Tomtomgra

u/Tomtomgra


r/VintageStory•

I've started a couple worlds recently, all of them had a huge problem of having little to no sedimentary rock (hence no bit coal). I installed this mod after:
https://mods.vintagestory.at/lessigneousrocksplease

It fixed the andesite desert issue, but I still get no black coal readings anywhere.

I'm wondering if I'm repeatedly getting unlucky or is this a common experience in recent versions

1715




r/FalloutMods•

I have a graphical glitch where the water textures are invisible.

Like this screenshot: https://imgur.com/a/XXvgjp3

As you can see the water LOD is looking normal farther back.
Only the textures close up are invisible.

I don't use ENB or any graphical mods, and tried verifying game files, which fixed the far LOD water but not the close up one.

I've done several playthroughs with that exact mod list and it's the first time I've seen this.

10

r/JavaFX•

I've tied the observableList to the extent of the 'Studio' class. In this way:

ListView<Studio> studioListView = (ListView<Studio>) scene.getRoot().lookup("#studioListView");
studioListView.setEditable(false);
studioListView.getSelectionModel().setSelectionMode(SelectionMode.
SINGLE
);
ObservableList<Studio> studioList = FXCollections.
observableList
(
grabStudioExtent
());
studioListView.setItems(studioList);

The problem I'm having is when new objects are added to the extent, the list updates and shows them, however I can't select them in the ListView anymore. I've looked around on the internet for a solution but can't seem to find anything.

34

r/FalloutMods•

I'm crashing to desktop whenever I open and mouse over items, both in pip-boy and trading.
For what it's worth the problem started almost immediately after a level-up when I picked Demolitions Expert rank 1. No issues like that prior to that in the same playthrough.

Mod list:

FalloutNV.esm=1

DeadMoney.esm=1

HonestHearts.esm=1

OldWorldBlues.esm=1

LonesomeRoad.esm=1

GunRunnersArsenal.esm=1

ClassicPack.esm=1

MercenaryPack.esm=1

TribalPack.esm=1

CaravanPack.esm=1

YUP - Base Game + All DLC.esm=1

Functional Post Game Ending.esm=1

Home and Safehouse Tweaks.esm=1

Better Brotherhood.esm=1

DryWellsReloaded.esm=1

Factions Reloaded Legion.esp=1

Leveled DLC Delay.esm=1

Functional Pos

111

r/Voicesofthevoid•

The only ones I've seen were those puffball mushrooms around the base occasionally and some yellow mushrooms growing in/around the base. I've rarely seen any others. One time a collection of puffballs grew near Oscar but otherwise - none. Is that a bug or the spawning algorithm has some weird mechanics?

28

r/tunnet•

Pretty much title. The packets it sends is just normal military packets, but it bugs me that i can't enter the base and build up the network (the base is in a rather central location among other things). Can i get rid of them?

10



r/dwarffortress•

Although it is more friendly to people learning the game, I think there's a lot of weird inefficiencies with it. Because:

  1. The new keyboard shortcuts, while more fitting alphabetically, make no sense for ergonomics.
    The best example would be the designation menu (now under 'm'). Digging and channeling is probably one of if not the most common thing you will be doing, and yet it's so far from where your left hand would be, which wouldn't be a problem if the game didn't use the mouse so much and your right hand wouldn't be so busy. In the classic ver, digging is just 'd-d', and channeling 'd-h'. The same problem applies to building, especially workshops.
  2. I mentioned it above but the ne
3528

r/tes3mods•

Hi, I'm trying to slightly modify an existing mod:

Sane Ordinators

Essentially this mod makes ordinators not attack you for wearing indoril armor, when you satisfy certain conditions.

It works in that regard, but it doesn't disable the "attack" greeting. So I'm trying to mod the plugin in TESCS, and my question is 'How exactly do the function/variable fields work?'. Are they linked with AND or OR? Does satisfying one condition permit the greeting or do you need to satisfy all of them.

FYI I'm trying to add these conditions where if any of them are satisfied no greeting allowed:

-when PCs Temple rank is equal or higher to NPCs

10