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Everything posted by Fkemman11
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Agree with you that will probably be the way the time differences are likely handled, but I don't think it's the best solution. I still think one standard would work best. In answer to your questions; I haven't decided what types of propulsion are going to be used or other means of travel (still researching). Yes, there will be alien races (though I haven't given it a lot of thought yet). Haven't decided on comms (research). Yes, spreading from Earth and I will try to explain the events/situation in some detail.
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Well, it's not just a book that I'm envisioning. I am trying to build an entirely new setting or world to write many stories in....and that requires much research and "translation/ transition" if you will, into this new world. In other words, I want readers to feel as immersed as possible. One moment or breaking that immersion can diminish whatever story I'm trying to tell, so it's important to me to write things with as much detail as possible and have it all make sense, you know?
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Well, I do plan on trying to write a very entertaining book. But, I'm not sure my "past interests" playing video games most of my life would help very much, lol. I'll worry about autographs and stuff if/when the time comes. :smile:
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Biography? No. My life is private and I like it that way. I agree with you about writing the book, though. Not all real science is very interesting. Or not nearly as interesting as fiction. But I think science fiction can be somewhat based on scientific theory at least so as to suspend disbelief. :wink:
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It would be "spooky" relative to your position and current trajectory, no? :happy:Well, I was thinking more along using some particle clock where you perhaps had entangled particles and sent one set in one clock and another somewhere else. Theory is what impacts one impacts the other so, in my very, very far out theory, they would synch. I mean I'm just talking snack here but it's kind of interesting to think about. If maybe you're high or something. Hahah LOL! I think when they actually discover the facts it will be mind blowing.......cold sober even. Perhaps we might utilize inter-dimensional travel some day. You know here on Earth and then move to a position halfway across the galaxy on another planet.....AND show up ten years in the past! :woot:
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It would be "spooky" relative to your position and current trajectory, no? :happy: And time where Voyager 2 is now, may make no sense. Voyager 2 has escaped the Sun's Bubble and is beyond the Sun's effects in empty space. Time is only relative where we can measure it. Time as we understand it in this dimension, yeah. Physicists working on string theory seem to think their equations suggest other dimensions of time as well as space.
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It would be "spooky" relative to your position and current trajectory, no? :happy:
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You could always make Joshua a face preset I guess. That's how I would do it anyway.
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Not saying I believe all of this is feasible, but It is pretty interesting.
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Well, since the speed of light is constant and time "warps" (or something idk), wouldn't it be the standard for time measurement? Though, I'm not sure how that could be done or whatever. I mean in space or on another planet, you have to calculate relevancy, right? I can't wrap my head around spacetime.
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Could someone help me understand this? I am writing a book and am trying to figure out how time will be measured in the future when we are living on different planets. Will the galaxy be divided up into time zones like we have now? Or will it be much different?
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4 gazillion green rag hats weighing me down
Fkemman11 replied to Ech057's topic in Fallout 4's Discussion
Try this command until you get rid of the extra weight; Playermodav carryweight x - with x being what ever # you want like 1000. To reverse that later you just use a negative # like -1000. -
4 gazillion green rag hats weighing me down
Fkemman11 replied to Ech057's topic in Fallout 4's Discussion
That's included with some mods like this one. So no need for another separate plugin. -
Is it Possible to Convert SSE Mods to Oldrim?
Fkemman11 replied to Assassin4022's topic in Skyrim's Skyrim LE
This is what I was told when I asked someone who knows. "You have pretty much no tools to do that." "Textures can be converted. Meshes are hard. HKX almost impossible. And so are ESP. (In case the new format is ESL then you are just out of luck.) Code is the same, but while SSE can run as is PEX files from LE, the opposite is not true, so you need to recompile them." -
Yes, it's an old question that has been asked more times than anyone cares to remember. :tongue: But, I recently got into an unexpected argument with two other "experienced" modders and they adamantly maintain that NMM or Vortex is as good as or better than MO. For the last several years it seemed all anyone would recommend was MO over anything else for Skyrim. Is the latest version of NMM that much better than previous versions? Is Vortex better? Or is MO still what most people prefer to use? I install everything manually since I did have problems with older versions of NMM and wanted to learn where files go anyway. What about Wrye Bash? It is a mod manager and has other very useful features. Opinions?
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Isn't that the default file structure used by all steam games?
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I have changed the weapon fire rate for assault rifles and stuff in FNV/FO3 to make a few fire faster. Mainly an MP5 that I thought fired to slow (sounds awesome!). When I increased the rpm of the weapon, the sound of each shot increased in speed as well. In FO4 I can increase the fire rate of weapons just fine, but the sound does not become more rapid to match- which is a little annoying. Why is it different in FO4? I read somewhere that in FO4, the Assault Rifle for instance, changes between sound files for semi- auto and auto. Could I make the weapon use the semi- auto sound file and just make it loop so that I can increase/decrease the sound speed?
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A yellow record line means that the original record is being overwritten by another record. Red means that there is a conflict but some of those may be needed when you have many mods and may not be a problem. So go back and check those two weapons again and see if they are yellow. If so, find out what changes are being made to them. I'm willing to bet you can solve the problem there, though dubiousintent may be correct as well.
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Download and install FNVEdit. In it load all your plugins and then check those weapons to see if something is overwriting their records. One mod you have installed probably changed the shell casings or something. The bullet or firing nif is set to show at specific coordinates for the different weapons that have different lengths. If a mod changed this then you will have a firing animation happening somewhere other than the tip of the muzzle of the weapon. At least that's what I think anyway.
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There was only one modification I was looking for when I started doing this I'm somewhat ashamed to say. Even that turned out to be a PITA for Skyrim because there were so many choices. :wink:
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Merged mods via MergePlugins. Is this correct?
Fkemman11 replied to DominiqrLee's topic in Skyrim's Skyrim LE
IDK, hows your game run? -
Check the top 100 mods here on Nexus for each game you want to mod. That's how I found many of the ones I still use. You can just google "the top ten somethings for Myfavegame" and usually find some vids that will point you to some more mods. It's really about how much digging you want to do to find that special something. If you like a specific author, check their profile to see what else they might have done and check the mod pages to see if the author gives any mod suggestions to go with or compliment their mod. One important thing to remember is that modding on your pc will be more difficult to do because of various reasons. So read each mods installation instructions very carefully! Don't try to install and test a whole bunch of mods at one time. Install and test each one individually so that if/when you run into any problems you won't have to guess what it is- and you will run into problems. That's just part of modding on pc. Another thing to remember is to make a "hard" save right before testing new mods. Also, don't make a save with new mods installed and then remove or uninstall those mods. It will screw that save and make it useless! You might get it to load and maybe even play, but with the absence of those mods it will fubar your game eventually.
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I just watched Ghost in the Shell with Scarlett Jo a few weeks ago. I wasn't sure she could do the role convincingly, but she did a pretty decent job. I was a little disappointed by the technical aspects of the film though that was probably due to a limited budget. Here's hoping they do a sequel with a bigger budget to work with! :thumbsup: