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RustyXXL

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Everything posted by RustyXXL

  1. Either use the Console or the Pickpocket perk (rank 3 or 4 or something like that) that lets you steal peoples cloth...interestingly Beth lets you steal the cloth, but not take them from any npcs...^^
  2. Heyho For various projects I'm currently working on, and that are in various stages of completion, I am looking for reliable alpha- and beta testers. First a few important notes (in pseudo-random order): As my primary language is german, and a lot of my friends are german, you should be aware, that you will encounter people that you might encounter people that either can't or don't want to speak english. While I myself prefer using english when modding, I won't force my friends to do the same. However I will be posting everything in both languages or just english from my side, and I will be encouraging everyone to use english.A Teamspeak server for quick Voice communication is available. I can create a seperate channel for my modding needs, and if the need arises, a dedicated modding channel may be possible. However, this is also a german Teamspeak, and pretty much everyones primary language is german, and not all people want to speak english on their own TS. So don't expect to being able to just hang on this server to much for anything else than just modding needs. (although you are invited to do so anyway, if you so desire :wink: )Files to test will be posted on a dedicated ftp server, and I will be posting about them on a seperate web service. With this service I will be able to occasionally check activity. This is not to force you to be active every day. Most of the time you will have more than enough time to react. This is a Hobby for me, and I don't expect this to be more for you. However, I do need feedback in a somewhat reasonable timely fashion, especially as sometimes progress on that project may be dependant on it.You need to be aware, that sometimes the projects may be in very unfinished and/or buggy states. Most of the time the versions I will post are not meant for a normal play through, but only for testing. Anything may corrupt your savegames. I try of course to make everything as stable as possible. Please don't apply, if you are only looking to get your hands on mods early. Only apply if you have fun testing things out, and getting involved early in mod development.Last, but not least, I expect you to be able to install mods properly. Some mods may depend on others etc, and while I'm always trying to help, I don't want to be explaining this over and over again. Also how am I supposed to believe you can properly identify potential Problems, if you can't even install mods. :wink: I don't want to impose to many rules here, so I'll cut it here. I also won't talk to much about the Things I've planned publicly. (see here, if you want to know why) To at least give you a hint about 2 of my projects, one of them will be an exploration/puzzle based questing mod, which is currently in the planning stage, and one of them is about distributing items in leveled lists and as Legendary Spawns without having compatibility problems, which is currently in the alpha stage. If you are interested, please leave an answer in this thread, stating what parts of the testing cycle you are interested in (alpha/beta), if you speak english/german or both, and a (short) statement of why you think you'd be a good candidate. I will be contacting you via pm here on the nexus, with more details on how to participate. Note that it still might take a few days until you hear from me, as we are still setting up a few things, so we don't run into to much trouble regarding the infrastructure. If I am interested in you, you will hear from me sooner or later. ;) Regards, Rusty
  3. You'd still be redistributing the files that you don't have permission for (and maybe files that Bethesda can't even give you permission, even if they wanted, like music) What would probably work, would a similar thing like Tale of two wasteland did. An installer that gets the files from the original installer on the users computer and copies (and if needed converts) them to the desired location. Copyright isn't about using a file, but (re-)distributing it. Quite a common misconception people have.
  4. So, in short, I would like to check via papyrus if certain armors and weapons have a certain appr keyword, and might want to add an appr keyword under certain conditions. HasKeyword(), AddKeyword() etc. all only work on the normal Keywords (not that I had really expected them to work anyway) but I can't seem to find anything suited for my needs. I've looked all through the sources and the CK Wiki, but can't seem to find any functions for it or anything else interacting with them directly via papyrus. Just in case, I searched for the wrong terms etc, does anyone know any functions to work with the appr keywords, if not directly, maybe indirectly? Regards Rusty
  5. The FO4 nexus after a few month already has more than 50% the amount of files as FNV, about 2/3rd the amound of files of FO3, almost 3x the amount of files than Morrowind, 1/3rd the amount of files as oblivion, and slightly more than 1/5th the amount of files than Skyrim. If you now take into account that a good bunch of modders waited to the CK, and everything pre-ck was pretty much the more hardcore fraction, these numbers even look much much better. Also Texture quality is already much much better, than in previous games, so the need for better textures isn't that strong, as such less modders feel the need to make new textures, or don't feel like they have the abilities to improve them. And Animations require the tools to import them into the game to be there, which is still being worked on, afaik. If at all FO4 modding is much more "professional" than Skyrim was, because of the jigh standards Skyrim set.
  6. Well, if you want to do it, do it. it's as simple as that. I'm sure there will always be someone who would prefer yours over the vanilla voice and vice versa. Additionally I could imagine that some modders would approach you, to do additional lines for the voiced protagonist in their mod, as it's probably rather difficult to get the original vanilla voice to do some quest voice overs...you could potentially have enough to do for the rest of FO4s modding life ^^
  7. Game Crashing before reaching the main menu is pretty much always an issue of wrong loadorder/Missing Masters. Manage your loadorder or use any of the loadorder-managing tools available, but make sure they are updated for 1.5.157.
  8. Most mod Authors keep there mouth shut about unfinished projects. Modder: "I plan to make mod X that has Features Y and Z" User A: "Yay, I can't await being able to do Z" (Couple of days/weeks later) Modder: "I'm sorry, but because of Reason B I can't implement Feature Z, so I have to drop it" User A: "But you promised us feature Z, I demand that you implement it" Modder: "I never promised it and I simply can't because Reson B" User A: "You are the worst Modder ever, you should never have rpomised Feature Z, if you are to stupid to do it. I will report this file because of false promises." Modder: "*sigh*" <a few month later> User B: "Hey, whatever happened to Feature Z. You promised this month ago, and it still isn't there. Why don't you give us what you promised us." User C: "Yeah, remember you promised us to give us Feature Z! That's really unfair." User D: "I will never ever use one of your mods again. You are a terrible modder!" Versus: Modder: "Hey, I just released Mod X with Feature Y" User A: "Yay! Do you think you could add Feature Z?" Modder: "Sorry, that doesn't work because of Reason B" User A: "Awww, to bad, that'd be really cool, but I guess you can't help it"
  9. In response to post #37239170. Crashing before the main menu is a missing master in 99.99% of the cases.
  10. Sorry, but most modders don't mod for the people, but for all other kinds of reasons. I personally don't give a damn about anyone who hasn't contributed anything. I contribute and publish mods to give a little bit back to those few modders that made my games so much better. Also ie CBBE (just to pick one of the most popular mods) has 41k endorsements for 391k _unique_ downloads. So about 88-ish% of the people who downloaded it, didn't even bother enough about this community to be bothered to leave a single click. And that actually a quite high percentage of endorsements. So in short, it fits the nexus even worse, than it fits Goodneighbour.
  11. Just as you have nothing to your name yet, and thus I have no chance to know you, a few tipps 1) Be prepared to have to do everything yourself While it isn't impossible to cooperate, chances are actually big that other modders might simply be to busy to care for an additional mod. 2) (ties into 1) Don't depend on other modders There is any number of reason why anybody might stop modding or shift focus to different projects. Cooperations usually either happen through friendship or mutual interests, but in the gaming world the interest can change quite quickly. 3) If you have no prior experience with modding start small. Keep this project in mind for later and collect first experiences with smaller projects, or do it step by step, but if you keep it at this large scale, chances are big that you'll get frustrated by the lack of progress on the greater scale, problems rising up on all corners or a new update/dlc etc. invalidating parts of your project, so you'll have to restart. While modding is fun in general, it also can be very tedious and/or frustrating at times. Dividing the projects in small packages might help to get more frequent successes, motivating to continue on the more frustrating parts. 4) Don't overplan, or wait on external factors you can't control, but get started. While having a general plan certainly is great, it can also be a hinderance when it comes to ideas popping up while developing the mod. Trying to plan on everything in advance is pretty much impossible. Trying to plan on external factors you can't control is pretty much impossible, so just go with it. I also don't mean to discourage you, just to prepare you, so you don't get to disappointed when things don't go the way you imagine.
  12. 1. Mechanists lair/Automatron DLC There is even a mod that turns it in a full settlement, wihere you can set up recruitment beacons etc. 2. Build your own Vault You can send people from the "father" settlement into your vault 3. Vault 98 Complete custom settlement set in a vault, including provisioners etc. Just 3 examples from the top of my head in random order.
  13. Because without the wait these messages are supposed to happen at the same time, as quickly as it can. Each of those message boxes you open is a thread on it's own and not aware of the others. Depending on when each of them managed to get resources to execute from the engine they will show up. Edit: I explained that badly, let me explain again. Of course your calls are executed sequentially from top to bottom, but each of those calls basically tell the game engine: Hey Engine, show a message box with these properties as quickly as possible. And the engine Puts them in a outbox for the next part of the engine to grab them. It puts them from bottom to top, so the newest message is always on top. The output part of the engine grabs the first one from the top and does all the stuffthat is necessary to show it, and for the most part it takes the same time to put one in, as it takes to take one out, but every now and then the engine manages to put 2 items in the inbox in the time it takes to take one out. The outbox sequence now looks the following: Left of colon are the operations, right of the colon is the content of the outbox. > means a number gets put in the box, < means a number gets taken out of the box. >1:1 <1:- >2:2 <2:- >3:3 <3:- >4:4 >5:4,5 <5:4 >6:4,6 >7:4,6,7 <7:4,6 >8:4,6,8 >9:4,6,8,9 <9:4,6,8 >10:4,6,8,10 <10:4,6,8 <8:4,6 <6:4 <4:- The outbox in this example is called a LIFO-Buffer (Last In First Out), the problem itself is known as race conditions, in case you want to look that up. By Putting a ever so small wait time between both operations, the input task has to wait long enough so the output task has always enough time to get the last message, so this race condition won't happen anymore. Edit 2: To understand a bit more why this is happening, it might be helpful to understand that the "put into output" task from your script and "get from the output and show on screen" task are not connected. While your script was written to put the messages in as fast as it could, the other task is probably setup to run every/every n-th frame/fraction of a second/Clock tick...whatever. They work completly independent, and don't knw what each other does, and don't care what each other does. Also the race condition doesn't happen with the buffer, but between the 2 independent tasks accessing the same buffer, just if that wasn't clear.
  14. In response to post #37146835. #37149335, #37149555, #37150540, #37163415, #37165000, #37165830, #37166020, #37166905, #37169290, #37171425, #37173420, #37173595, #37174000, #37174920 are all replies on the same post. Most likely an outdated mod.Anything modifying the UI are the first suspects that would need an update.
  15. In response to post #37146835. #37149335, #37149555, #37150540, #37163415, #37165000, #37165830, #37166020, #37166905, #37169290 are all replies on the same post. http://wiki.nexusmods.com/index.php/Fallout_4_Mod_Installation
  16. That's your opinion, and that's fine with me. What's not fine with me is stating it as a fact without anything to back that up.
  17. But a company does deserve money for others using their ip, their software and their distribution platform, their tools for their software, and in the end even indirectly their marketing to earn money. If you don't want to pay others, go and write your own game, but better develop your own engine, 3d modelling software and texture-creation software first. Of course you'll need your own Operating System to use it on, and your own hardware to run it on, build from materials you dug yourself from the ground you own in your own state, on your own planet. That is if you have enough time left growing and hunting your own food, building your own house, using your own tools, that you build on your own. (Yes I might have went a little bit over the top there. If you don't get it, that I didn't mean all of it serious, bugger off)
  18. In response to post #37146835. #37149335, #37149555, #37150540, #37163415, #37165000, #37165830, #37166020 are all replies on the same post. Make sure you did the edits to your ini that enable loose file loading
  19. In response to post #37146835. #37149335, #37149555, #37150540, #37163415, #37165000 are all replies on the same post. Yes, and additionally modify the plugins.txt as pointed out above after editing your loadorder with nmm.
  20. About the first part: That's your oppinion, and I respect it as that, however I don't completly agree on that. I for my part would prefer them to give modders the opportunity to get paid by users, and improve the modding structures, tools and distribution systems with the extra cash they earn with modding, and invest that money in more games. About the last sentence: I agree to the first part, on the last part: It heavily depends on the mod itself, and there will be mods that won't work at all on consoles (ie mods requirering f4se), for others no extra work will be needed on the mod itself. However you potentially have to manage an additional distribution platform, potentially doubling the efforts for releasing and support, complicating the efforts of collecting and reacting to bug reports, communicating with your users. etc. So no matter how complicated (or not) the version of your mod is to make, it may be a considerably larger amount of workload for release and support.
  21. Yeah, I didn't aim to start a philosophical discussion about prejudgement and racism, I wanted to send a signal. For that reason I chose One of the more popular videos. I think for that purpose that Video isn't to bad, but it of course has its weaknesses, we really don't need to discuss here. It would totally derail the thread. :wink: And I never said a "good job, well done" wasn't a kind of payment or an incetive. I'm just saying that different forms of paying work differently on different modders, modding for different reasons. And for me direct financial support works much better as an incentive as a "good job, well done", because I really don't care all that much about the oppinions of random strangers on the internet, even though this Thread might give another impression in some parts. But that's because I think this topic is still highly interesting to discuss. Man, had to look ab some phrases in google translate, so please forgive me, if I have misunderstood anything. English ain't my primary language. Usually I'm pretty good at understanding it, and I even watch all my movies and series in english, so it's relatively rare, that I have to look stuff up. Not excusing, but explaining. :wink: You see, I am not trying to give anyone (neither modders nor users) any kind of sense of entitlement. On the contrary, I'm fighting the sense of entitlement a lot of users and modders that think mods should stay free have, if I sound like I want to give anyone any sense of entitlement, I'm sorry for that. I would ask you to tell me where you got that impression from, and maybe I can clarify. One of the problems of the Skyrim paid modding debacle was, that some people (very succesfully) tried to push their agendas (Not wanting to pay for mods, wanting a bigger share, etc, whatever they may be, isn't really important here) by mobilizing the masses, without any regards for whom they might hit in the crossfire. There still are a lot of people not wanting to discuss the topic publicly, because they got caught pretty bad in the crossfire, and I really don't blame them. I'veover and over felt the wraith of these masses still following these agendas, without even knowing, or understanding what really was going on. Sure, there were some critique points that would have been needed to be adressed, but everything got blown way out of proportion. And this is also the point where I have to say sorry to you. I also misjudged you, and mistaken you for one of those zealots, and I have to admit, that I skipped over some of your posts, because they partially sounded like coming from one of "them". Guess I should watch that Video myself again. :wink: And yes, I say myself, Bethsda has to be very, very careful with going the paid modding route again, but I think they actually have a plan in the long run. I will go into more detail about that in the answer to the next poster. Actually I'm not all that bitter, more annoyed about all the politics involved in that. People using other people for their agenda, and constantly having to fight people fighting for other peoples agendas, without even noticing it etc, but usually I see everything with a whole lot of sarcasm, which admittedly may have been lost to translation and the limited medium a forum is itself. I tend to take most stuff on the internet not to seriously, and while I have felt a bit insulted, which was an additional reason I didn't spent to much time reading your previous posts, I'm not a person who generally holds a grudge. So lets just say, we both weren't on our best behavior there, and continue to more productive discussions. :wink: You have some good points in there, especially the thing about introducing new things step by step to larger groups. It is an interesting concept, I never spent to much thought about, while still knowing about it in a way. But actually in my opinion Bethesdas plan is a bit different. First of, I don't think to introduce paid modding with Fallout 4 again. I do believe, they listened to some of the major concerns that rose from the last try: The cut for the modders is to low. They took this argument and started to cut out the biggest factor other than themselves and the modders - Steam. The result of that is their own Distribution system - Bethesda.net, and smart as they are, they expanded it to consoles to maximize the exposure for the future. They now try to work out all the kinks etc and get a stable system running for the future, while getting the people used to bethesda.net. They know that modders don't have to many incentives atm to distribute on 2 distributing platforms (nexus and bethesda.net) or to spent any thoughts on mods for consoles. That's why they are starting campaigns to get modders used to bethesda.net, like the one I recently read about involving xbox and nvidia. My bet is there will follow more of those things. But they will keep everything free for now to get modders and users at ease, and most likely mods will stay free for fallout 4 on both pc and consoles. Now they have time to work out all the kinks, improve the system and get everyone used to it, until the next game arrives, that will actually try to reintroduce the idea of paid modding, but this time from the start. They will pull some publicity stunts, pay some youtubers (as I suspect they do anyway) etc. to sell this as a positive step. Until then a lot of people will already have forgotten the skyrim incident and a whole new generation of users will have arrived who never even heard of that. In my Eyes the most likely candidate to have the next iteration of paid modding from bethesda is TES VI. Well, it's in reality the same deal as with for example Early access and beta titles. You get what you see at the time you pay for it. No guarantees for any future development, or that development goes in the way you expect it. Add to that a grace period in that you can get your money back (and the modder doesn't get the money until that is over), and most issues regarding that are solved. The modder has to make sure his mod is in a shape that users will keep it at least longer than the grace period. this would also resolve a lot of the issues regarding scammers as a neat side effect. There will on the other side be always a need of some form of moderation, and this is another thing I hope bethesda.net will adress in the long run and steam always was really bad at, if (or if i'm right more like when) they start another try at paid modding. But as I've stated above, I do think that they've learned a lot about what happened with Skyrims paid mod try. Another thing about the support. A modder actually wanting to make money by paid modding has to give more extensive support and ensure more compatibility, and there are ways to improve on the compatibility front for a lot of the mods, without the need of merged patches and bashed patches etc. But in the end there will always be some conflicts that simply can't be avoided, and it's a little bit to much to ask that every modder has to know everyone of the thousands of mods, and how they might interact with yours. But let's give you an example: Mod a adds a bunch of new gear to raider levelled list, even via safe scripting, so it doesn't cause conflicts with other mods modifying those levelled lists. mod b redistributes gear for raiders by getting rid of references to the vanilla levelled lists and adding it's own levelled lists instead, but without touching the vanilla lls, that are structured completly different, and would cause all kinds of compatibility problems otherwise anyway. Now each of the 2 mods works perfectly fine. Even when combined, none of the mods influences each other directly, or cause any direct conflicts. Still Mod B will prevent the gear from Mod A to show up as it is intended. But whose fault is it? Both mods work exactly as intended, and as it happens to happen both modders haven't heard from each others mods. Its neither modders fault, just bad luck. this happened quite often in skyrim, btw, and while I haven't seen it yet in fo4, I've done enough editing of levelled lists in fo4 already to know it can happen anytime. A lot of users don't even notice it, or simply don't care to much, and it is in fact quite difficult, if not almost impossible for automated patches, as great as they are, to pick up these kind of conflicts. By giving the users of paid modding the power to retreat from a purchase, this gets alleviated, however, but it of course has it's drawbacks. Ie. it will favour big, older mods, over small, newer mods, as these are more likely to appear on frontpages in toplists etc. I'm not saying this is the perfect solution meant to solve all the problems, but it is a solution to a lot of the problems you mentioned.
  22. In response to post #37146835. #37149335, #37149555, #37150540 are all replies on the same post. Actually they are, according to the source I provided above. It's basically saying, if you look at the savegames, when the 3 bethesda masters aren't listed in the plugins.txt, the game loads the files in the following order: Fallout4.esm <all other esms according to your loadorder> <the 2 DLC esms> <your esps, according to your loadorder> Which is the wrong order and can be the cause for ctds, or mods not working properly in other ways, as the official dlcs might overwrite their changes. When you put the 3 lines about the official esms in the loadorder in the savegame becomes <all esms according to your loadorder> <all esps according to your loadorder>
  23. Here's the thing, Modding originated in some guys saying, hey let's see what we can change about this game ourselves, and most of the times the games were not chosen because they were loved, but because they were most accessible to be modded even without any kinds of official tools. Companies hopping the train by releasing official tools came much later. So to some of those people companies like bethesda "abusing" the modding community was a thing back then, and they used the same kind of argumentation the contra paying mods community nowadays uses, and said the same doomsday things. So from the very start modding wasn't about the love for the game, but, if you want to coin a phrase it was for the love of modifying any game, where which game it was didn't really matter, as long as it was accessible to modding. And even nowadays the reasons for modding are much, much more diverse. You of course have the ones that do it for the love of the game, no discussion about that. But usually you find those type of modders on long "outdated" games, ie the kind of modders that still work on various projects related to the original X-Com. Those guys don't care wether or not there is any kind of official modding support. On games like FO4 with official modding tools you have guys that want to get their names out for various reasons, be it internet fame, to promote youtube channels, to build a portfolio to use to get in the gaming industry etc. pp. There are guys who do it for the sake of modding, or because they were playing the game and found something they wanted to have different. You have guys that do it because modding in bethesda games is relatively easy to get started with. You have guys who simply want to get files in the hotfiles and find ways to abuse the system to get there, and of course you also have the ones who do it because they like bethesda games in general or fallout 4. And all of those reasons are perfectly valid. There is nothing bad about it. Well, you are a couple of years to late, to say modding is just a hobby, because there are already plenty of people out there that used the modding scene or their modding fame to get jobs or other ways to earn money, and there are people out there who have build some kind of reputation with the explicit goal of using this reputation for their own goals, whatever they may be. And you know what? That's perfectly fine with me. but saying "modding has to stay free forever" is just being hypocritical, because wether you have a direct or indirect financial benefit from modding isn't any different. It's still a financial benefit, with the difference that it would be much harder to get the same kind of financial benefit directly, than it is possible to get indirectly.
  24. In response to post #37146835. #37149335 is also a reply to the same post. make your loadorder and when done, close nmm. now open %appdata%\..\Local\Fallout4\plugins.txt (assuming you are on win7/8/10) and replace # This file is used by Fallout4 to keep track of your downloaded content. # Please do not modify this file. with # This file is used by Fallout4 to keep track of your downloaded content. # Please do not modify this file. *Fallout4.esm *DLCRobot.esm *DLCworkshop01.esm (assuming you have both dlcs. Close and don't start nmm again. Start anything else without nmm. If you start nmm again you will have to do these changes again, as nmm will remove those changes Note: make sure loot can handle the plugin.txt correctly, I really have no idea if it does. I don't use loot for fo4 atm.
  25. Yet still I'm not trying to take anything away from you. You see, I repeatedly stated, I like free modding, and I'm sure, that even when paid modding was a thing free modding will stay. Someone makes mod x for x amount of money, as small or large as that amount may be, someone else will come and make a similar amount for free. And that's fine and good for me. It will drive quality forward, as those who want to sell their mod will have to make better and better quality to stay aead of those who make the free copies, in turn forcing the free copies to get better in quality. Also not every free mod is free in the sense of freedom, and now comes the really interesting part. We have to look at each modders intentions, their reasons to do their mods. And as it happens there are actually quite a few reasons where providing your mods is actually quite beneficial to your goals. There are already a lot of examples, of modders using their fame they built to start their own gaming studios, advertise their youtube ambitions or using their modding portfolio to get better jobs. That's actually quite common, but those mods aren't actually free. You just pay their price in a non monetary way, that is sometimes very abstract, but still there. And those modders often even aren't honest about it, because of the common misconception that this behavior is bad, because you aren't the noble modding messiah, that people preaching the "mods have to be free religion" want. And here's the difference. I am open and honest about it, in saying you know what, I would like it being able to get paid for what I like to do. Yet I'm the bad guy, because I do like getting paid, and saying it openly. As I said, there are plenty and plenty of reasons to release a mod, ranging from advertising yourself, "meh might as well upload it", trying to push as many files in the hotfiles by abusing the system, Collecting internetz etc. and I'm not taking any of them away. I'm just adding ie "yeah, might get a buck or two of that, might be worth packing it up and cleaning it for release" First of all Work ethics belong in your job. You are denying that modding should get paid, so please leave work out of it. It's a hobby, and I treat it as that. If that is a problem for you...well, pay me or bugger off. Second of all as this is a hobby you have no way of judging my work ethics. I might be a lazy bum, I might have been successful enough to not even need to work anymore, I might have won in the Lotto, I migh be serious sick and not even able to work. You don't know me, you got no right to judge my work ethics based on a hobby. Second of all, I provided plenty of stuff and help for other modders. I'm in the credits for Busty Grrl, for discovering the way that mod works through datamining, back when the game was released, I'm in the credits for Settlement Keywords Expanded for helping with discussing the direction that mod should take. I'm in the credits of Elianoras Armor Collection for providing her with the original conversions for her synth outfits etc. I have a few own mods (non of them I would consider worth selling, btw.) here and on other sites. I have helped a bunch of other modders solve problems, and often I even explicetly asked not to be in the credits, because usually I prefer to work in the background. The reason that has changed and me now releasing mods directly was, that I wanted to more directly give things back to the community. This was the original intend of my BodySlide Conversions, and the reason why I added mini tutorials to its articles tab, to get other people started. So, I'm sorry to say, son, you are barking at the wrong tree. And yeah, apparently I'm full of hubris, because I now just started to tell a bit of all the stuff I did in the past. blah blah blah. As I said...keep preaching your religion, but please don't impede on mine. (The keyword is/was preaching btw, not religion.) Edit: Oh while we are at youtube videos, here's one for you: Yes, that's about racism, but the same principle applies to any kind of predjudging...
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