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PushTheWinButton

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Everything posted by PushTheWinButton

  1. Yeah, I've since realised the quality drop might be significant. I've decided it's probably better to get a larger monitor that has a 2560x1440 resolution. It can be expensive but I've managed to find a decent one that's within my budget. Connecting my consoles will be easier then I thought - now I just need to decide which one to take. The increased desktop space will be useful for my uni work anyway - oh, God, the thought of all those reports...
  2. Yes - I know displaying a PC on a TV is just plugging a HDMI cable into it, however I'm more interested if there's any discernible difference between the two for my purposes. I've been looking at getting a new monitor with speakers to replace my current 24'' PC monitor for some time. First, I want an increase in screen size, and secondly I don't want to use my current PC speakers anymore. They're old, hefty, and annoying to lug back to university during term. Another major reason is that I want to start using my monitor to play games consoles on - and having speakers built in simplifies this. That said - I know the process is straight forward for the newer consoles that support HDMI, but I also like to play slightly older games from the PS2 or GameCube - and these are more annoying to connect. Even though I have a decent rig, I hardly play any PC games aside from Bethesda RPGs - any competitive games I play on console because that's what my friends use. Basically I want a single display for all of them, however that doesn't mean that I'm willing to compromise PC display quality too much as I have to spend a lot of time at my computer for modding, gaming, and work. Anyway, to cut a long story short, I'm considering getting a small TV to use as a display for my PC, so that I can also have an easier time with the consoles. I'm not that knowledgable about hardware and refresh rates, etc, so I was wondering if anyone can help me with this. Does anyone know if this is a good idea or not? What are the major differences I'd be looking at between monitor and TV? Of course, I'm only looking at 1080p, LED, 27''+ in both cases. It's also probably worth mentioning that I don't watch TV at all - haven't for years now - so I'd be buying for the sole purpose of using as a display for my PC and consoles. From my research, TVs are generally cheaper, and usually come with all the connections I need in terms of consoles. They also have built in speakers which can be rare in PC monitors (I know I'd probably be dealing with an audio quality loss, but I plug a headset directly into my PC when I care about sound and my old speakers could always be plugged into my PC still). However I've read that monitors have a better response time, though I've also read that this is overstated in most cases. Anyway, I'd be really grateful if anyone can offer some insight into the differences to help me choose. Thanks.
  3. House is the most able and qualified in my opinion. He seems to have it all worked out, and I feel sort of bad when I try to break the mold and have to kill the guy. Yeah, he's and autocrat but he doesn't show any signs of tyranny or bad intentions, and well - he saved Vegas so I think he has his foot in the door when it comes to governing its future. But to answer your question, NCR comes last on my list of preferred factions. In my opinion the Pre-War sources in the Fallout universe seem to portray that style of governance as the beginning of the downfall. I have a feeling that the writers want to suggest that the rip-it-up-and-start-again effect of the war may have been a good thing in some ways. I've always thought that many people preferred them, though. They seem like the de facto choice for everyone who doesn't buy into the philosophical aspect of the story and just sides with the good guys.
  4. So I've been sitting on an alchemy overhaul for well over a year now - today I had the compulsion to put the finishing touches to it but I'd like some advice on a few things. The mod is finished, complete with perk alterations, tutorials and the like, and unlike most of the mods I make for Skyrim, I'm actually considering releasing this one. First let me go through what it does. I made the mod because I didn't like the clutter-y nature of vanilla alchemy - you basically horde a tonne of ingredients, for which you more or less have to follow a guide to painstakingly discover all the effects, then you craft a sh*t tonne of potions in order to level the skill meaning your inventory is now full of loads of potions of different magnitudes and effects. In addition, all the potions the player makes have the same model and name, which I don't think meshes well with the cool looking and varied potions that can be found in dungeons. Also, potions were way too valuable. So basically I had several goals: Decrease the volume of potions the player has to deal with;Rework the vanilla alchemy brewing system to produce the vanilla potions instead (e.g. craft potions of Minor, Plentiful, and Vigorous Healing instead of "Potion of Restore Health");Thoroughly re-balance potion value and effects. This may sound similar to Chemistry - An Alchemy Overhaul, and it sort of is, but I wanted it to be more simple, expandable, compatible, and mesh better with the vanilla game. Basically, when you use an alchemy lab, you have 5 options: Brew - craft stock potions using essences and Pure Water. The strength of these potions scales with the Alchemist perk. An exmaple: With Alchemist perk level 1 you can craft a Potion of Healing with 2 Essence of Restore Health and 1 Pure Water. If you have Alchemist level 2, that becomes a Potion of Plentiful Healing for the same ingredients, and so on. Boil - boiling produces Pure Water from various items. Drinks, some food (soups, etc), and other potions can be boiled, and produce 1 to 2 (random chance dependent on Alchemy skill) Pure Water. Pure Water can also be found in alchemist satchels, etc, and bought from merchants. The purpose of the Pure Water requirement is to allow the player to recycle weaker potions, and also to limit the amount of potions that can be crafted (to combat the mass production which you can achieve in vanilla with the right ingredients and the Hearthfire planters). Refine - refining is how you produce essences. You mix multiple ingredients to produce Compounds which are immediately broken down to essences on crafting. The essences are added to you inventory but are non-playable, meaning you can't see them and so they don't clutter your inventory. Basically this re-skinned vanilla alchemy - the potion models have been changed to look like void salts and their names have been changed to compounds. Therefore you're still free to experiment and discover new effects. An example: Wheat and Blue Mountain Flower produces a Compound of Fortify Health. When crafted this immediately adds an Essence of Fortify Health and an Essence of Restore Health (the two effects of this ingredient combination) to your inventory. Craft - this option is basically a Smithing style crafting interface where you can craft several other alchemy related items, like Powdered Mammoth Tusk, Bonemeal, etc. I plan on fleshing this part out with exotic alchemy recipes like transmutations and stuff of that nature. Cancel To boil it down (pardon the pun) Step 1: Refine essences; Step 2: Boil water; Step 3: Brew potions. The potion values have also been meticulously standardised (seriously, I have a tonne of spreadsheets) and their effects have been balanced including buffs in most cases. What I wanted to know is: is this understandable? I've tried my best to simplify every aspect of the mod but trying to circumvent the vanilla system isn't an easy task. Secondly I was wondering if anyone had any ideas for how I could expand any of the concepts I've mentioned - stuff like new perk effects, potions, and crafting recipes. And before anyone mentions it, yes I know Complete Alchemy and Cooking Overhaul exists. It's a fantastic mod, don't get me wrong, but I doesn't tackle my issue with inventory clutter. My mod also aims to fit in more with the vanilla game and add less new features.
  5. The claim you're referring to was made by the Vote Leave campaign, not the Leave.EU campaign led by UKIP Leader Nigel Farage. That doesn't constitute "everything" and is not even categorically untrue, as Vote Leave was headed by cabinet ministers who may say different to Mr Farage. EDIT: I'd also like to point out that the Remain camp made several untrue statements, such as the need for an emergency budget, the inability of the bank to cope, and (the most outlandish) armed conflict in Europe.
  6. My Twitter feed has been comical, SWJs thinking they're experts on the market, people complaining that a referendum is undemocratic and merchants of doom who think the world has ended. I like how it's only undemocratic when it doesn't go their way. Once again its those people who are causing further divisions with their doom and gloom - by throwing the toys out of the pram and refusing to accept the results.
  7. Voting leave has almost been justified by the shear hilarity in my uni's YikYak feed - they've been calling for riots :laugh:
  8. Ooooo - a can of worms has been opened (though, I'm not really disagreeing with you). Yeah, we have to be honest with ourselves here - there's very few games which pull off amazing story. The main purpose is for them to be fun - that's FACT, and that's what also sells the game. My favourite games are the Zelda series, which are probably the best examples of games where gameplay is foremost, and the story fits neatly around it. I assume that's exactly the way Bethesda intend to do things too, which is why we get what we get. Of course story has to be passable, but by no means impressive.
  9. NV's story > FO3's >> FO4's. Let's be honest, Bethesda have never been to great with story in their games, though. Obsidian have it down to a tee, although the gameplay isn't quite as tight in NV as FO3. It's not bad, just it's clear that Obsidian weren't as experienced with the engine, especially from all the leftover content in the .esm from development. And back to the OP: you must never have been caught up in the hype for a Beth game before - misinformation and disappointment are part of the package. Todd is infamous for his salesmanship (watch the Oblivion E3 footage).
  10. I'm almost certain that perk entry points don't apply to anyone but the player. I say this because none of the original game's companion suite effects actually work, and I've had trouble adding the light step effect to companions in the past, too. What confuses me is that the ED-E from Lonesome Road doesn't set of mines, and the only reason I can see is that it has a Light Step perk. I may be completely wrong, but this is just my experience. I've not tried the GetIsID condition on many of the entry points, however, so that might work.
  11. This may or may not be of help but my NVR and JSU mods have a very similar but simpler script which detects scopes, in order to ignore or revert changes to FOV. You're free to use that and simply edit it to change mouse sensitivity when appropriate instead. I'd also recommend adding the code to enable and disable the sensitivity change to a UDF and just call that instead of repeating the same lines at different points in the code. If you want the script to apply to controller users, it may be a good idea to use JIP's GetPCUsingIronSights instead of detecting the control.
  12. I'd go for a fancy scripted solution which wouldn't use levelled lists but instead check an actor or container's weapons, roll a 5% chance in each to be legendary, then replace the items accordingly. Then again I'm me, so I would do that. But no, your only simple option is to go for a levelled list with the 1 in 20 ratio in order to result in a 5% chance of a legendary. You'd also need to make a "Cond" levelled list for each legendary weapon, and use that when making the weighted list, so that they have varying condition when they spawn, too.
  13. Option 3: Mod Organizer. Isolated mods;instant installs/uninstalls;manage asset priority;profile dependent mod lists, save games, ini files;in-program file management (so you can even install mods that authors haven't properly packaged, without messing with archives);BSA file management;other stuff;oh, and it does everything the other managers do.'Nuf said. FOMM is very outdated. NMM is a good stopgap if you can't be bothered to put the effort in to learn MO - that's the field as it stands, in my opinion. The only downsides I can think of is that it can't handle OMOD files (though only OBMM can do that properly anyway) and it doesn't support Morrowind or FO4 yet (the alpha version does, though).
  14. Oops... x2 Thanks for the heads up, I think one of my mods may be affected by this. I'll release a quick fix.
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