grain.
Overall, despite the minor flaws, I would highly recommend the Fiskars Super Splitting Axe for anyone looking to make wood splitting a more efficient and enjoyable process. It's definitely worth the investment.

đź”—Stainless Steel Raven Pro Empire Axe Pro for Mountaineering


https://preview.redd.it/o9i5exo4sq4d1.jpg?width=720&format=pjpg&auto=webp&s=ecd483d1d35e14a9b024e34cb5432c504e0c0ca0
I recently had the opportunity to test out the Black Diamond Raven Pro Ice Axe during a treacherous mountaineering trip. The moment I held it in my hands, I was impressed by its lightweight and ergonomic design. The angled and slightly curved shaft allowed for better handing, improving my grip and pick placement on the ice. Climbing with it felt more natural and intuitive, even in the most challenging terrain.
One feature that stood out to me was the improved pick and adze geometry. It made the ice axe more versatile, allowing me to tackle various climbing situations with ease. The aluminum shaft was sturdy enough to withstand the rigors of the climb, while the stainless steel head provided excellent durability and resistance to harsh conditions.
A minor drawback I faced was that the axe did not come with a leash, which would have provided an extra layer of security during use. However, this was a trade-off that I was willing to accept, given the overall performance and usability of the Raven Pro Ice Axe.
Overall, my experience with the Black Diamond Raven Pro Ice Axe was incredibly positive. It proved to be a reliable and efficient tool for my mountaineering adventures, helping me conquer the steepest and most challenging slopes with ease. I highly recommend it to anyone seeking a high-performance, lightweight ice axe for their next adventure.

đź”—Estwing Empire Axe Pro: All Steel Camping, Hunting, and Farm Axe with Durable Rubber Grip


https://preview.redd.it/0fkmaav4sq4d1.jpg?width=720&format=pjpg&auto=webp&s=92ab2bb59db73bc3491f9f3edfecb3be96e7649b
As a seasoned camper and outdoor enthusiast, I was excited to try the Estwing E45A 26-inch camper axe. With its all-steel construction and rubber grip, I anticipated it would be a reliable and durable tool for my next adventure.
Upon unboxing, I appreciated the well-maintained sheath and sharpened edge. As I began to chop small to medium branches, the axe performed admirably, and the shock reduction grip indeed absorbed much of the impact, sparing my hands from exhaustion. The 4-inch cutting edge allowed for deeper, faster cuts, and the nylon sheath served as a practical storage option.
However, I soon discovered a downside to the axe's strength. The all-steel construction, while impressive, made the axe quite hefty. After prolonged use, my arms and back began to tire, and I had to take frequent breaks to prevent fatigue. Additionally, I noticed that the rubber grip was not as securely attached to the handle as I would have liked, which caused slight concern about its long-term durability.
Despite these minor drawbacks, the Estwing E45A 26-inch camper axe proved to be a capable and dependable tool for my camping needs. Its robust build, sharp edge, and practical features make it an excellent choice for those seeking a durable and efficient axe for their outdoor adventures.

Buyer's Guide

Empire Axe Pro is a reliable product that offers excellent performance. Before making a purchase, it's essential to consider several factors to ensure the product meets your needs. This guide will walk you through the key aspects to take into account when buying an Empire Axe Pro product.

Design and Build Quality

The design and build quality of the Empire Axe Pro are essential factors to consider. Look for products with sturdy construction, ensuring they can withstand regular use without breaking or deteriorating. Additionally, consider the product's appearance and how it matches your personal style. A well-designed and durable product will provide a better experience and last longer.

https://preview.redd.it/wa4a8ah6sq4d1.jpg?width=720&format=pjpg&auto=webp&s=8cee5c3df89f72aa2051645e5553cafc4054ae92

Functionality and Features

Empire Axe Pro is known for its functionality, and you should look for products with a range of features to meet your needs. Consider the product's ease of use, compatibility with other devices or software, and any additional features that may enhance your experience. Look for products that offer customizable settings to personalize your preferences.

Performance and Speed

The performance and speed of the Empire Axe Pro are crucial for a seamless experience. Look for products that deliver fast and efficient processing, ensuring smooth operation without any lag. A product with high performance and speed will be more productive and enjoyable to use.

Compatibility and Integration

Compatibility and integration with other devices or software are essential considerations. Check if the Empire Axe Pro product you're interested in is compatible with the devices you currently use or plan to use in the future. It's also wise to look for products that can be seamlessly integrated with other platforms, ensuring a smoother experience.

https://preview.redd.it/6nv8jis6sq4d1.jpg?width=720&format=pjpg&auto=webp&s=d178c14ff1159a4ebc8aacb5e5a0585b53b89f03

Customer Support and Reviews

Customer support and reviews are important factors when purchasing an Empire Axe Pro product. Look for products that offer reliable customer support, with prompt responses to inquiries and issues. Additionally, check online reviews to see what other customers have to say about their experience with the product. Positive reviews indicate a high-quality, reliable product, while negative reviews should be taken into account before making a final decision.

Price and Value for Money

The price of the Empire Axe Pro is an important consideration, as you want to find a product that provides good value for money. Research different products and compare their features, performance, and price to determine which one offers the best value for your money. Avoid products with exorbitant prices that don't justify their features or performance.
When buying an Empire Axe Pro product, it's essential to consider various factors, such as design and build quality, functionality and features, performance and speed, compatibility and integration, customer support and reviews, and price and value for money. By taking these factors into account, you can make an informed decision and find a product that meets your needs and expectations.

FAQ


https://preview.redd.it/csdx6rz6sq4d1.jpg?width=720&format=pjpg&auto=webp&s=2ff0d2f8c503cf11c5973d1e1a4d8dc90a16aef8

What is the Empire Axe Pro?

The Empire Axe Pro is a premium quality axe designed for both professional and recreational use. It is known for its durability, performance, and versatility, making it an ideal choice for various tasks such as chopping, splitting, and camping.

Who is the Empire Axe Pro suitable for?

  • Outdoor enthusiasts, including campers and hikers, who require a reliable and sturdy axe for their adventures.
  • Professional loggers, woodsmen, and forest workers who need a high-performance axe for their daily tasks.
  • Gardeners and landscapers who require an axe for clearing trees and branches, as well as splitting firewood.

What are the key features of the Empire Axe Pro?

  • High-quality steel construction for durability and longevity.
  • Sharp edge for efficient chopping and splitting.
  • Ergonomic handle for improved grip and comfort during use.
  • Lightweight design for easy portability.
  • Safety features, such as a guard and a non-slip grip.

https://preview.redd.it/ftcr8bi7sq4d1.jpg?width=720&format=pjpg&auto=webp&s=ff9a957a1ba3c51fcbdc15d87713d676d7336e0f

What is the price range of the Empire Axe Pro?

The Empire Axe Pro falls within the mid to upper price range for axes, due to its premium quality materials and advanced features. However, the cost is justified given the axe's superior performance and longevity.

How does the Empire Axe Pro compare to other axes on the market?

The Empire Axe Pro stands out from other axes due to its high-quality steel construction, sharp edge, and ergonomic handle. Its advanced features and exceptional performance make it a top choice for both professional and recreational users.

Can the Empire Axe Pro be used for splitting wood?

Yes, the Empire Axe Pro is designed for various tasks, including splitting wood. Its sharp edge and durable construction make it an ideal choice for this purpose.

Is the Empire Axe Pro suitable for camping trips?

Absolutely! The Empire Axe Pro is a versatile axe that can be used for a range of camping-related tasks, such as building a fire, clearing branches, and preparing firewood. Its lightweight design and safe features make it a perfect choice for outdoor adventures.

What is the warranty on the Empire Axe Pro?

The Empire Axe Pro typically comes with a manufacturer's warranty that covers any defects or issues with the axe's workmanship. The exact length of the warranty may vary, so it is recommended to check with the retailer or the manufacturer for specific details.

Can the Empire Axe Pro be customized?

Some retailers or the manufacturer may offer customization options for the Empire Axe Pro. This could include engraving, color choices, or other personalized features. It is best to contact the retailer or the manufacturer directly for information on available customization options.
As an Amazon™ Associate, we earn from qualifying purchases.
submitted by Stage-Piercing727 to u/Stage-Piercing727 [link] [comments]


2024.06.04 10:00 TriDoragon7 Can anyone help?

I tried to install Precision but whenever combat start the CTD uninstall it fixed the issue but i really want to use this mod can anyone help. Here my crashlog:
Skyrim SSE v1.6.1170
CrashLoggerSSE v1-14-1-0 May 18 2024 23:00:58
Unhandled exception "EXCEPTION_ILLEGAL_INSTRUCTION" at 0x7FF6DA808096 SkyrimSE.exe+04A8096
SYSTEM SPECS:
`OS: Microsoft Windows 11 Pro v10.0.22631` `CPU: GenuineIntel Intel(R) Core(TM) i3-10105F CPU @ 3.70GHz` `GPU #1: Nvidia TU106 [GeForce RTX 2060 SUPER]` `GPU #2: Microsoft Basic Render Driver` `PHYSICAL MEMORY: 12.67 GB/15.87 GB` `GPU MEMORY: 4.07/7.07 GB` `Detected Virtual Machine: Microsoft Virtual PC/Hyper-V (100%)` 
PROBABLE CALL STACK:
`[0] 0x7FF6DA808096 SkyrimSE.exe+04A8096 -> 30073+0x7A6` `[1] 0x7FF6DA8081FF SkyrimSE.exe+04A81FF -> 30074+0xAF` `mov qword ptr [rbx+0x40], 0x00` `[2] 0x7FF6DA8086F6 SkyrimSE.exe+04A86F6 -> 30081+0x16` `test al, al` `[3] 0x7FF6DAAD7290 SkyrimSE.exe+0777290 -> 41463+0x70` `test al, al` `[4] 0x7FF6DAAD21B4 SkyrimSE.exe+07721B4 -> 41390+0x64` `lfence` `[5] 0x7FF6DA9A678B SkyrimSE.exe+064678B -> 36564+0x8EB` `mov rcx, [0x00007FF6DC45BA60]` `[6] 0x7FF6DA99EAD5 SkyrimSE.exe+063EAD5 -> 36544+0x165` `test bl, bl` `[7] 0x7FF6DB89BB8E SkyrimSE.exe+153BB8E -> 109636+0x106` `mov ebx, eax` `[8] 0x7FFEAE25257D KERNEL32.DLL+001257D` `[9] 0x7FFEB052AA48 ntdll.dll+005AA48` 
REGISTERS:
`RAX 0x47792FF6E8 (void*)` `RCX 0x3F692A74 (size_t) [1063856756]` `RDX 0x892D2B00 (size_t) [2301438720]` `RBX 0x2 (size_t) [2]` `RSP 0x47792FF4F0 (void*)` `RBP 0x47792FF5F0 (void*)` `RSI 0x3 (size_t) [3]` `RDI 0x18584CE7A00 (BSFadeNode*)` `Name: "BloodSprayLargeMist01"` `RTTIName: "BSFadeNode"` `ExtraData[0] Name: "BSX"` `Flags: kSelectiveUpdate kSelectiveUpdateTransforms kSelectiveUpdateController` `Checking Parent: 2` `Name: "DynamicNode"` `RTTIName: "NiNode"` `Flags: kSelectiveUpdate kSelectiveUpdateTransforms kSelectiveUpdateController` `Checking Parent: 4` 
RTTIName: "BSMultiBoundNode"
Flags: kSelectiveUpdate kSelectiveUpdateTransforms kSelectiveUpdateController
Checking Parent: 15
Name: "ObjectLODRoot"
RTTIName: "NiNode"
Flags: kSelectiveUpdate kSelectiveUpdateTransforms kSelectiveUpdateController
Checking Parent: 3
Name: "shadow scene node"
RTTIName: "ShadowSceneNode"
Flags: kSelectiveUpdate kSelectiveUpdateTransforms kSelectiveUpdateController
Checking Parent: 1
Name: "WorldRoot Node"
RTTIName: "SceneGraph"
Flags: kSelectiveUpdate kSelectiveUpdateTransforms kSelectiveUpdateController
 `Name: "BloodSprayLargeMist01"` `R8 0x47792FF5A0 (void*)` `R9 0xFFFFFFFFFFFFFFFF (size_t) [uint: 18446744073709551615 int: -1]` `R10 0xFFFFFFFF (size_t) [4294967295]` `R11 0x0 (size_t) [0]` `R12 0x768 (size_t) [1896]` `R13 0x7FF6DBBBD5B0 (void* -> SkyrimSE.exe+185D5B0` `and [rsi+0x7FF6DA80], cl)` `R14 0x187354E7A00 (BSTempEffectParticle*)` `R15 0x18456A488D0 (void*)` 
STACK:
`[RSP+0 ] 0x2 (size_t) [2]` `[RSP+8 ] 0x50 (size_t) [80]` `[RSP+10 ] 0x0 (size_t) [0]` `[RSP+18 ] 0x18584CE7A00 (BSFadeNode*)` `Name: "BloodSprayLargeMist01"` `RTTIName: "BSFadeNode"` `ExtraData[0] Name: "BSX"` `Flags: kSelectiveUpdate kSelectiveUpdateTransforms kSelectiveUpdateController` `Checking Parent: 2` `Name: "DynamicNode"` `RTTIName: "NiNode"` `Flags: kSelectiveUpdate kSelectiveUpdateTransforms kSelectiveUpdateController` `Checking Parent: 4` 
RTTIName: "BSMultiBoundNode"
Flags: kSelectiveUpdate kSelectiveUpdateTransforms kSelectiveUpdateController
Checking Parent: 15
Name: "ObjectLODRoot"
RTTIName: "NiNode"
Flags: kSelectiveUpdate kSelectiveUpdateTransforms kSelectiveUpdateController
Checking Parent: 3
Name: "shadow scene node"
RTTIName: "ShadowSceneNode"
Flags: kSelectiveUpdate kSelectiveUpdateTransforms kSelectiveUpdateController
Checking Parent: 1
Name: "WorldRoot Node"
RTTIName: "SceneGraph"
Flags: kSelectiveUpdate kSelectiveUpdateTransforms kSelectiveUpdateController
 `Name: "BloodSprayLargeMist01"` `[RSP+20 ] 0x0 (size_t) [0]` `[RSP+28 ] 0x0 (size_t) [0]` `[RSP+30 ] 0xBE4FE4D7BE4FE4D7 (size_t) [uint: 13713431005628458199 int: -4733313068081093417]` `[RSP+38 ] 0xBE4FE4D7BE4FE4D7 (size_t) [uint: 13713431005628458199 int: -4733313068081093417]` `[RSP+40 ] 0x3E840BC63F72B446 (size_t) [4504738473373250630]` `[RSP+48 ] 0x3E9368FB3E2162E6 (size_t) [4509063080216453862]` `[RSP+50 ] 0x100030003000A (size_t) [281487861809162]` `[RSP+58 ] 0x0 (size_t) [0]` `[RSP+60 ] 0x0 (size_t) [0]` `[RSP+68 ] 0x0 (size_t) [0]` `[RSP+70 ] 0x0 (size_t) [0]` `[RSP+78 ] 0x0 (size_t) [0]` `[RSP+80 ] 0x3F5D6C2E (size_t) [1063087150]` `[RSP+88 ] 0x0 (size_t) [0]` `[RSP+90 ] 0x0 (size_t) [0]` `[RSP+98 ] 0x0 (size_t) [0]` `[RSP+A0 ] 0x0 (size_t) [0]` `[RSP+A8 ] 0xBF71D150 (size_t) [3211907408]` `[RSP+B0 ] 0x3F1A5F0ABF48B33E (size_t) [4547051273547461438]` `[RSP+B8 ] 0x3F17005C3E16FE91 (size_t) [4546102745032490641]` `[RSP+C0 ] 0x3EF5A0603F26498E (size_t) [4536708534882421134]` `[RSP+C8 ] 0x3EED19743E4626DC (size_t) [4534308386883643100]` `[RSP+D0 ] 0xC78F34F8BF5D6C2E (size_t) [uint: 14379770378184387630 int: -4066973695525163986]` `[RSP+D8 ] 0xC628B2E947C21D95 (size_t) [uint: 14278859333579185557 int: -4167884740130366059]` `[RSP+E0 ] 0x3F800000 (size_t) [1065353216]` `[RSP+E8 ] 0xBE3EA5C2BF784460 (size_t) [uint: 13708576571616937056 int: -4738167502092614560]` `[RSP+F0 ] 0xBE0A76B23E2162E6 (size_t) [uint: 13693888124892046054 int: -4752855948817505562]` `[RSP+F8 ] 0x3E9368FB3F72B446 (size_t) [4509063080238560326]` `[RSP+100] 0x3E840BC6BE4FE4D7 (size_t) [4504738475501675735]` `[RSP+108] 0xC744D7BFBF71D150 (size_t) [uint: 14358838730514616656 int: -4087905343194934960]` `[RSP+110] 0xC74424E4C7C35E7B (size_t) [uint: 14358642076986596987 int: -4088101996722954629]` `[RSP+118] 0x3F7D7721 (size_t) [1065187105]` `[RSP+120] 0x0 (size_t) [0]` `[RSP+128] 0x0 (size_t) [0]` `[RSP+130] 0x0 (size_t) [0]` `[RSP+138] 0x0 (size_t) [0]` `[RSP+140] 0x0 (size_t) [0]` `[RSP+148] 0x0 (size_t) [0]` `[RSP+150] 0x0 (size_t) [0]` `[RSP+158] 0x0 (size_t) [0]` `[RSP+160] 0x0 (size_t) [0]` `[RSP+168] 0x0 (size_t) [0]` `[RSP+170] 0x0 (size_t) [0]` `[RSP+178] 0x0 (size_t) [0]` `[RSP+180] 0x0 (size_t) [0]` `[RSP+188] 0x0 (size_t) [0]` `[RSP+190] 0x0 (size_t) [0]` `[RSP+198] 0x7FF6DB1EC273 (void* -> SkyrimSE.exe+0E8C273` `mov rax, [rax])` `[RSP+1A0] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2]` `[RSP+1A8] 0x0 (size_t) [0]` `[RSP+1B0] 0xBE0A76B2BE0A76B2 (size_t) [uint: 13693888127038027442 int: -4752855946671524174]` `[RSP+1B8] 0xBE0A76B2BE0A76B2 (size_t) [uint: 13693888127038027442 int: -4752855946671524174]` `[RSP+1C0] 0x11E10000 (size_t) [299958272]` `[RSP+1C8] 0x7FFE478A57C3 (void* -> tbbmalloc.dll+00157C3` `mov rbp, rax)` `[RSP+1D0] 0x0 (size_t) [0]` `[RSP+1D8] 0x0 (size_t) [0]` `[RSP+1E0] 0xFFFFFFFFBF71D150 (size_t) [uint: 18446744072626491728 int: -1083059888]` `[RSP+1E8] 0x0 (size_t) [0]` `[RSP+1F0] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2]` `[RSP+1F8] 0xBF21FBCB3F2E54EC (size_t) [uint: 13772565985832621292 int: -4674178087876930324]` `[RSP+200] 0x3F388F4ABEBCBDC6 (size_t) [4555548574275648966]` `[RSP+208] 0x3E3E527F3F2AE8A3 (size_t) [4485112985381693603]` `[RSP+210] 0xBEC8DFAB3E0395FF (size_t) [uint: 13747483789121263103 int: -4699260284588288513]` `[RSP+218] 0x473F692A74 (size_t) [306006534772]` `[RSP+220] 0x0 (size_t) [0]` `[RSP+228] 0x0 (size_t) [0]` `[RSP+230] 0x0 (size_t) [0]` `[RSP+238] 0x0 (size_t) [0]` `[RSP+240] 0x0 (size_t) [0]` `[RSP+248] 0x0 (size_t) [0]` `[RSP+250] 0x0 (size_t) [0]` `[RSP+258] 0x0 (size_t) [0]` `[RSP+260] 0x0 (size_t) [0]` `[RSP+268] 0x0 (size_t) [0]` `[RSP+270] 0x0 (size_t) [0]` `[RSP+278] 0x0 (size_t) [0]` `[RSP+280] 0x0 (size_t) [0]` `[RSP+288] 0x0 (size_t) [0]` `[RSP+290] 0x0 (size_t) [0]` `[RSP+298] 0x0 (size_t) [0]` `[RSP+2A0] 0x0 (size_t) [0]` `[RSP+2A8] 0x0 (size_t) [0]` `[RSP+2B0] 0x3C5FEA28 (size_t) [1012918824]` `[RSP+2B8] 0x0 (size_t) [0]` `[RSP+2C0] 0x47792FF868 (void*)` `[RSP+2C8] 0x47792FF978 (void*)` `[RSP+2D0] 0x0 (size_t) [0]` `[RSP+2D8] 0x0 (size_t) [0]` `[RSP+2E0] 0x1846714B100 (Main*)` `[RSP+2E8] 0xFFFFFFFF (size_t) [4294967295]` `[RSP+2F0] 0x7FF6DD4F8578 (void* -> SkyrimSE.exe+3198578` `sub byte ptr [rax+0x15], 0xF3)` `[RSP+2F8] 0x187354E7A00 (BSTempEffectParticle*)` `[RSP+300] 0x47792FF900 (char*) "H"` `[RSP+308] 0x7FF6DA8081FF (void* -> SkyrimSE.exe+04A81FF` `mov qword ptr [rbx+0x40], 0x00)` `[RSP+310] 0x3F7D7721 (size_t) [1065187105]` `[RSP+318] 0x47C21D95 (size_t) [1203903893]` `[RSP+320] 0x185C78F34F8 (void*)` `[RSP+328] 0x7FF6C628B2E9 (size_t) [140697863238377]` `[RSP+330] 0x187354E7A00 (BSTempEffectParticle*)` `[RSP+338] 0x7FF6DA8086F6 (void* -> SkyrimSE.exe+04A86F6` `test al, al)` `[RSP+340] 0x47792FF890 (void*)` `[RSP+348] 0x187354E7A00 (BSTempEffectParticle*)` `[RSP+350] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2]` `[RSP+358] 0x7FF6DBAC8160 (void* -> SkyrimSE.exe+1768160` `sbb bh, cl)` `[RSP+360] 0x47792FF868 (void*)` `[RSP+368] 0x4 (size_t) [4]` `[RSP+370] 0x0 (size_t) [0]` `[RSP+378] 0x0 (size_t) [0]` `[RSP+380] 0x0 (size_t) [0]` `[RSP+388] 0x7FF6DA8056F2 (void* -> SkyrimSE.exe+04A56F2` `cmp byte ptr [rbx+0xB0], 0x00)` `[RSP+390] 0x0 (size_t) [0]` `[RSP+398] 0x0 (size_t) [0]` `[RSP+3A0] 0x0 (size_t) [0]` `[RSP+3A8] 0x0 (size_t) [0]` `[RSP+3B0] 0x186F31568B0 (void*)` `[RSP+3B8] 0x7FF6DAAD7290 (void* -> SkyrimSE.exe+0777290` `test al, al)` `[RSP+3C0] 0x186F31568A8 (void*)` `[RSP+3C8] 0x1 (size_t) [1]` `[RSP+3D0] 0x0 (size_t) [0]` `[RSP+3D8] 0x7FFEADBD427E (void* -> KERNELBASE.dll+003427E` `nop [rax+rax*1], eax)` `[RSP+3E0] 0x42A00000 (size_t) [1117782016]` `[RSP+3E8] 0x0 (size_t) [0]` `[RSP+3F0] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2]` `[RSP+3F8] 0x7FF6DB7E0C2B (void* -> SkyrimSE.exe+1480C2B` `movaps xmm1, xmm0)` `[RSP+400] 0x7FF600000000 (size_t) [140694538682368]` `[RSP+408] 0x7FF6DA559F1B (void* -> SkyrimSE.exe+01F9F1B` `mov edx, [rdi+0x58])` `[RSP+410] 0x48 (size_t) [72]` `[RSP+418] 0x18500000001 (void*)` `[RSP+420] 0x1 (size_t) [1]` `[RSP+428] 0x0 (size_t) [0]` `[RSP+430] 0x0 (size_t) [0]` `[RSP+438] 0x1 (size_t) [1]` `[RSP+440] 0x47792FF9C0 (void*)` `[RSP+448] 0x7FF6DAAD21B4 (void* -> SkyrimSE.exe+07721B4` `lfence)` `[RSP+450] 0x0 (size_t) [0]` `[RSP+458] 0x7FF6DD4F8490 (void* -> SkyrimSE.exe+3198490` `add [rcx], al)` `[RSP+460] 0x187354E7A00 (BSTempEffectParticle*)` `[RSP+468] 0x0 (size_t) [0]` `[RSP+470] 0x0 (size_t) [0]` `[RSP+478] 0x7FF6DA9A678B (void* -> SkyrimSE.exe+064678B` `mov rcx, [0x00007FF6DC45BA60])` `[RSP+480] 0x7FF6DC393090 (void* -> SkyrimSE.exe+2033090` `)` `[RSP+488] 0x7FF63C5FEA28 (size_t) [140695551601192]` `[RSP+490] 0x4 (size_t) [4]` `[RSP+498] 0x1344 (size_t) [4932]` `[RSP+4A0] 0x314 (size_t) [788]` `[RSP+4A8] 0x7FFE0E9296C0 (CInputHandler*)` `[RSP+4B0] 0x18456A3CD70 (CSharedMemStream*)` `[RSP+4B8] 0x7FFEAEBF26BF (void* -> USER32.dll+00226BF` `nop [rax+rax*1], eax)` `[RSP+4C0] 0x47792FFB20 (void*)` `[RSP+4C8] 0x0 (size_t) [0]` `[RSP+4D0] 0x10 (size_t) [16]` `[RSP+4D8] 0x7FFE0E87AD7D (void* -> gameoverlayrenderer64.dll+009AD7D` `test al, al)` `[RSP+4E0] 0x7FFE00000001 (size_t) [140728898420737]` `[RSP+4E8] 0x7FFE00000003 (size_t) [140728898420739]` `[RSP+4F0] 0x47792FFA39 (void*)` `[RSP+4F8] 0x47792FFB20 (void*)` `[RSP+500] 0x7FFE0E9296C0 (CInputHandler*)` `[RSP+508] 0x7FFE0E9296C0 (CInputHandler*)` `[RSP+510] 0x0 (size_t) [0]` `[RSP+518] 0x0 (size_t) [0]` `[RSP+520] 0x184570E4AD0 (void*)` `[RSP+528] 0x7FFEAEBF23D9 (void* -> USER32.dll+00223D9` `lea r11, [rsp+0x40])` `[RSP+530] 0x3DFF (size_t) [15871]` `[RSP+538] 0x3 (size_t) [3]` `[RSP+540] 0x0 (size_t) [0]` `[RSP+548] 0x14072400000002 (size_t) [5637350734430210]` `[RSP+550] 0x1 (size_t) [1]` `[RSP+558] 0x7FFE00000003 (size_t) [140728898420739]` `[RSP+560] 0x1 (size_t) [1]` `[RSP+568] 0x0 (size_t) [0]` `[RSP+570] 0x0 (size_t) [0]` `[RSP+578] 0x0 (size_t) [0]` `[RSP+580] 0x0 (size_t) [0]` `[RSP+588] 0x0 (size_t) [0]` `[RSP+590] 0x0 (size_t) [0]` `[RSP+598] 0x7FFE0E87B458 (void* -> gameoverlayrenderer64.dll+009B458` `mov rbx, [rsp+0x40])` `[RSP+5A0] 0x0 (size_t) [0]` `[RSP+5A8] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2]` `[RSP+5B0] 0x0 (size_t) [0]` `[RSP+5B8] 0x0 (size_t) [0]` `[RSP+5C0] 0x0 (size_t) [0]` `[RSP+5C8] 0x0 (size_t) [0]` `[RSP+5D0] 0x0 (size_t) [0]` `[RSP+5D8] 0x7FF6DA99EAD5 (void* -> SkyrimSE.exe+063EAD5` `test bl, bl)` `[RSP+5E0] 0x0 (size_t) [0]` `[RSP+5E8] 0x0 (size_t) [0]` `[RSP+5F0] 0x140724 (size_t) [1312548]` `[RSP+5F8] 0x0 (size_t) [0]` `[RSP+600] 0x1 (size_t) [1]` `[RSP+608] 0x0 (size_t) [0]` `[RSP+610] 0xA (size_t) [10]` `[RSP+618] 0x7FFEAD8EF0C0 (void* -> ucrtbase.dll+00FF0C0` `)` `[RSP+620] 0x18456A16790 (void*)` `[RSP+628] 0x0 (size_t) [0]` `[RSP+630] 0x140724 (size_t) [1312548]` `[RSP+638] 0x14FE (size_t) [5374]` `[RSP+640] 0x138911BC (size_t) [327750076]` `[RSP+648] 0x1 (size_t) [1]` `[RSP+650] 0x6010073C1AA (size_t) [6601372320170]` `[RSP+658] 0x314 (size_t) [788]` `[RSP+660] 0x0 (size_t) [0]` `[RSP+668] 0x7FF6DB89BB8E (void* -> SkyrimSE.exe+153BB8E` `mov ebx, eax)` `[RSP+670] 0xA (size_t) [10]` `[RSP+678] 0x0 (size_t) [0]` `[RSP+680] 0x7FF6DDB9D310 (void* -> SkyrimSE.exe+383D310` `call 0x00007FF6DDB9D315)` `[RSP+688] 0x47791E8000 (void*)` `[RSP+690] 0x0 (size_t) [0]` `[RSP+698] 0x0 (size_t) [0]` `[RSP+6A0] 0x0 (size_t) [0]` `[RSP+6A8] 0x7FFEAE25257D (void* -> KERNEL32.DLL+001257D` `mov ecx, eax)` `[RSP+6B0] 0x0 (size_t) [0]` `[RSP+6B8] 0x0 (size_t) [0]` `[RSP+6C0] 0x0 (size_t) [0]` `[RSP+6C8] 0x0 (size_t) [0]` `[RSP+6D0] 0x0 (size_t) [0]` `[RSP+6D8] 0x7FFEB052AA48 (void* -> ntdll.dll+005AA48` `jmp 0x00007FFEB052AA69)` `[RSP+6E0] 0x0 (size_t) [0]` `[RSP+6E8] 0x0 (size_t) [0]` `[RSP+6F0] 0x0 (size_t) [0]` `[RSP+6F8] 0x0 (size_t) [0]` `[RSP+700] 0x0 (size_t) [0]` `[RSP+708] 0x0 (size_t) [0]` `[RSP+710] 0x81C795C500000000 (size_t) [uint: 9351607824599220224 int: -9095136249110331392]` `[RSP+718] 0x0 (size_t) [0]` `[RSP+720] 0x4F0FFFFFB30 (size_t) [5433133628208]` `[RSP+728] 0x7FFEADCFCBB0 (void* -> KERNELBASE.dll+015CBB0` `mov [rsp+0x10], rbx)` `[RSP+730] 0x47792FE580 (void*)` `[RSP+738] 0xA80003FFF16042F3 (size_t) [uint: 12105680196173054707 int: -6341063877536496909]` `[RSP+740] 0x7FFE2C085E75 (size_t) [140729637166709]` `[RSP+748] 0x47792FE580 (void*)` `[RSP+750] 0x0 (size_t) [0]` `[RSP+758] 0x0 (size_t) [0]` `[RSP+760] 0x0 (size_t) [0]` `[RSP+768] 0x0 (size_t) [0]` `[RSP+770] 0x0 (size_t) [0]` `[RSP+778] 0x0 (size_t) [0]` `[RSP+780] 0x0 (size_t) [0]` `[RSP+788] 0x0 (size_t) [0]` `[RSP+790] 0x0 (size_t) [0]` `[RSP+798] 0x0 (size_t) [0]` `[RSP+7A0] 0x0 (size_t) [0]` `[RSP+7A8] 0x0 (size_t) [0]` `[RSP+7B0] 0x0 (size_t) [0]` `[RSP+7B8] 0x0 (size_t) [0]` `[RSP+7C0] 0x0 (size_t) [0]` `[RSP+7C8] 0x0 (size_t) [0]` `[RSP+7D0] 0x0 (size_t) [0]` `[RSP+7D8] 0x0 (size_t) [0]` `[RSP+7E0] 0x0 (size_t) [0]` `[RSP+7E8] 0x0 (size_t) [0]` `[RSP+7F0] 0x0 (size_t) [0]` `[RSP+7F8] 0x0 (size_t) [0]` `[RSP+800] 0x0 (size_t) [0]` `[RSP+808] 0x0 (size_t) [0]` `[RSP+810] 0x0 (size_t) [0]` `[RSP+818] 0x0 (size_t) [0]` `[RSP+820] 0x0 (size_t) [0]` `[RSP+828] 0x0 (size_t) [0]` `[RSP+830] 0x0 (size_t) [0]` `[RSP+838] 0x0 (size_t) [0]` `[RSP+840] 0x0 (size_t) [0]` `[RSP+848] 0x0 (size_t) [0]` `[RSP+850] 0x0 (size_t) [0]` `[RSP+858] 0x0 (size_t) [0]` `[RSP+860] 0x0 (size_t) [0]` `[RSP+868] 0x0 (size_t) [0]` `[RSP+870] 0x0 (size_t) [0]` `[RSP+878] 0x0 (size_t) [0]` `[RSP+880] 0x0 (size_t) [0]` `[RSP+888] 0x0 (size_t) [0]` `[RSP+890] 0x0 (size_t) [0]` `[RSP+898] 0x0 (size_t) [0]` `[RSP+8A0] 0x0 (size_t) [0]` `[RSP+8A8] 0x0 (size_t) [0]` `[RSP+8B0] 0x0 (size_t) [0]` `[RSP+8B8] 0x0 (size_t) [0]` `[RSP+8C0] 0x0 (size_t) [0]` `[RSP+8C8] 0x0 (size_t) [0]` `[RSP+8D0] 0x0 (size_t) [0]` `[RSP+8D8] 0x0 (size_t) [0]` `[RSP+8E0] 0x0 (size_t) [0]` `[RSP+8E8] 0x0 (size_t) [0]` `[RSP+8F0] 0x0 (size_t) [0]` `[RSP+8F8] 0x0 (size_t) [0]` `[RSP+900] 0x0 (size_t) [0]` `[RSP+908] 0x0 (size_t) [0]` `[RSP+910] 0x0 (size_t) [0]` `[RSP+918] 0x0 (size_t) [0]` `[RSP+920] 0x0 (size_t) [0]` `[RSP+928] 0x0 (size_t) [0]` `[RSP+930] 0x0 (size_t) [0]` `[RSP+938] 0x0 (size_t) [0]` `[RSP+940] 0x0 (size_t) [0]` `[RSP+948] 0x0 (size_t) [0]` `[RSP+950] 0x0 (size_t) [0]` `[RSP+958] 0x0 (size_t) [0]` `[RSP+960] 0x0 (size_t) [0]` `[RSP+968] 0x0 (size_t) [0]` `[RSP+970] 0x0 (size_t) [0]` `[RSP+978] 0x0 (size_t) [0]` `[RSP+980] 0x0 (size_t) [0]` `[RSP+988] 0x0 (size_t) [0]` `[RSP+990] 0x0 (size_t) [0]` `[RSP+998] 0x0 (size_t) [0]` `[RSP+9A0] 0x0 (size_t) [0]` `[RSP+9A8] 0x0 (size_t) [0]` `[RSP+9B0] 0x0 (size_t) [0]` `[RSP+9B8] 0x0 (size_t) [0]` `[RSP+9C0] 0x0 (size_t) [0]` `[RSP+9C8] 0x0 (size_t) [0]` `[RSP+9D0] 0x0 (size_t) [0]` `[RSP+9D8] 0x0 (size_t) [0]` `[RSP+9E0] 0x0 (size_t) [0]` `[RSP+9E8] 0x0 (size_t) [0]` `[RSP+9F0] 0x0 (size_t) [0]` `[RSP+9F8] 0x0 (size_t) [0]` `[RSP+A00] 0x0 (size_t) [0]` `[RSP+A08] 0x0 (size_t) [0]` `[RSP+A10] 0x0 (size_t) [0]` `[RSP+A18] 0x0 (size_t) [0]` `[RSP+A20] 0x0 (size_t) [0]` `[RSP+A28] 0x0 (size_t) [0]` `[RSP+A30] 0x0 (size_t) [0]` `[RSP+A38] 0x0 (size_t) [0]` `[RSP+A40] 0x0 (size_t) [0]` `[RSP+A48] 0x0 (size_t) [0]` `[RSP+A50] 0x0 (size_t) [0]` `[RSP+A58] 0x0 (size_t) [0]` `[RSP+A60] 0x0 (size_t) [0]` `[RSP+A68] 0x0 (size_t) [0]` `[RSP+A70] 0x0 (size_t) [0]` `[RSP+A78] 0x0 (size_t) [0]` `[RSP+A80] 0x0 (size_t) [0]` `[RSP+A88] 0x0 (size_t) [0]` `[RSP+A90] 0x0 (size_t) [0]` `[RSP+A98] 0x0 (size_t) [0]` `[RSP+AA0] 0x0 (size_t) [0]` `[RSP+AA8] 0x0 (size_t) [0]` `[RSP+AB0] 0x0 (size_t) [0]` `[RSP+AB8] 0x0 (size_t) [0]` `[RSP+AC0] 0x0 (size_t) [0]` `[RSP+AC8] 0x0 (size_t) [0]` `[RSP+AD0] 0x0 (size_t) [0]` `[RSP+AD8] 0x0 (size_t) [0]` `[RSP+AE0] 0x0 (size_t) [0]` `[RSP+AE8] 0x0 (size_t) [0]` `[RSP+AF0] 0x0 (size_t) [0]` `[RSP+AF8] 0x0 (size_t) [0]` `[RSP+B00] 0x0 (size_t) [0]` `[RSP+B08] 0x0 (size_t) [0]` 
MODULES:
`XINPUT1_3.dll 0x000000400000` `X3DAudio1_7.dll 0x00006B2E0000` `d3d11.dll 0x000180000000` `PayloadInterpreter.dll 0x018474760000` `po3_MoonMod.dll 0x018474E60000` `SkyrimSE.exe 0x7FF6DA360000` `_nvngx.dll 0x7FFE08A90000` `nvcuda64.dll 0x7FFE08C30000` `nvngx_dlss.dll 0x7FFE09650000` `XAudio2_7.dll 0x7FFE0CFC0000` `d3dcompiler_47_64.dll 0x7FFE0D4E0000` `NvCamera64.dll 0x7FFE0D950000` `d3dcompiler_46e.dll 0x7FFE0E300000` `gameoverlayrenderer64.dll 0x7FFE0E7E0000` `TrueHUD.dll 0x7FFE0E980000` `SSEFpsStabilizer.dll 0x7FFE0EA40000` `SSEDisplayTweaks.dll 0x7FFE0EAA0000` `SoundRecordDistributor.dll 0x7FFE0EB40000` `SkyrimUpscaler.dll 0x7FFE0EC20000` `skee64.dll 0x7FFE0ED60000` `SimpleDualSheath.dll 0x7FFE0EFD0000` `Precision.dll 0x7FFE0F060000` `po3_SpellPerkItemDistributor.dll 0x7FFE0F240000` `po3_PapyrusExtender.dll 0x7FFE0F400000` `ENBHelperSE.dll 0x7FFE0F670000` `CrashLogger.dll 0x7FFE0F710000` `AnimationMotionRevolution.dll 0x7FFE0F9E0000` `tier0_s64.dll 0x7FFE0FB50000` `steamclient64.dll 0x7FFE0FCF0000` `D3DCOMPILER_43.dll 0x7FFE11370000` `po3_Tweaks.dll 0x7FFE12060000` `OpenAnimationReplacer.dll 0x7FFE12160000` `EngineFixes.dll 0x7FFE24D30000` `Proteus.dll 0x7FFE24E70000` `PapyrusUtil.dll 0x7FFE24FB0000` `skse64_1_6_1170.dll 0x7FFE388A0000` `ConsoleUtilSSE.dll 0x7FFE3A1F0000` `MoreInformativeConsole.dll 0x7FFE3A2E0000` `PDPerfPlugin.dll 0x7FFE3AC60000` `BugFixesSSE.dll 0x7FFE3D6C0000` `DisplayEnemyLevel.dll 0x7FFE3D780000` `nvspcap64.dll 0x7FFE42920000` `AnimationQueueFix.dll 0x7FFE462A0000` `tbbmalloc.dll 0x7FFE47890000` `tbb.dll 0x7FFE47900000` `vstdlib_s64.dll 0x7FFE49FA0000` `PairedAnimationImprovements.dll 0x7FFE4A070000` `MCO.dll 0x7FFE4A450000` `MCMHelper.dll 0x7FFE4A4E0000` `Fuz Ro D'oh.dll 0x7FFE4A5C0000` `BetterJumpingSE.dll 0x7FFE4B1D0000` `FaceGenFixes.dll 0x7FFE4B840000` `bink2w64.dll 0x7FFE4BE80000` `d3d12.dll 0x7FFE5D790000` `ResampleDmo.DLL 0x7FFE5D910000` `DSOUND.DLL 0x7FFE5D9D0000` `EVLaS.dll 0x7FFE5DCD0000` `NvTelemetryBridge64.dll 0x7FFE7EA80000` `d3dx11_43.dll 0x7FFE82660000` `DINPUT8.dll 0x7FFE826B0000` `winmmbase.dll 0x7FFE864F0000` `FPSFixPlugin.dll 0x7FFE892D0000` `OneCoreCommonProxyStub.dll 0x7FFE915E0000` `MessageBus.dll 0x7FFE91FA0000` `Windows.UI.dll 0x7FFE936A0000` `msdmo.dll 0x7FFE93A10000` `steam_api64.dll 0x7FFE93BE0000` `MPR.dll 0x7FFE94070000` `ncryptsslp.dll 0x7FFE94710000` `VCRUNTIME140_1.dll 0x7FFE95C80000` `MSVCP140.dll 0x7FFE95F30000` `VCRUNTIME140.dll 0x7FFE95FC0000` `xinput1_4.dll 0x7FFE96070000` `NvTelemetryAPI64.dll 0x7FFE96680000` `SPINF.dll 0x7FFE96E00000` `inputhost.dll 0x7FFE96E20000` `XINPUT9_1_0.dll 0x7FFE97A90000` `textinputframework.dll 0x7FFE980F0000` `AUDIOSES.DLL 0x7FFE98960000` `NvMessageBus.dll 0x7FFE9A410000` `nvapi64.dll 0x7FFE9A770000` `dbghelp.dll 0x7FFE9B110000` `nvwgf2umx.dll 0x7FFE9C730000` `WINMM.dll 0x7FFEA0E80000` `webio.dll 0x7FFEA0F30000` `nvgpucomp64.dll 0x7FFEA1280000` `nvldumdx.dll 0x7FFEA36B0000` `OneCoreUAPCommonProxyStub.dll 0x7FFEA3770000` `MMDevApi.dll 0x7FFEA4C40000` `DEVRTL.dll 0x7FFEA5020000` `MSVCP140_ATOMIC_WAIT.dll 0x7FFEA54C0000` `drvstore.dll 0x7FFEA5670000` `CoreUIComponents.dll 0x7FFEA62E0000` `cryptnet.dll 0x7FFEA66F0000` `VERSION.dll 0x7FFEA6770000` `fwpuclnt.dll 0x7FFEA67B0000` `avrt.dll 0x7FFEA6DE0000` `dhcpcsvc.DLL 0x7FFEA7390000` `directxdatabasehelper.dll 0x7FFEA73B0000` `WINHTTP.dll 0x7FFEA74B0000` `rasadhlp.dll 0x7FFEA7720000` `d3dx9_42.dll 0x7FFEA8CE0000` `WindowsCodecs.dll 0x7FFEA8EF0000` `D3DCOMPILER_47.dll 0x7FFEA90A0000` `d3d11.dll 0x7FFEA9860000` `dcomp.dll 0x7FFEAA0B0000` `CoreMessaging.dll 0x7FFEAA730000` `apphelp.dll 0x7FFEAAB40000` `WINNSI.DLL 0x7FFEAACB0000` `uxtheme.dll 0x7FFEAAD00000` `dxcore.dll 0x7FFEAAE00000` `dxgi.dll 0x7FFEAAE40000` `dwmapi.dll 0x7FFEAB040000` `resourcepolicyclient.dll 0x7FFEAB1B0000` `wintypes.dll 0x7FFEAB5A0000` `windows.storage.dll 0x7FFEAB6E0000` `HID.DLL 0x7FFEABFE0000` `IPHLPAPI.DLL 0x7FFEAC240000` `DNSAPI.dll 0x7FFEAC2B0000` `Secur32.dll 0x7FFEAC5B0000` `schannel.DLL 0x7FFEAC630000` `rsaenh.dll 0x7FFEAC730000` `kernel.appcore.dll 0x7FFEAC7D0000` `ntmarta.dll 0x7FFEAC7F0000` `SSPICLI.DLL 0x7FFEACA30000` `MSWSOCK.dll 0x7FFEACC30000` `gpapi.dll 0x7FFEACCA0000` `UMPDC.dll 0x7FFEACF30000` `POWRPROF.dll 0x7FFEACF50000` `wldp.dll 0x7FFEACFA0000` `CRYPTBASE.DLL 0x7FFEAD050000` `CRYPTSP.dll 0x7FFEAD070000` `NTASN1.dll 0x7FFEAD130000` `ncrypt.dll 0x7FFEAD170000` `msasn1.dll 0x7FFEAD480000` `devobj.dll 0x7FFEAD4A0000` `CFGMGR32.dll 0x7FFEAD4D0000` `DPAPI.DLL 0x7FFEAD540000` `profapi.dll 0x7FFEAD720000` `ucrtbase.dll 0x7FFEAD7F0000` `msvcp_win.dll 0x7FFEAD910000` `CRYPT32.dll 0x7FFEAD9B0000` `bcryptPrimitives.dll 0x7FFEADB20000` `KERNELBASE.dll 0x7FFEADBA0000` `bcrypt.dll 0x7FFEADF50000` `gdi32full.dll 0x7FFEADF80000` `win32u.dll 0x7FFEAE0A0000` `wintrust.dll 0x7FFEAE190000` `KERNEL32.DLL 0x7FFEAE240000` `SETUPAPI.dll 0x7FFEAE310000` `SHCORE.dll 0x7FFEAE790000` `ADVAPI32.dll 0x7FFEAE890000` `msvcrt.dll 0x7FFEAE950000` `imagehlp.dll 0x7FFEAEB00000` `sechost.dll 0x7FFEAEB20000` `USER32.dll 0x7FFEAEBD0000` `ole32.dll 0x7FFEAED80000` `NSI.dll 0x7FFEAF180000` `SHELL32.dll 0x7FFEAF190000` `MSCTF.dll 0x7FFEAF9F0000` `combase.dll 0x7FFEAFBA0000` `clbcatq.dll 0x7FFEAFF30000` `RPCRT4.dll 0x7FFEAFFE0000` `WS2_32.dll 0x7FFEB0100000` `GDI32.dll 0x7FFEB0180000` `SHLWAPI.dll 0x7FFEB0300000` `IMM32.DLL 0x7FFEB0360000` `OLEAUT32.dll 0x7FFEB03A0000` `PSAPI.DLL 0x7FFEB0480000` `ntdll.dll 0x7FFEB04D0000` 
SKSE PLUGINS:
`AnimationMotionRevolution.dll` `AnimationQueueFix.dll v1.0.1` `BetterJumpingSE.dll` `BugFixesSSE.dll` `ConsoleUtilSSE.dll v1.4` `CrashLogger.dll v1.14.1` `DisplayEnemyLevel.dll v1.1.5` `ENBHelperSE.dll v2.2` `EngineFixes.dll v6.1.1` `EVLaS.dll v1.3.1` `FaceGenFixes.dll v1.0.3` `Fuz Ro D'oh.dll v2.5.8.123` `MCMHelper.dll v1.5` `MCO.dll v1` `MoreInformativeConsole.dll v1.1` `OpenAnimationReplacer.dll v2.3.4` `PairedAnimationImprovements.dll v1.0.2` `PapyrusUtil.dll` `PayloadInterpreter.dll v1` `po3_MoonMod.dll v2.0.2.1` `po3_PapyrusExtender.dll v5.6.1.1` `po3_SpellPerkItemDistributor.dll v7.1.3.1` `po3_Tweaks.dll v1.9.2.1` `Precision.dll v2.0.4` `Proteus.dll v1` `SimpleDualSheath.dll v1.5.7` `skee64.dll` `SkyrimUpscaler.dll v1.2` `SoundRecordDistributor.dll v1.5` `SSEDisplayTweaks.dll v0.5.16` `SSEFpsStabilizer.dll` `TrueHUD.dll v1.1.9` 
PLUGINS:
`Light: 105` `Regular: 86` `Total: 191` `[ 0] Skyrim.esm` `[ 1] Update.esm` `[ 2] Dawnguard.esm` `[ 3] HearthFires.esm` `[ 4] Dragonborn.esm` `[ 5] ccasvsse001-almsivi.esm` `[ 6] ccbgssse001-fish.esm` `[ 7] cctwbsse001-puzzledungeon.esm` `[ 8] cceejsse001-hstead.esm` `[ 9] ccbgssse016-umbra.esm` `[ A] ccbgssse031-advcyrus.esm` `[ B] ccbgssse067-daedinv.esm` `[ C] ccbgssse025-advdsgs.esm` `[ D] cceejsse005-cave.esm` `[ E] ccafdsse001-dwesanctuary.esm` `[ F] Unofficial Skyrim Special Edition Patch.esp` `[10] LegacyoftheDragonborn.esm` `[11] RaceCompatibility.esm` `[12] Water for ENB.esm` `[13] SkyUI_SE.esp` `[14] Audio Overhaul Skyrim.esp` `[15] Immersive Sounds - Compendium.esp` `[16] Obsidian Weathers.esp` `[17] SMIM-SE-Merged-All.esp` `[18] Immersive Wenches.esp` `[19] Relationship Dialogue Overhaul.esp` `[1A] Nature of the Wild Lands.esp` `[1B] Embers XD.esp` `[1C] SeranaDialogAddon.esp` `[1D] Hothtrooper44_ArmorCompilation.esp` `[1E] VisualAnimatedEnchants2023.esp` `[1F] ZIA_Complete Pack.esp` `[20] Immersive Weapons.esp` `[21] Immersive Patrols II.esp` `[22] Apocalypse - Magic of Skyrim.esp` `[23] LustmordVampireArmor.esp` `[24] VioLens SE.esp` `[25] Attack_MCO.esp` `[26] BlendedRoads.esp` `[27] DX Dark Knight Armor.esp` `[28] DX Dark Knight Shield.esp` `[29] Conduit.esp` `[2A] StrangeRunes.esp` `[2B] RaceMenu.esp` `[2C] RaceMenuPlugin.esp` `[2D] RaceMenuMorphsCBBE.esp` `[2E] ElderOutfit.esp` `[2F] UIExtensions.esp` `[30] Unique Uniques.esp` `[31] Unlimited Training.esp` `[32] TheEyesOfBeauty.esp` `[33] SoultrapExploitRestored.esp` `[34] Summermyst - Enchantments of Skyrim.esp` `[35] Skill Config Reborn.esp` `[36] Bijin Warmaidens.esp` `[37] Serana.esp` `[38] Rebalanced Leveled Lists.esp` `[39] TTR_Master_Trader_20x.esp` `[3A] KS Hairdo's.esp` `[3B] Immersive Wenches -KS hairs- Patch.esp` `[3C] HavenBag.esp` `[3D] Andromeda - Unique Standing Stones of Skyrim.esp` `[3E] Dragon Soul Relinquishment.esp` `[3F] DragonbornAscendant.esp` `[40] Bijin NPCs.esp` `[41] Ars Metallica.esp` `[42] icepenguinworldmapclassic.esp` `[43] AcquisitiveSoulGemMultithreaded.esp` `[44] ENB Light.esp` `[45] Hothtrooper44_Armor_Ecksstra.esp` `[46] LazyItemHiderRedux.esp` `[47] RaceCompatibilityUSKPOverride.esp` `[48] RaceMenuHH.esp` `[49] SmartCast_1_0.esp` `[4A] XPMSE.esp` `[4B] FNIS.esp` `[4C] Immersive Citizens - AI Overhaul.esp` `[4D] Convenient Horses.esp` `[4E] SDA Convenient Horses Patch.esp` `[4F] Convenient Horses Anniversary Edition Patch.esp` `[50] Ordinator - Perks of Skyrim.esp` `[51] Apocalypse - Ordinator Compatibility Patch.esp` `[52] Alternate Start - Live Another Life.esp` `[53] nwsFollowerFramework.esp` `[54] Water for ENB (Shades of Skyrim).esp` `[55] Modern Brawl Bug Fix.esp` `[FE: 0] ccbgssse002-exoticarrows.esl` `[FE: 1] ccbgssse003-zombies.esl` `[FE: 2] ccbgssse004-ruinsedge.esl` `[FE: 3] ccbgssse005-goldbrand.esl` `[FE: 4] ccbgssse006-stendarshammer.esl` `[FE: 5] ccbgssse007-chrysamere.esl` `[FE: 6] ccbgssse010-petdwarvenarmoredmudcrab.esl` `[FE: 7] ccbgssse011-hrsarmrelvn.esl` `[FE: 8] ccbgssse012-hrsarmrstl.esl` `[FE: 9] ccbgssse014-spellpack01.esl` `[FE: A] ccbgssse019-staffofsheogorath.esl` `[FE: B] ccbgssse020-graycowl.esl` `[FE: C] ccbgssse021-lordsmail.esl` `[FE: D] ccmtysse001-knightsofthenine.esl` `[FE: E] ccqdrsse001-survivalmode.esl` `[FE: F] ccqdrsse002-firewood.esl` `[FE: 10] ccbgssse018-shadowrend.esl` `[FE: 11] ccbgssse035-petnhound.esl` `[FE: 12] ccfsvsse001-backpacks.esl` `[FE: 13] cceejsse002-tower.esl` `[FE: 14] ccedhsse001-norjewel.esl` `[FE: 15] ccvsvsse002-pets.esl` `[FE: 16] ccbgssse037-curios.esl` `[FE: 17] ccbgssse034-mntuni.esl` `[FE: 18] ccbgssse045-hasedoki.esl` `[FE: 19] ccbgssse008-wraithguard.esl` `[FE: 1A] ccbgssse036-petbwolf.esl` `[FE: 1B] ccffbsse001-imperialdragon.esl` `[FE: 1C] ccmtysse002-ve.esl` `[FE: 1D] ccbgssse043-crosselv.esl` `[FE: 1E] ccvsvsse001-winter.esl` `[FE: 1F] cceejsse003-hollow.esl` `[FE: 20] ccbgssse038-bowofshadows.esl` `[FE: 21] ccbgssse040-advobgobs.esl` `[FE: 22] ccbgssse050-ba_daedric.esl` `[FE: 23] ccbgssse052-ba_iron.esl` `[FE: 24] ccbgssse054-ba_orcish.esl` `[FE: 25] ccbgssse058-ba_steel.esl` `[FE: 26] ccbgssse059-ba_dragonplate.esl` `[FE: 27] ccbgssse061-ba_dwarven.esl` `[FE: 28] ccpewsse002-armsofchaos.esl` `[FE: 29] ccbgssse041-netchleather.esl` `[FE: 2A] ccedhsse002-splkntset.esl` `[FE: 2B] ccbgssse064-ba_elven.esl` `[FE: 2C] ccbgssse063-ba_ebony.esl` `[FE: 2D] ccbgssse062-ba_dwarvenmail.esl` `[FE: 2E] ccbgssse060-ba_dragonscale.esl` `[FE: 2F] ccbgssse056-ba_silver.esl` `[FE: 30] ccbgssse055-ba_orcishscaled.esl` `[FE: 31] ccbgssse053-ba_leather.esl` `[FE: 32] ccbgssse051-ba_daedricmail.esl` `[FE: 33] ccbgssse057-ba_stalhrim.esl` `[FE: 34] ccbgssse066-staves.esl` `[FE: 35] ccbgssse068-bloodfall.esl` `[FE: 36] ccbgssse069-contest.esl` `[FE: 37] ccvsvsse003-necroarts.esl` `[FE: 38] ccvsvsse004-beafarmer.esl` `[FE: 39] ccffbsse002-crossbowpack.esl` `[FE: 3A] ccbgssse013-dawnfang.esl` `[FE: 3B] ccrmssse001-necrohouse.esl` `[FE: 3C] ccedhsse003-redguard.esl` `[FE: 3D] cceejsse004-hall.esl` `[FE: 3E] cckrtsse001_altar.esl` `[FE: 3F] cccbhsse001-gaunt.esl` `[FE: 40] _ResourcePack.esl` `[FE: 41] TrueHUD.esl` `[FE: 42] Expressive Facegen Morphs.esl` `[FE: 43] Particle Patch for ENB.esp` `[FE: 44] AOS_ISC_Integration.esp` `[FE: 45] Precision.esp` `[FE: 46] SDA Blood Arrows Patch.esp` `[FE: 47] DBM_ISC_Patch.esp` `[FE: 48] DBM_IW_Patch.esp` `[FE: 49] SDA Lustmord Patch.esp` `[FE: 4A] SDA RDO Patch.esp` `[FE: 4B] Disable Turn Animation.esp` `[FE: 4C] MCMHelper.esp` `[FE: 4D] TESL-LoadingScreens.esp` `[FE: 4E] CBBE.esp` `[FE: 4F] 3BBB.esp` `[FE: 50] Remodeled Armor - Vanilla Replacer.esp` `[FE: 51] Remodeled Armor - ISC.esp` `[FE: 52] Remodeled Armor - Underwear.esp` `[FE: 53] DBM_VAE2_Patch.esp` `[FE: 54] Skyrim Cheat Engine.esp` `[FE: 55] IA CBBE Patch.esp` `[FE: 56] FleshFX.esp` `[FE: 57] DVLaSS Skyrim Underside.esp` `[FE: 58] Embers XD - Patch - Goldenhills Plantation.esp` `[FE: 59] AcousticTemplateFixes.esp` `[FE: 5A] AcousticTemplateFixes_CC_Farming.esp` `[FE: 5B] AcousticTemplateFixes_CC_Seducers.esp` `[FE: 5C] aMidianBorn_Book of Silence.esp` `[FE: 5D] Obsidian Weathers - Patch - Rudy ENB.esp` `[FE: 5E] DBM_ZimsThaneWeapons_Patch.esp` `[FE: 5F] DBM_IA_Patch.esp` `[FE: 60] DBM_RLL_Patch.esp` `[FE: 61] DBM_SMIM_Patch.esp` `[FE: 62] MoonsAndStars.esp` `[FE: 63] Nature of the Wild Lands - Autumn Birches.esp` `[FE: 64] Immersive Wenches -Immersive Citizens AI Overhaul Patch-.esp` `[FE: 65] Nature of the Wild Lands - Alternate start.esp` `[FE: 66] SDA NFF Patch.esp` `[FE: 67] Water for ENB - Patch - Rudy ENB.esp` `[FE: 68] Bashed Patch, 0.esp` 
submitted by TriDoragon7 to skyrimmods [link] [comments]


2024.06.02 23:44 BABIES_ARE_YUMMY First trip out with the Softopper setup!

First trip out with the Softopper setup!
Finally got my Softopper sleeping arrangements done, really really happy with how everything turned out. Who else here is sleeping in your Softoppers? What’s your favorite part about your setup? For mine, it’s really nice that I have storage under the cot. It’s a good spot to put some totes with the bedding, clothes, etc. and still have space for water and firewood.
submitted by BABIES_ARE_YUMMY to overlanding [link] [comments]


2024.06.01 19:38 sparkletippytoes My strategy for a strong market

Sharing this here, as I originally posted this as a comment on another post about market strategies.
This is solely from my non-expert experience with the game given its current state of development on custom settings for a relaxed gameplay: no baron, raids after the first 3 years, max 5 bandits, weather conditions on easy, and loyalty penalties forgiving. I am currently testing this on a game with the baron and so far am still finding success.
Take from it what you will, and let me know if there’s anything that could be done better - I’m always looking to learn.
TL;DR: My strategy revolves around eliminating the middleman wherever feasible in early to mid game and optimizing production so that as few trips as possible are made between production and storage. This usually means that, from early to mid game, goods are mostly kept where they are produced. Only my central storage and tanneweaveartisans operate market stalls for veggies, eggs, meat, berries, firewood, and clothes. I heavily manage who is allowed to open a market stall, and when. In late game, I transition to specialized storehouse & granary workers to peddle and supply the marketplace; raw goods are stored in separate storehouses without market stall permissions.
At the start of the game and after initial planning and set-up, I place my market to allow for a max of 8 stalls (3 food, 3 clothing, 2 firewood). I allow my first granary and storehouse (acting as my central market storage) to collect everything. I set up one stall each and then toggle off the “build stall” option. Doing so helps for later when I need to assign an extra family to focus only on collecting items and supporting the market stall; I toggle the stall option back on only if a single stall depletes faster than it can be stocked, at which point I make a new stall, toggle off again, and assign an additional family to collect and stock.
Once I have hides from my tanner, built near the hunter or between it and my market, I disallow my first storehouse from collecting hides and leather, and toggle on the market stall option for the tanner. The tanner, with only a single family, can easily support crafting and peddling at the market. If the source is rich, I build a dedicated storage for hides and leather without stall permission, occasionally staffed by the hunter when the deer population drops or generic storage is full. The tanner will pull leather from either the storehouse or the hunter. At this point, I have a food stall from the granary, a firewood stall from the storehouse, and a clothing stall from the tannery. For a second clothing stall I build a weaver with stall permissions enabled; wool is stored at the nearby sheep farm, and linen/yarn with the weaver to peddle. An additional family in each to support the peddlers are added when population allows.
With a stable market supply (supporting at least two of each stall category), and construction of the church, I’m prepared for level 2 burgages.
Once possible, I build two tailors and one cobbler, each allowed to make a market stall. I disallow the storehouse from collecting artisanal items like clothes, cloaks, and shoes, and reassign the clothing stalls managed by the tanner and weaver to the two tailors and one new stall built by the cobbler. I will then build a second weaver and tanner to scale production for the artisan’s supply needs (importing if necessary), reassigning one of the two families at my original weavetanner to the second building of that type, and build a dyer (only once all available market stalls are filled - dyers huts do not have the ability to select wether or not to allow a market stall, and will do so because of their access to berries). I also enable my central storehouse to begin collecting leather, linen, dyes, and yarn (with the storehouse stall permission still off). Artisan market stalls will still pull leather, linen, and yarn from the storehouse, keeping those goods available at the market.
If I have the tech point, I build a baker yard extension with permission to open a stall. If not, the communal oven is allowed to open a stall (with an additional supporting family), and I disallow the granary from collecting anything bread-related; grain and flour are stored in the farmhouse and mill, bread is kept with the baker until production scales to needing external storage - at which point the second family is moved to the specialized granary and assumes control over the stall.
For flax and barley, I also store these in my farmhouse, building my weaver or malting house nearby or between that and the central market storage. For other producers like the forager, hunter, and firewood cutter, I do not allow them to open a market stall. Instead, I assign their products to be stored close to the market and specialized level 2 burgages.
At this point, with a lvl 2 church and steady market supply supporting now 3 food/clothing and 2 firewood stalls, I’m ready to begin investing in incremental burgage upgrades to lvl 3. Keep in mind, you need to scale production from here-on-out to maintain positive favor with lvl 3 burgages, so I usually upgrade my artisans first, before anything else, with all of my artisans placed adjacent to the market.
Once my production of any particular good reaches the need for external storage, usually when I have many level 3 artisan burgages, I build a specialized storehouse or granary to collect and store those items and assume control over market stalls. I may build an additional storehouse if I need more support at the market to keep pace with demand, again, keeping 1:1 ratio of peddlers and support. If my production halts due to no available storage for specific goods, it indicates that I should export those items with a dedicated trade route since I am producing and storing faster than consuming. I usually build two traders, one near my market storage and another near my industry storage. I find that a single trader can’t handle more than four designated trade routes very well, so multiple trading posts are needed depending on how many goods are selected for export or import.
For goods such as planks, ore, clay, tiles, and stone, I build a dedicated storehouse nearby or strategically between them to reduce travel distance. These are usually left unstaffed until I reach my desired surplus, at which point I assign those workers to the designated storage to move items, keeping them there until I need more. Firewood is always sent to my central market storage to be peddled, and I usually assign the cutter between the camp and storage depending on my needs. If I get the development point for charcoal, I build a special storehouse for only firewood (without stall permissions) and limit its work area to the firewood cutter. The charcoal producers work are is limited to the storehouse, and produced charcoal is sent to my central market storage, which is then not allowed to stock or peddle firewood since charcoal is more efficient.
This is all done in tandem with assigning workers to buildings near their burgages to reduce travel times and giving them last names indicating their primary occupation. Proximity of everything is vitally important, and understanding where to place extractors, producers, storage, trading, market, and living areas before committing is crucial for managing travel times. This also means that, for multiple marketplaces across the region, you will need to replicate this process to supply each market; keeping people living, working, and peddling nearby.
This strategy has allowed me to quickly reach strong local market to support inter-regional and external trade to grow and sustain regional wealth, allowing me to purchase items I can’t produce locally; additionally, I have been able to fully grow and equip individual militia in multiple regions before building my first manor.
submitted by sparkletippytoes to ManorLords [link] [comments]


2024.06.01 00:26 Joshh170 Manor Lords Releases Big New Update

Manor Lords Releases Big New Update
Manor Lords developer Slavic Magic has released a major new update, addressing several technical issues that have been affecting the early access city-building game. The new Manor Lords update also adds a slew of new items and features, and the developers recommend players begin a new save to see all the changes.
Similar to the Civilization franchise, Manor Lords offers compelling strategy and city-building elements. The game launched in early access this past April on PC, quickly becoming one of the most highly rated games on Steam with a Very Positive rating after more than 39,000 user reviews. Despite some of the game's technical issues in early access, the game's sales continue to flourish as the developers maintain an open line of communication with its player base.
Slavic Magic released Manor Lords update 0.7.972 and revealed a lengthy list of changes in the patch notes. Firstly, the developers note that players should begin a new save and remove their favorite Manor Lords mods to ensure all the changes and additions in update 0.7.972 are applied to their playthrough. Update 0.7.972's new features include inter-region trading via Trading Posts, a mourning period for deceased residents, and a King's Tax mechanic. What's more, the update adds new armor variations, a Large Granary building rework, a new St. Maurice patron saint, an "allow market stall setup" toggle, and a construction reserve.
Manor Lords update 0.7.972 also applies numerous changes involving gameplay and balance, including adjustments to resources and agriculture, the in-game economy and trading/market systems, and infrastructure. A number of quality-of-life improvements were implemented as well, such as a 75% reduction in ale consumption, an increased carrying capacity for on-foot trading post workers, and a doubled fertility regeneration rate for crops. All of these changes mean that players should have a much easier time exporting and trading the best items in Manor Lords.
On PC, the latest Manor Lords update applies various fixes and tweaks to anti-aliasing and upscaling selection upon the game's first-time launch with specific GPUs, including Nvidia's RTX 40 series graphics cards. Alongside minor adjustments to the in-game market, the update implements fixes and changes to the user interface to aid in visibility and accessibility for all users.
Since the game is going to be in early access for the next year, Slavic Magic has plenty of time to gauge player feedback and introduce new features that could enhance the Manor Lords experience. The Manor Lords developers encourage Steam users to submit a review since the team often checks the Steam page to read up on players' thoughts.
Manor Lords Update 0.7.972 Patch Notes Major Changes
The King's Tax (or Annual Royal Tax, name undecided):
The tax is collected annually from all players (main player and AI) and goes to the liege. It is calculated per population, serving as a counterbalance for players hoarding huge wealth despite non-optimized economies.
Currently, players can incur debt without consequence. In the future, failure to pay will result in losing the king's favor and eventually facing the king's army as enemies.
Global/Local Trade Switch for Trading Posts:
Players can now switch trade to "local only" in the trading post for each type of good, allowing them to exchange goods between their own regions while ignoring free merchants. Two trading posts (one in each region) are still required to make this function work. Employed traders will prioritize traveling to the location with the best prices to commence trade, potentially including regions owned by other Lords. The transport distance factor is reduced to make it more predictable for players where traders will go (to the place with the best price). Regional wealth is still required to exchange goods between regions with a trading post to maintain regions as independent economic units, simulating a more realistic economy.
Gameplay & Balance
Resource Management & Agricultural Adjustments
Food Consumption: People now pick a random food resource instead of eating food in a specific order. Crop Fertility: Fertility is no longer drained after crop growth reaches 100%, making early harvest micromanagement less necessary. Yield may still increase over 100% growth if max yield is not reached. Yield Cap: will now never increase past 100% growth to avoid confusion about exceeding 100%. Even when fertility reaches 0%, there will still be a small possible yield. Harvesting Efficiency: When harvesting, crops are directly added to the field inventory instead of the villager inventory to reduce bottlenecks from harvesting walk times, especially for large fields. Oxen Prioritization: Prioritized oxen plowing over transporting resources to the granary and warehouse to reduce oxen walking back and forth from the plowed field every time new resources are available for transport. Plowing Shed: Plowing shed now adds 2 livestock worker slots. Food Distribution: Food-producing residential plots no longer stock up on their produce before sharing with the marketplace. Sawpit Log Storage: Increased sawpit log storage space to 5.
Economic & Trade Developments
Baron Region Claims: Lowered the rate of the Baron claiming regions and adjusted it to better reflect game settings. Worker Camp Upgrade: Removed the worker camp upgrade intended for colony regions; it will be re-added when properly implemented. Trade Route Establishment: When establishing a trade route, merchants no longer all spawn at the nearest trade point but are distributed to circle between various trade points. Archer Damage: Archer damage increased from 4 to 13. Trade Logistics Development: The "Trade Logistics" development branch now lowers the cost of new trade routes by 50% instead of clamping it at 25. Trade Route Costs: Increased the base cost of opening a trade route from 12 to 20 (before the good value multiplier). Reverted the cost of opening new trade routes to linear scaling. Market Oversupply: When the market is oversupplied, players can still export goods at a lower price. The price multiplier for oversupplied goods is now 0.75x for oversupplied and 0.5x for critically oversupplied. Market Oversupply Rate: The rate at which the market becomes oversupplied no longer depends on the value of goods, ensuring equal rates for all good types. Better Deals Development: The "Better Deals" development branch reduces the foreign import tariff by 50% instead of removing it completely. Global Market Supply: Tuned global market supply to rebalance itself faster, aiming for a closer to one-year cycle if not trading.
Quality of Life & Infrastructure
Ale Consumption: Reduced ale consumption by 75% (approximately 1/3 per family per month). Building Placement: Made building placement steepness limits harsher to prevent trading posts and churches from looking awkward on sharp slopes. Soldier Approval Factor: Soldiers no longer trigger the "unburied bodies" approval factor when corpses are in their proximity. Hitching Post: Hitching post is free again to reduce the chances of players getting stuck without an ox, hitching post, or the ability to order an ox. Sheep Breeding: Capped sheep breeding to a maximum of 1 new lamb every 10 days. Water Fetching: Villagers are now only allowed to fetch water from the well nearest to their home, except in case of a fire. Maximum Yield per Plant: Increased the maximum yield per plant from 2 to 4 (Hunting Grounds policy still reduces it by half). Plant Yield Rate: Plant yield rate reduced by half to encourage early harvest only in emergency mode. Militia Squad Limit: The militia squad limit is now 6, regardless of whether the player has a retinue or mercenaries. This will be connected to a rank system in the future. Fertility Regeneration: Doubled the fertility regeneration rate effect on fallow fields and from fertilization. Plant Growth Rate: Adjusted crop growth to match crop rotation (to hit 100% at harvest as often as it can on auto). Tree Growth Rate: Slowed down tree growth rate by around 30% to enhance forest management impact. Trading Post Workers: Increased the carrying capacity of on-foot trading post workers from 1 to 5. Royal Tax Calculation: Royal tax is calculated as follows: No tax for the first 5 years, 1 Treasury per citizen after 5 years, 2 Treasury per citizen after 10 years, 3 Treasury per citizen after 15 years. Granary and Storehouse Worker Slots: Adjusted Granary and Storehouse Worker Slots: unified to 3 families for level 1 and 6 families for level 2.
Minor Fixes
Trade and Market Adjustments
Mindfulness System: Applied the "mindfulness" system to free merchants to reduce clumps and traffic jams. Trade Location: Moved the location of trades further off the map to ensure space for all trade wagons, even if the trading post is placed on the map edge. Trader Transactions: Allowed traders to make transactions without entering the shed if the trading post is clogged, as long as they are within the general building bounds. Marketplace Logistics: Improved marketplace logistics efficiency and optimization. Market Supply Reset: Reset market supply on loading old saves (from builds 0.7.954-0.7.956) due to mismatched global market supply stock values. Market Stall Workers: Capped the number of workers supplying a single market stall to 2 to reduce market clogs with the increased market supply frequency. The number of stalls is now reduced back to the number of families divided by 5, with a minimum of 1 to ensure functionality in towns with fewer than 5 families. Market Supply Optimization: Further optimized market supply functions for smoother late-game town performance. Trading Post Thumbnail: Added the missing trading post building thumbnail. Trading Post Price Range: Trading posts now display a price range for imports, indicating whether they can buy from other regions or foreign trade sources.
Optimization and Performance
Default AA: Changed default AA under DX11 to TAA. Spatialization Update: Added a spatialization update call for recruits teleported home when rallied to ensure proper collision calculations. Follow Mode Optimization: Updated "is close to camera" value in follow mode to prevent optimization of animations or sound effects for characters near the camera. Firefighting Behavior: Made firefighting villagers ignore anti-clogging behavior at narrow pathfinding points. Pathfinding Updates: Minor unit in-town pathfinding updates. Destructible System: Swapped the old UE4 destructible system for a new UE5-friendly chaos-based debris system currently used for chopped firewood cutter logs. AA/Upscaler Selection: Tweaked default AA/upscaler selection during first-time launch for specific GPUs (e.g., RTX properly defaulting to DLSS). Pathfinding Thread: Added another pathfinding thread for handling multiple end-game cities. Harvest Prediction Optimization: Optimized harvest prediction and fertility changes to reduce stutter. Log Display: Limited the log display to store only the last 100 entries to improve UI optimization. Idle Task Optimization: Optimized the function for finding friends to do idle tasks like conversations. Door Opening Animations: Optimized door opening animations.
User Interface and Accessibility
Mourning Period UI: The residential panel now has a "mourning period left" UI element that displays the number of days of mourning until the burgage plot can bring in more family members. Mourning Icon: Added mourning icon to the building floater. Save Restrictions: Disabled the ability to quick save during the game ovevictory cinematic. Disabled manual save after being defeated and added a tooltip explaining why saves are disabled. Disabled quick save and autosave if the game was lost. King's Tax Rate Multiplier: Added king's tax rate multiplier to the game setup settings. Victory Camera: After continuing the game after a victory, the camera returns to the player's main region instead of levitating over the map edge. Currency Icon: Unified the currency icon in the mercenary company panel to clarify payment with the treasury, not regional wealth. Accommodation for Homeless: Added an accommodation call for homeless people after a fire, ensuring they are quickly re-assigned to available burgage plots. Family List UI: Aligned "workplace/reassign" buttons vertically in the family list due to most families having more than one member. Font Fix: Fixed old fonts being used in the family entry widgets. Fertility Overlay: Made fertility overlay colors and colorblind symbols more accurate with the percentages displayed in the field's building panel. Building Panel UI: Tweaked building panel header buttons/toggles to improve readability and distinguish buttons from toggles. Market Stalls: Set "Allow market stalls" to ON by default for all workplaces and artisan workshops to aid new players in setting up stalls without confusion. Popup Queue: To avoid popups like "royal tax increase" from interrupting visit mode, they are now queued and triggered after the player returns from visit mode, after around 1-2 seconds. Transaction Popup: When trading between regions, the transaction popup will now display over both trade buildings, depending on which is closer to the camera. Region Borders: Region borders will show under the cursor even if the camera is low, clarifying where region territory ends. Region Calculation for UI: Tuned how "current region" is calculated for the UI to make it more comfortable to build on the edge between two player-owned regions.
Crash Fixes
Fixed a crash when doing a sequence of livestock import, export, and import because "home" wasn't cleared properly during export, and the same animal was reimported. Fixed a rare crash if a handcart fails to spawn, likely if the trading post was built so that part of it crosses the map edge. Fixed crash on startup if OpenXr SDK is installed. Fixed a crash when deleting a building if there are pathfinding obstacles being verified (for instance, soon after loading a game). Fixed the player being able to reassign a family to another Region, which could crash the game. Bug Fixes
Gameplay Mechanics
Fixed victory status not resetting after starting a new game, leading to a game over screen not appearing if the player lost/won multiple games without turning the game off. Fixed crops dying in the winter instead of actually increasing yield by absorbing nutrients from the snow as intended for winter crops. Fixed oxen sometimes "ghost plowing" a field when they are waiting for their guide. Fixed plow and ox sometimes misaligned on 12x game speed. Fixed farm workers not accounting for oxen plowing the farms in some situations, leading to a lot of unnecessary collisions on the field. Fixed crop rotation unplowing the fields. Fixed disbanded mercenary group becoming immediately available again after save/load cycle. Fixed the trading post export transactions not moving regional wealth between the regions correctly if owned by the same lord. Fixed paused taverns fulfilling the entertainment requirement. Fixed attempt for never-ending fires if a fire was triggered after the building was already on fire. Fixed livestock sometimes being unaccommodated after order even though there is stable or pasture space due to being transferred to the region twice (once when buying and once when livestock merchant brings it to the building). Fixed livestock traders traded between on-map regions, possibly sometimes paying twice because the ownership changing function was called both on pickup of livestock and on dropoff. Fixed the game getting stuck on the game summary screen infinitely after winning or losing the game. Fixed "none" people populating the town after a raid sometimes who just stand around waiting forever and possibly crash the game while reloading. Fixed the employed traders going to trade points even though the trade route for the traded good is not opened yet. Fixed the farm workers moving to transport tasks early even though there is still plenty of crops to harvest. Fixed predicted yield not showing correctly in the field building panel. Fixed people not resetting rotation after dismounting. Fixed farming oxen not respecting work area limits. Fixed bandit camps respawning on loading because "lastBanditCampSpawnedDay" didn't save properly. Fixed villagers not setting up market stalls to sell their home produce like vegetables if they are unassigned. Fixed granary workers stealing ale from the tavern. Fixed livestock exports getting interrupted by sheep herd behavior. Fixed livestock trader job not triggering an import task when buying livestock from another region.
Visual and Interface Fixes
Fixed the blurry desktop icon. Fixed the save/load menu header not translating after changing the language. Fixed the front lighting not being visible in the retinue editor if bounced light approximation is turned to low or off. Fixed floating feedback text spawning during the cinematic mode. Fixed autosave triggering during the cinematic mode. Fixed the gilded aventail hounskull helmet appearing blurry in the retinue editor. Fixed the forest mask not drawing. Fixed the wrong yarn basket carrying animation. Fixed the wrong apple basket carry animation.
Economic and Resource Management
Fixed "storage full" triggering for wrong buildings sometimes (for example, sawpit having 1/1 logs). Fixed attempt for oxen bringing too many logs to the sawpit and crossing the storage limit. Fixed free merchants sometimes got stuck if a trading post was built so close to the edge that a portion of it was outside of any region bounds. Fixed horse wagon rotations getting a bit too wonky on slopes. Fixed a bug where a unit could no longer move due to being forever stuck in "waiting for pathfinding to finish" if another unit with a lower squadID got completely destroyed. Fixed traders not importing from on-map regions even though the price is better than buying from trade points. Fixed farm workers & farm oxen stealing planks from fields which are getting "fenced up." Fixed "homeless" problem banner not disappearing after upgrading homeless camp to a worker camp. Fixed animals not getting removed from stable space / pasture space after death. Fixed animal corpses not disappearing over time. Fixed a dirty fix for families moving into homes but not registering correctly and not displaying in the UI, leading to a "secret" family living in one of the burgage plots. The reason is still unknown and being investigated. Fixed wealth getting transferred when doing barter. Fixed bartering traders always return 1 item regardless of the barter value and carrying capacity. Fixed bartering traders packing too much stuff in their origin region when barter value is more than 1x. Fixed trading post exports not proceeding with transactions once the trader reaches the destination. Fixed multiple markets sometimes distributing multiple instances of the same good type to a plot, for instance, a single plot would "eat" 2 leather, leaving houses on the outskirts forever undersupplied. Fixed crop rotation to fallow causing farmers to harvest itemID_0, which was invisible in the UI and stopped supply dumps from being cleared because they were never considered as fully empty. Fixed farmers getting stuck in pickup-putdown handcart loop when multiple farms are used. Fixed unnecessary harvest data recalculations triggering in the winters. Fixed a bug with trading between regions where during selling items the wrong region would pay for the transaction. Fixed free merchants not applying the foreign import tariff when selling their goods to trading posts if another region was exporting the traded good for a lower price. Fixed trade wagons sometimes traveling with empty inventory. Fixed traders doing "major trades" even without an established trade route. Fixed workers ignoring storage filter settings. Fixed the "current year" always incrementing in January, regardless of the month the game was started in, also leading to the tax being calculated inconsistently [fix for new saves only]. Fixed market supply percentages not displaying correctly because it still accounted for uninhabited homes. Fixed a bug with workers not setting up market stalls if there are less than 5 families in the settlement. Fixed squad icons disappearing/flickering when disbanding certain squads. Fixed export price showing even though trade is locked because there's no trade route established and no interregional trade available. Fixed foreign market supply incrementing instead of decrementing when off-map trade was being done by trading post workers. Fixed disband/remove squad sometimes affecting wrong squads if multiple squads are selected when pressing "disband" or "remove". Fixed "Not enough funds for import" warning displaying even though there is enough. Fixed apiaries leaving invisible items in supply dumps after demolition.
Cosmetics Updates and Fixes
New Additions and Visual Upgrades
Added a new patron saint banner graphics: St Maurice. Added a carried dead body visualization. New upgraded retinue helmet variation: Pointy bascinet. New upgraded retinue body variation: Coat of plates. New upgraded retinue helmet variation: Hounskull bascinet with a gilded cover. New militia helmet variation - banded bascinet with a mail aventail. Reworked LV2 granary model with proper animated doors. Added new 6 "short" attack animations to reduce animation repetitiveness during combat. Added new "inch forward" battle locomotion animations which should greatly reduce the weird "wiggling" effect when groups push each other. Lady visit mode: If you pick the green lady portrait, the visit mode character should now be female.
Animation and Model Adjustments
Combat animation clean up. Made debris piles align to ground slope. Fixed the throw torch animation ending abruptly. Increased location precision for animals standing in the stables. Fixed the praying animation. Adjusted the two-handed weapon default idle pose to give it a more natural stance. Improved the precision for snapping terraforming meshes (like mines or sawpits) to ground. Made leaf clumps smaller and disabled the parallax mapping since it caused distortions and wasn't very visible anyway. Tuned field dirt UV wiggle to make those huge vegetable gardens players were making less wavy.
Fixes and Adjustments
Fixed the armor clipping through the leg of the upgraded retinue puffy sleeve upon body variation. Fixed some mail armor variants clipping with helmets on T3 militia units (militia mail will get their own unique variations soon). Fixed the wrong door orientation for LV2 cottage variation B (with a planked gable). Fixed the TAB building floater residential data not showing in 0.7.969. Fixed a potential bug when a family assigned to a smithy is unassigned while a family member is rallied, and the function that unequips their smithing aprons may, by mistake, unequip their body armor oand helmet. Fixed player army UI not getting updated after squad array changes because of non-player commanded units getting removed. Fixed recruit distribution sometimes assigning new militia recruits to an invalid unit
submitted by Joshh170 to GameGeeks [link] [comments]


2024.05.31 13:28 Matt_HoodedHorse [Patch Notes] Manor Lords Update 0.7.972

Howdy Folks,
I come bearing good news!
We're excited to announce the release of a new patch for Manor Lords, version 0.7.972. This patch is for all versions of Manor Lords: Steam, GamePass, Epic Game Store, and GOG.
Saves: We recommend you begin a new save to enjoy all the fixes and changes.
Mods: Please remove any mods you have before beginning a new save to ensure you can play without interference from an outdated mod.
Beta Users: If you have participated in the beta, remember to turn "betas" to "none" to access it.
To discuss this build, please join the official Discord server https://discord.gg/manorlords. You'll find a channel for discussing the ongoing pre_release branch.
Here is a link to Slavic Magic's Steam post for the update.
Full Changelog 0.7.972 Major Changes The King's Tax (or Annual Royal Tax, name undecided): No tax for the first 5 years, 1 Treasury per citizen after 5 years, 2 Treasury per citizen after 10 years, 3 Treasury per citizen after 15 years. In theory, it should slightly punish bad workplace optimization and make hoarding huge amounts of cash more difficult.
Currently, players can incur debt without consequence. In the future, failure to pay will result in losing the king's favor and eventually facing the king's army as enemies.
Global/Local Trade Switch for Trading Posts: Players can now switch trade to "local only" in the trading post for each type of good, allowing them to exchange goods between their own regions while ignoring free merchants. Two trading posts (one in each region) are still required to make this function work. Employed traders will prioritize traveling to the location with the best prices to commence trade, potentially including regions owned by other Lords. The transport distance factor is reduced to make it more predictable for players where traders will go (to the place with the best price). Regional wealth is still required to exchange goods between regions with a trading post to maintain regions as independent economic units, simulating a more realistic economy.
Gameplay & Balance Resource Management & Agricultural Adjustments
Economic & Trade Developments
Quality of Life & Infrastructure
Minor Fixes Trade and Market Adjustments
Optimization and Performance
User Interface and Accessibility
Crash Fixes
Bug Fixes Gameplay Mechanics
Visual and Interface Fixes
Economic and Resource Management
Cosmetics Updates and Fixes New Additions and Visual Upgrades
Animation and Model Adjustments
Fixes and Adjustments
Thank you for all of your continued feedback and reports through the beta patches. I hope you enjoy the update! Please share your thoughts and feedback on Manor Lords in a Steam review if you have a moment. It helps a lot!
Thank you for playing!
Greg Styczeń,
Lead developer, Slavic Magic
submitted by Matt_HoodedHorse to ManorLords [link] [comments]


2024.05.31 01:53 Academic_Package8602 How to transport things to the dorm?

Hi everybody! Those who transport things to storages during the holidays, tell me, do you take a taxi or do you know any other ways? I don’t have my own transport, and I’m not sure about the convenience of a taxi for transporting boxes and suitcases to the dorm.
(Thank you very much to everyone who responded, you helped me a lot. It’s a pity that I don’t have a driver’s license yet, and I haven’t made friends with anyone yet, since I just moved to Edmonton, but this will help me in the future. As for Cubs and Uber, I will consider these options. Thank you!)
submitted by Academic_Package8602 to uAlberta [link] [comments]


2024.05.30 03:21 Mysterious_Cat_1706 [FN] The Young Goblin

[Main Story] [1] [2] [3]
Firelight cast flickering shadows across the walls of the chieftain's hut. Gribble sat cross-legged on the dirt floor, his striking yellow eyes fixed on Chief Gnarltooth, his grandfather. The old goblin's deep voice rumbled as he spoke, wisdom gleaned from countless years leading the clan.
Gribble's unruly mop of black hair fell across his forehead as he leaned forward, hanging on every word. Tales of bravery, of hard-fought victories against rival clans. Of the challenges of uniting squabbling goblins under a single banner.
Chief Gnarltooth stood tall and proud, corded muscles rippling beneath green skin crisscrossed with battle scars. His long beard more gray than black now, but no less impressive. He gestured with a gnarled hand, a simple iron band encircling one thick finger.
The day would come when Gribble would wear that ring. When he would wield the chief's spear and lead the clan to glory. For now, he was content to learn. To soak up the wisdom of his grandfather, the greatest chieftain the goblins had ever known.
Grubnik ducked into the hut, a freshly-snared rabbit dangling from one hand. Gribble's father moved with the easy grace of a born hunter, green eyes sparkling in the firelight. He crossed to the hearth and set about skinning and spitting the carcass.
Gribble smiled up at him, heart swelling with love and pride. No one could track prey like his father. No one was kinder or more patient. When Gribble struggled with a new skill - setting snares, or fletching arrows - Grubnik was always there with a gentle word of encouragement.
Grubnik looked up from his work, winking at his son. His strong, angular features so like Gribble's own. He often said Gribble had his mother's eyes though. Mika's eyes.
Gribble's smile faltered. He had no memory of his mother, taken by fever when he was still a babe. But he had the stories. Of her gentle heart, her clever hands that could coax healing from plants and weave baskets so tight they held water. Of the way her amber eyes danced when she laughed.
Grubnik caught his son's gaze, his own eyes softening with shared sorrow. He reached out and squeezed Gribble's shoulder, rough palm warm through the worn fabric of his tunic. A silent promise. I'm here. You are not alone.
They both looked up at the sound of heavy footfalls. Grimrock shouldered his way into the hut, his bulk filling the doorway. Gribble's uncle had a flat, brutish face, with small dark eyes that always seemed to be glaring. A puckered scar ran down his right cheek, twisting his mouth into a permanent sneer.
Where Grubnik was lithe and quick, Grimrock was all brute strength. Cords of muscle strained against too-tight skin, his green hide crisscrossed with pale scars. He wore a shirt of scavenged chainmail, the dull silver links straining to contain his bulk.
Grubnik's eyes narrowed, but he said nothing. Just jerked his chin in the barest nod of greeting before turning back to the roasting rabbit, jabbing at the coals with a bit more force than necessary. Chief Gnarltooth watched his sons, ancient eyes unreadable in the flickering light.
Gribble's belly churned. He didn't understand the tension between his father and uncle. The dark looks, the weighted silences. He knew only that Grimrock seemed to resent Grubnik. Resent that he would one day lead the clan, as the eldest son.
Grimrock's gaze fell on Gribble, as if sensing his thoughts. His eyes glittered, hard and black as obsidian. His mouth curled into something that was not quite a smile, baring pointed yellow teeth.
Gribble looked away, skin prickling. He suddenly wished he was anywhere else. Out in the forest, practicing with his little bow. Checking the snares for rabbits. Anywhere but here, pinned under his uncle's cold stare.
Grubnik cleared his throat, drawing Grimrock's attention back to him as surely as if he'd shouted. He gestured to the carcass on the spit, fat sizzling as it dripped into the flames.
We'll be eating well tonight, looks like.
Grimrock grunted, moving to take a seat on a low stool near the fire. The wood creaked alarmingly under his weight. He leaned forward, elbows on knees, to watch the cooking meat. The orange light flickered across the hard planes and angles of his face, darkening the hollows of his eyes to pits.
Gribble hugged his knees to his chest, suddenly cold despite the warmth of the fire. His gaze kept crawling back to Grimrock, to the resentment simmering behind his eyes. A shiver walked up his spine, prickling the hairs on the back of his neck.
Chief Gnarltooth settled himself on a hump of dark patterned fur - a throne in all but name. He leaned his spear against the wall and started picking burrs from his beard, clever fingers flicking them into the fire.
Your snares are pulling in more meat than Raggok's, Grubnik. Old fool's like to chew off his own foot if you don't take over trapline soon.
Grubnik looked up with a crooked grin, eyes glinting with mischief. Aw, don't be too hard on him. He only caught his ankle the once.
Chief Gnarltooth barked a laugh, chest shaking with mirth. He slapped a broad hand against his thigh, the sound ringing through the smoky air of the hut.
Grimrock snorted. His dark glare was locked on his brother, jaw muscles working as if biting back words that wanted to spill out. His fists clenched atop his knees, thick fingers digging into the rough flesh.
Gribble watched warily, chewing his lower lip. He wanted to ask what was wrong. Wanted to crawl into his father's lap like he used to when he was smaller, to feel the rumble of his laughter. But something held him back - some animal instinct that said to be still, be quiet, don't draw attention.
So he sat, holding himself small and silent, waiting for the tension to break. Praying to the spirits that it wouldn't come to blows. Not again. The last time his father and uncle had fought, Grimrock sent Grubnik through the wall of the smithy. Grubnik walked with a limp for days after, though he never spoke of it.
The spit creaked as Grubnik turned the rabbit, the skin crisping to a rich golden brown. Juices dripped and hissed in the flames. Gribble's mouth watered at the rich scent, despite the sour tangle of dread in his gut.
Grimrock leaned forward abruptly, snatching the spit from its cradle. Grubnik opened his mouth as if to protest, but bit it back at a look from Chief Gnarltooth. The old chieftain watched his second son through narrowed eyes.
Grimrock tore a haunch from the carcass with his bare hands, ignoring his father's grunt of disapproval. He shoved the meat into his mouth and chewed noisily, grease smearing his chin. All the while his hard gaze never left his brother's face, as if daring him to say something.
Grubnik looked away, grabbing a wooden trencher and slicing off a portion of rabbit with quick, precise motions. He set it in front of Gribble with a wink and a rueful half-smile. Eat up, pup. Gotta keep your strength up.
Gribble accepted the food with mumbled thanks, eyes on his lap. He picked at it with his fingers, appetite withered under the weight of the icy silence. Across the fire, Grimrock continued to tear at the carcass, cracking bones with his teeth to get at the marrow.
They ate without speaking. The only sounds were the pop and hiss of the fire, the wet smack of Grimrock's chewing. Gribble forced down a few bites, each one a dry lump in his throat. Dread sank icy claws into his belly and squeezed.
When the last scrap of meat was gone, Grimrock tossed the splintered bones into the fire and wiped his greasy hands on his breeches. He leaned back, idly picking at his teeth with a sharpened nail.
Yer can't baby the boy forever, Grubnik. His eyes cut to Gribble, glittering with malice. Kid's got to toughen up if he's to be any use to the clan.
Gribble froze, rabbit halfway to his mouth. Shame and anger burned hot beneath his skin, warring in his chest. He grit his teeth and stared hard at his plate, willing his eyes to stop prickling.
Grubnik's hands flexed, knuckles standing out white under the green. His voice was tight and controlled, barely above a growl. He'll be a fine hunter. Best we've seen in generations. Got his mother's keen eyes.
A hollow barking laugh. Sure, could shoot a leaf off a tree. Still wet behind the ears though, ain't he? All them stories you been fillin' his head with. Glory and honor and that rot.
A snarl rumbled up from Grubnik's chest. He set his plate aside with exaggerated care and stood, body coiled with tension like a snake about to strike.
Gribble watched his father with wide eyes, heart thudding almost painfully behind his ribs. He wanted to cry out, to beg them not to fight. But his tongue was nailed to the floor of his mouth, useless.
Chief Gnarltooth stood abruptly, faded eyes flashing a warning. Enough. Both of you. His voice cracked like a whip in the smoky air, freezing his sons in their tracks. There was a mountain's weight of authority in that single word, honed by decades of leadership.
Outside, now. Gribble, stay here.
Grubnik and Grimrock filed out into the night, shoulders tight with resentment. Gnarltooth followed close behind, a silent specter in a cloak of shadows. The hut's walls felt flimsy as parchment in their wake, too thin to block out the muffled argument bursting to life beyond them.
Gribble hunched over his plate, appetite crushed to nothing. Shame still burned in his cheeks, Grimrock's words ringing in his ears. Baby. Weak. Useless. Each one striking with the force of a blow.
He knew he wasn't the strongest, or the quickest. Other goblin lads his age were already joining the hunting bands, learning to shoot and track with the warriors. But he was trying. He practiced every day with his little bow until his fingers bled. He set his own traps, treated the furs himself. He would make his father proud. Would prove himself worthy to lead the clan one day, as his grandfather had. He had to.
The shouting outside reached a fever pitch then cut off abruptly. Gribble held his breath, straining his ears in the sudden silence. A lone set of footsteps crunched across the packed earth, growing fainter as they stomped away. Too heavy for his father's quick, light tread. Grimrock, then.
Gnarltooth shuffled back in, looking older than he had only minutes before. New lines seemed to have been carved into the weathered map of his face. He sank onto his stool and stared into the guttering fire, shoulders slumped under a weight Gribble could only guess at.
Where's Da?
Gribble hardly recognized his own voice. Small and frightened, like a child half his age. He cleared his throat, embarrassed.
Gnarltooth sighed, ancient lungs crackling. Out walking. Grimrock too. Tempers are high, need to cool off.
He poked at the coals, sending up a burst of orange sparks. Gribble watched them dance and swirl like fireflies before winking out, thoughts still churning.
Gran?
A grunt.
Will Da really make me Chief someday?
Gnarltooth turned to look at him then, eyes clearer and more focused than Gribble could ever remember seeing them. He leaned forward, hands clasped loosely between his knees.
You got a good heart, pup. Just like yer mam. And that mind of yours... sharper than any blade. Grubnik sees it. I see it. Grimrock... he'll come around. But you gotta be strong, ye hear? For the clan. For them what depends on ye.
Gribble swallowed hard around the sudden lump in his throat. He nodded, not trusting himself to speak. His grandfather was not a goblin much given to praise. Every word was sincere, and all the heavier for it.
Gnarltooth held his gaze a moment longer, ancient eyes searching. Finally he nodded, as if satisfied with what he saw there. Get yerself to bed, pup. Big day tomorrow.
Gribble jolted, remembering. The hunt. His father and grandfather were to lead a band of warriors deep into the Wild Wood, to bring back a stag for the Winter Feast. A dangerous journey, but a great honor. Gribble had begged to go, but Grubnik had forbidden it. Said he was too young, yet. That his time would come.
Gribble scrambled to his feet, head full of snares and arrows and stealth. He paused at the doorway, looking back into the dimness of the hut. Gnarltooth still sat by the fire, a weathered green statue, eyes lost in dancing flames.
G'night, Gran.
The old goblin lifted a hand in silent farewell, gaze never leaving the dwindling fire.
Gribble slipped into the quiet of the night, a strange heaviness in his heart. Overhead the stars glittered like chips of ice, impossibly distant and cold. A sickle moon hung low on the horizon, as sharp and pale as a blade.
He walked with his head down, watching his bare feet scuff the well-trodden paths between the huts. All around the sounds of the nighttime village rose up - muffled conversation, a burst of laughter, a high thin wail quickly hushed. The soft clucking of sleepy chickens, the grumbling of goats. The homey scents of cookfires and pipesmoke.
It was all so familiar, as much a part of him as his own heartbeat. And yet some part of him whispered that it could all be taken away in an instant, as ephemeral as dandelion fluff on a strong breeze. Nothing was certain, nothing was safe.
Grimrock's face swam up in his mind, twisted with contempt. He shook his head to banish it, shoving into his family's hut with more force than necessary.
He checked that his mother's little loom sat safe in its corner, the half-finished cloth protected by a scrap of hide. His fingers trailed across the warp, worn smooth by the work of her hands.
Then he threw himself down on his pallet, pulling the blanket up to his chin. He squeezed his eyes shut and tried to push away the day, the fears that wanted to rise up and choke him.
He prayed that the hunt would go well. That his father and grandfather would return with a stag to feed the village, horns held high in triumph. He would not let Grimrock's darkness poison this, would not let it plant seeds of doubt in his heart.
Gribble pressed his face into the musty furs and dreamed of a day when he would make them proud. When no one, not even his uncle, could look at him and see anything but a strong leader. A chieftain to lead the Bloodfang Clan to greatness.
He fell asleep with that dream held tight to his chest, a fragile flame against the darkness of the night.
Dawn came gray and cold, pale light filtering in through the drawn hide window. Gribble startled awake, heart thudding behind his ribs. For a moment he couldn't place the unease that clawed at his belly, the dread that sat heavy on his chest.
Then he remembered. The hunt. His father and grandfather would be leaving today.
He scrambled out of bed, bare feet slapping the packed-dirt floor. Da, wake up, it's-
But the hut was empty, Grubnik's pallet cold to the touch. Of course. They would have risen long before the sun, to make the most of daylight.
Gribble grabbed his tunic, yanking the rough fabric over his head. He hopped on one foot and then the other, cursing, as he struggled into his breeches. If they had already left... but no, they wouldn't go without saying goodbye. They couldn't.
He burst out into the watery light, stumbling a bit on the raised threshold. The village was already stirring, the smell of cooking fires wafting between the huddled huts. Women with baskets hurried toward the foraging grounds. Children dashed underfoot, their laughter high and thin in the chill morning air.
Gribble dodged around them, heart pounding as he ran for the central clearing. Hunters gathered there before heading out, sharing bawdy jokes and boasts over their bows and spears.
Please still be there. Don't go yet.
He rounded the edge of a storage hut and skidded to a stop, heart in his throat. The clearing stood mostly empty, save for a few wizened goblins passing a pipe between them.
His gut sank, a sick twisting emptiness that threatened to crush the breath from his lungs.
Gone. They were gone. Without even a word.
He stood frozen, mind refusing to push forward into a day without their presence. The sudden realization that for the first time in his life, they would not be within the gentle circle of the village's palisades. That he could not run to his father if he scraped a knee or caught his hand in a snare. That he would not hear his grandfather's gruff bark of laughter when he made a clumsy joke over dinner.
The emptiness in his chest yawned wider, a dark gaping maw that threatened to swallow him whole.
As if in a dream, he turned and wandered down the meandering path that led to the village gates. He came to the edge of the wild wood, ancient oaks towering overhead, their trunks lost in the mist that pooled between them. His mind spun a dozen ways they could be hurt, a hundred dangers that might keep them from returning home.
He shook his head, grasping for the steadiness his father always seemed to wear like a cloak around his shoulders. He would be strong. He would make them proud. There was much to be done in the village, much he could learn from the elders in their absence.
With a last look over his shoulder at the forbidding wall of trees, he turned back toward the huts. He would check his snares, and oil his bow, and help with the smoking of the fish. He would keep his hands busy and his mind full, and pray to the spirits of wood and wind to guide his father and grandfather home safe.
Days passed, each one bleeding into the next until Gribble stopped counting sunrises. Every morning he scrambled to the top of the palisade wall, scanning the treeline for familiar shapes. Every evening he tossed in his bedroll, ears straining for the sound of feet crunching up the path.
But none came.
Gribble threw himself into the work of the village, as if by grinding himself down to bone and sinew he could push away the fear that gnawed at his gut. He checked traplines, hauling the small carcasses to the skinning sheds. Helped the village elders mix medicines and poultices, grinding herbs until his hands cramped and his eyes stung. Practiced with his bow until his fingers cracked and bled, ignoring the pitying glances from the other young hunters.
All the while, the village churned with rumor. Women whispered behind their hands as they gathered firewood. Men huddled around the evening fires, voices low and urgent as they stared out into the night.
What if they fell to cave lions? Or the mad hermit that was rumored to stalk the eastern reaches of the wildwood, killing any goblin that stumbled across his path? What if they starved, or froze, or were taken by the elves that sometimes crept from the high reaches of the mountains?
No one said it too loudly, but Gribble could see the question behind their eyes, in the careful way they avoided his gaze. What if they weren't coming back?
He shoved the thought away, burying it deep where it couldn't cut at him with vicious claws. He would know if something happened. He would feel it in his bones, in the deepest corridors of his heart.
But as days became weeks, the sliver of stubborn hope he carried began to fray and tear, threadbare under the weight of cold reality.
Grimrock lorded over them all, settling into the camp chair outside the chieftain's hut as if he'd been born to it. He spoke of new rules, new orders for the guards and hunters. Scowled at any who dared question him, hand resting on the bone-handle of his knife.
Gribble avoided him, unwilling to face the triumph that glittered in his uncle's eyes whenever they landed upon him. He knew, with a sinking certainty, that Grimrock had gotten exactly what he wanted. The leadership of the clan, the power that should have been his brother's. It was only a matter of time before he made it formal, before he took the chief's spear from above the mantle and named himself ruler.
The thought made something small and fierce burn in Gribble's chest. A stubborn coal of anger that smoldered and hissed, sharpening his grief to a cutting edge.
It was near a month before Gribble faced it, the knowledge sinking its fangs deep into his heart and refusing to let go.
They weren't coming back.
He sat beneath the towering oaks at the far edge of the village, their leaves whispering mournful secrets overhead. The wild wood stretched out before him, misty and impenetrable - a dark sea of twisting trunks and reaching shadows. It had swallowed his father and grandfather whole, never to spit them back out.
Scalding tears burned down his cheeks, dripping from his chin unchecked. His shoulders shook with the force of holding back sobs, each breath tearing at his throat like shards of broken glass. The pain of it threatened to shatter him, to break him open and spill his guts across the forest floor.
He fumbled at his side until his fingers closed around the small carving of a wolf - his father's final gift, pressed into his hands the night before the hunt. He clutched it to his chest, its edges biting into his palms until a dribble of blood ran down his wrist.
Not alone, his father had murmured, cupping Gribble's face between rough, calloused palms. Never alone, pup. No matter what comes.
But that was a lie, wasn't it? He was alone now. More alone than he'd ever been in his short life.
Gribble hunched forward, shoulders bowed under the weight of his grief. His tears fell onto the little wolf, darkening the cherrywood, the tang of blood sharp in the air.
He let himself cry then, silent and shaking in the shelter of his oak tree. Let the sorrow and rage boil through his veins, hot enough to scorch. Let it sink its teeth deep into the meat of him and shake, worrying at the wounds until they ran red with memory -
Each one a shard of glass beneath his skin, embedding themselves so deep he would never dig them out. he would carry their weight, the aching absence of them, for the rest of his days.
But even through the haze of pain some stubborn spark in him whispered no. this could not be the end of it, the final note of their song. they had not raised him to lay down, to let his loss carve him hollow.
His father had taught him how to set his jaw, square his shoulders against the weight of the world. his grandfather had shown him that true strength lay in standing back up, no matter how many times you were beaten down.
Gribble clutched the wolf carving tighter, his knuckles straining white through the green. tears still spilled over his cheeks, but slower now, the first torrential flood ebbing to a trickle.
He would live, for them. he would grow, and fight, and one day lead, as they had wanted. he would keep their memory burning bright in his heart, a torch against the darkness. he would not let their lives, their lessons, crumble to bitter ash.
The sun dipped below the towering oaks, shadows unfurling across the loam. gribble straightened, every joint protesting. his eyes felt raw, swollen, his throat scraped clean. but beneath it a small ember of resolve took light, steadied by the weight of the wolf in his palm.
Gribble stood, brushing the leaf mulch from his breeches. he looked into the wild wood, at the twisting labyrinth of oak and shadow that had stolen his world.
I'll make you proud, he promised the waiting dark. I will be everything you taught me to be. everything you saw in me.
He tucked the wolf into his belt pouch, its slight weight a comfort against his hip as he turned back to the village. back to the huts and fires that seemed dimmer now, faded without the light of his father's smile, the warmth of his grandfather's laughter.
The days ahead would be hard, gribble knew. grimrock's shadow loomed, dark and hungry. the losses that gaped within him would never fully heal, not truly.
But he would endure. he would remember. and he would grow into someone who could bear the weight of his father's bow, his grandfather's spear.
He could do nothing less, to honor them. to keep their light alive, even as the rest of the world moved on, forgetting.
Gribble sought his bed as true night fell, his limbs aching and heavy. he thought of his father's hands on his shoulders, his grandfather's steadying gaze, and let their shades soothe him into sleep.
Tomorrow would come, as it always did, and he would face it. at first it will be just one day, without them. then two. then a season, a year.
Time would make strangers of his memories, wearing away at the keen edge of loss. but he would still carry them, faded but cherished, in some quiet corner of his heart.
A piece of his foundation. his history. it was their final gift to him, as valuable as his father's bow or grandfather's spear.
He would make it enough.
submitted by Mysterious_Cat_1706 to shortstories [link] [comments]


2024.05.29 15:34 jcmeadow8189 Workers Stopped Moving Lumber to my 3 Charcoal Pits. Everything fully staffed.

Can anyone help? My workers Stopped Moving Lumber to my 3 Charcoal Pits. Everything fully staffed but energy is now running out for no reason. They are still moving to my firewood fuel provider but not to charcoal and the storage is pretty full at each Lumber mill.
submitted by jcmeadow8189 to ManorLords [link] [comments]


2024.05.29 00:35 Tigerdragon180 Anyone else have odd peasants?

First off i love the game, but ive had some odd peasants lately. First group is 4 peasants whovjust hang out around my church. At first i thought they were the familes of my 4 retainers who died.....but i realized they have families....for a bit they complained they were homeless, now every winter all winter they complain their freezing to death despite having homes, where theit families have firewood and are happy. I cant find any rhyme or reason they just hang out there....not eating, not working....thinking they might be really crappy ghosts or boring vampires at this point.
Next odd group is a house at the end of the road. Last one on the outskirts....for ehatever reason no matter how overly abundant food i have, they refuse to eat. Like i had more bread than invidivudual peasants sitting in thevmarket and they still refused to get food. I made a market across the street, it had stalls, yet they still refused to get food....they never died but will constsntly complain im not feeding them, yet they will go get a drinkbof ale and everything else, even firewood, but noooo they the lord to come put the food inbtheir peasanty little mouths....truly horrifying.
Last one is my militia.....id equiped all of them with chainmail, then started to produce some gams to send to a new villiage....except my idiot peasants started replacing their chiny chain mail with the stupid cloth armor! I get its one or the other but i dont even know what they did with the chain mail....its not in storage....its like they saw cloth armor and just threw out their good solid metal stuff....starting to think they want to die....maybe i shouldnt hsve made them live off of meat and some berries for like 2 years....
submitted by Tigerdragon180 to ManorLords [link] [comments]


2024.05.27 20:20 stayworkways Shed lean to

Shed lean to
Fixing up my shed and wanted to add a lean to for firewood storage. Paint and roof next. Almost all reclaimed/scrap lumber.
submitted by stayworkways to DIY [link] [comments]


2024.05.27 10:06 Rubrdukiee 4K Firewood but only 91% Coverage

I have 6 large storehouses near my marketplace, all together I have over 4K firewood sitting in them.
I can never get it to 100% coverage, I look through my firewood stalls and see that most of them are empty. Then I start to get angry about lazy peasants and really start to feel like a feudal lord.
Are my storage areas to far away from the marketplace?
Do people assigned to storage only set up stalls for what’s actually in THEIR storage?
I really wish we could just assign people to be gophers.
submitted by Rubrdukiee to ManorLords [link] [comments]


2024.05.26 15:54 ThisWeeksHuman (Beta) Late game: All storages overflow, too much stuff.

I've managed to set up some very efficienct regions but they produce much more than I can possibly sell. I don't want to build infinite storehouses but I also don't like the constant notification spam from full storages. The notification spam also creates lag. I've got firewood and food for a decade for several hundred people. Of course I could attempt to lower production by making more fields fallow, tearing down house extensions and unassigning workers but that would mean i eventually run out of stuff so I'd have to constantly check back in and balance production. I wish the game allowed you to set a cap for production such as max 2000 vegetables. And anything above that would just vanish or not be produced. Currently when things overflow they start to ignore the advanced settings for storehouses so one very abundant resource can over time clutter up all your granaries or storehouses.
What would you do?
Im ignoring it for now and just let things overflow but with more and more regions the notification spam and lag from it gets worse and worse
submitted by ThisWeeksHuman to ManorLords [link] [comments]


2024.05.25 23:32 FreekusAurelius87 Experimental branch: extreme difficulty playthrough, tips and feedback

I love the game and I cant wait for everything still to come. These are my tips and findings (cheeses, bugs, feature requests) after my extreme difficulty playthrough (all settings incl baron on max difficulty, high demands, no resources or equipment, aggressive baron, etc)

Start

Yes you need to restart until you have a rich iron deposit. Fertility is great but rich berries or rich hunting ground also works. Rich clay and stone are practically useless, especially stone . Clay can be useful for a second or third region to trade
You can relocate the hunting ground/deer location by placing a free hunting camp in the area of the deer , they will immediately pop to a new location. Do this so that your berries and deer are close on one side so you can safely cut trees on the other side (needs rework/cheese)

Building order

Immediately build logging camp, and hunter camp. Assign 3 workers to logging camp. Build market and well. Assign worker to hunter camp. Build sawing mill, woodcutter, stonemason, tannary. Assign 1 to stone until you have enough for church (10 I think). Assign one log worker to sawing mill, when completed. When you have enough logs for 5 burgages (10), church (5) and 4 for 20 planks so 19 total remove the last worker from log camp. Remove the sawing mill worker when you have enough planks (20). By now you should have 1 worker in tannary, 1 in hunter camp and 1 in woodcutter - with three necessary market stalls. Build 5 burgages with the other two workers (or start a bit sooner if you still need a few planks or stone with the other worker, just not too soon). As soon as all burgages are done immediately build church, you should have two free workers because you already have all materials. When done , assign to log camp, build forager and a sixth burgage plot. Then assign the last worker to forager when done and you are setup for success, wait for growth. Switch log/sawing mill/stone worker around (the other 4 are "stuck") a bit so you can build Manor asap. Build two large double burgages for veggies next (build extension once you have regional wealth a bit later)
Wait with upgrading to level two for a long time (I believe >40 families), you need all the workforce (see farming). Make sure you have mead, upgraded church and 3 food sources (berries, veggies and some meat/eggs/bread). So you need to have the whole farming thing working . First level two should be brewery followed by cobbler to fulfill needs. You dont need militia early on (merc up and use retinue)
Have around 8 single burgages and save their backyard for artisan extensions later. The rest chicken coops (~60%), veggies (2 large ones, few more midlate game) and the rest goats. Never need apples, you can easily get enough berries, meat, veggies, eggs and bread.
Settlements in 2-3 more regions , esp if you dont have high fertility boost one region to export barley . You need the regions for additional retinue. Building order is the same, but you dont need a stonemason early on (you start with stone). Rush Manor for retinue after church and housing.

Specialization points

Both trade specializations still feel must haves to me, especially if you need to import barley. If you picked rich iron, as you should, you need deep mines. Iron is your way to money. last two points go to armor making to upgrade your militias and provide another source of iron income.

Making money

Early on start exporting planks. But my main tip is to build a bloomery and smithy quite early. In this way you can make tools without needing to upgrade your burgages to level 2 (high demand = low approval = low growth). Export tools and grow families fast thanks to high approval (all level 1 up to >50 families). Once you have artisans and your first militia export Spears (cheapest to make) and small shields (cheapest to make). Once your main settlement is big enough and you have enough money, use tax wisely to boost your treasury when needed

Trade

Trade feels right to me. Remember you can export many routes without opening cost (just click export) [tip]. This is especially useful early on to start trade soon (planks, firewood, stone). Opening trade costs is not really expensive anymore , but still makes you think twice because of the lineair scaling costs. Which is fine I think. Pack stations actually work quite well!!

Royal taxes

are too low and late. They come in late in the Experimental branch, I think a bit earlier would make it more impactful especially if there will be other mechanics connected to it (like Royal favors). By the time they kick in, its easily manageable. I think a lineair scale, increasing Royal tax per year something would make more sense - like 0 per family in year 1, 1 gold per family in year 2, 2 gold per family in year 3 (double for lvl 2, triple for 3) etc. Up to a max at year 5 for example. (balancing suggestion)

Storage

Over time you need more specialized storage. Whats really annoying is that of you tell a storage it can no longer store a certain good, it still wont get picked up or carried away. Meaning for example if you started with 1 storage for both cloth and firewood stalls and you want to split them, you cant get the firewood or the cloth OUT of the storage without waiting for stalls to empty storage. Would be a nice change of storage workers from other storages would get "orders" to get rid of the unaccepted goods from other storages if its accepted in theirs (feature request)

The baron is broken

Not unbeatable, but just weird: - started with 5 Bandit camps (extreme) and the baron immediately spawns a massive army, almost impossible to get a Bandit camps - you need to go for Manor asap so you can snatch a camp while the baron beats the troops (cheese/Missing feature) - militia is slower and need level 2 burgage which will lead to unmanagable disapproval on high demand setting - it is possible to beat a Bandit camps with 5 retinue, make sure they are not fatigued (dont run), have them on higher terrain (need some luck here). Start with defensive and when you have high ground buff push - Baron still claims territories way too fast , first three claims are almost impossible to contest because it does not matter if its beginning or end game he will spawn the same army - always contest, just to slow him down - it takes 90 days for him to win which is way slower than allowing the claim to succeed. Which is weird (cheese/Missing feature) - if you are in a place to contest and fight (merc up after some luck with Bandits and tax) , always use that moment to claim his territories. One time I fought him once but won three territories around the same time. (Cheese/Missing feature) - if multiple things happen at once (like above) things get bugged. Bandit army spawned when he just spawned his army for a battle and the troops got stuck at the map border (bug)

Farming is still meh:

Random

Thanks for reading I hope this helps
Edit: formatting
submitted by FreekusAurelius87 to ManorLords [link] [comments]


2024.05.25 14:30 simicboiuchiha How to optimize a far away mine?

Hey all, newish player here, I have been playing for about a week now, and I love it. The farthest I have gotten so far is about 600ish population, and the bottleneck I seem to keep finding myself running into is at some point my efficiency starts to plummet exponentially whenever I try to start mining something.
Even If I set up my town center close to a resource like a clay deposit, eventually I need sand, iron, or whatever else. Usually, this is far as fuck away from the town center. Which sucks, but I have to get it somehow, and trading for it doesn't seem like the way to go long term.
I cant get my miners to stay there and mine. It always says they are gathering ore, but they hop into the mine for 10 seconds, then walk all the way to the other side of the town to get firewood for their home or whatever else. Whenever I check the time spent breakdown, even if I have all 8 slots for miners occupied, the "working" percentage is always 0%, while transferring goods and basic needs are like 80%/20% respectively.
I've watched some videos and looked at posts and tried several things out, and nothing really seems to fix it so far.
I have tried:
Setting up a temporary shelter by the mine- I have now learned that all that that really does is make the wagons go and put food into it, and then all of a sudden the ENTIRETY of my town comes to the temporary shelter 100 miles away to grab like 4 stacks of raw meat that a nearby hunter put there. The miners never occupy the shelter, only during harsh weather, and even then, when the harsh weather is over, instead of going back to work like they SHOULD do, they go back to their house.
Setting up a wagon shop by the mine- I have tried this with just the wagon shop there and with a temp shelter there as well. This doesn't fix the issue. With the temp shelter there it just stocks the shelter with food instead of delivering the ore. Without the temp shelter if I set a specific quota on the good it seems to behave somewhat, but it doesn't contribute to the working percentage at all.
Setting up storage next to the mine- This just leads to the problem of the main town now flocking to the mine for no reason.
Setting up literally a whole ass town next to the mine- I figured if the miners wont stay in the temp shelter, I will just put their houses right next to the mine. Well if I do that, then they travel back to town for food and firewood. If I set up a firewood splitter and a root cellar, then the entirety of my main town GOES TO THE MINING TOWN TO STEAL THEIR FOOD
The game says that if there is too much time spent transferring goods, then "my manufacturing or storage might be too far away from the work area", but I really dont get how im supposed to scale this beyond the very early game.
Typically when setting up my towns, I cut the map in half, put all the residential stuff and desirability shit on one side, then I put the industrial side and the storage on the other half of the map, and this works perfectly up until about 400ish population for me.
Am I missing something?
Any help or advice with optimization for all this would be great.
submitted by simicboiuchiha to FarthestFrontier [link] [comments]


2024.05.22 04:06 Junior-Finance6320 Is this container safe for rain collection?

I've decided to run a rainwater collection system to allow my vegetable and fruit garden to run off of free water. It's absolutely massive. It's an old 250 gallon cube shaped hdpe plastic container thing in a metal frame that was used to hold paint. That's where the question starts.
This crate thing (edit: IBC) held waterbourne road striping paint, the kind that is used to paint the white stripes onto roads, which the label warns causes organ damage and can cause cancer. Despite washing it out with soap, I couldn't get the entirety of the paint out. HOWEVER, would this be safe for plant watering if I made sure whatever leftover paint dried out completely? Would eating the plants watered with the water stored in this expose me to those chemicals, or is it pretty much a non issue as long as I make sure everything dries and off gasses and not directly drink the water?
Edit: Would pressure washing the inside with soap to blast all the paint out work here too? Assuming of course I only water with it and don't drink from it.
Edit2: I have decided to build the collector anyways, and after pressure washing it use the water just to water non edible plants that don't need the cleanest water.
Edit3: I'm just going to turn it into a firewood storage shack or a doghouse or something. Since there's not a ton of paint, I could probably spray paint it over and store stuff in there or coat it with something to seal off the paint and make it safe for my dog to hide out in.
submitted by Junior-Finance6320 to homestead [link] [comments]


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