▲ 3 r/mtg

[TOMT] This rare black creature I can't find

Sorry, I don't enjoy posting this kind of stuff but it's driving me crazy.

Black

MV 4-6 range

Creature

Rare

It didn't tap to activate, you just paid the cost. Something about destroying a creature and doing something with the graveyard (I think). Maybe returning another creature from your graveyard to play? But that seems too good to be cost effective and I remember this card being decently cost effective for casual kitchen table play.

It may have killed creatures in a way that's similar to [[Drana, Kalastria Highborn]]. Drana is as close as I can get in my memory. But I remember it being bigger, like a 6/6 flier?

Or maybe then put a +1/+1 counter on this card?

I think it was around a 4/4 to 6/6 range.

It was not a valuable card. More like a sealed bomb.

Anyway, thanks for letting borrow your brain power!

It feels like it was around M10 to Zendikar. But it could have been back as far as Odyssey.

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u/oghpimm — 1 day ago

I can't find a trader "vending" style machine for my no-settlers settlement

Very simply I'm trying to find a build object that acts like a trader, but there's no person involved. Basically a vending machine where I can sell stuff for caps. I thought this would be super easy to find since it's really annoying that your settlers have working hours and sometimes don't show up for work at all, but I can't find anything. Suggestions are appreciated!

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u/oghpimm — 2 days ago

SKK replace any actor not working

I am not using any other replace actor mods or any mods that add a new type of enemy/faction/whatever and I'm not using any mods that change anything about supermutants. Ok, so...

I'm doing a "non-science-fiction" survival playthrough and I want to get rid of the huge insects and the supermutants. I set SKK to find insects and supermutants and replace with... then I picked a bunch of "human/ghoul" NPCs like ghouls, gunners, raiders, DLC raiders of all kinds, but not triggermen because that seems weird to me.

For the most part SKK is replacing insects but every now and then it won't. That's one issue. The other issue is it's not replacing supermutants AT ALL

I don't know what the problem is or where to go from here. Any advice would be appreciated.

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u/oghpimm — 3 days ago

[HOME OWNER] how do I find windows?

I know that's a dumb question, let me explain. I'm having an egress window installed (cutting into the foundation, etc) where there currently is no window. That means (as long as it meets code) I can pick whatever window I want and I'm a really picky son of a gun. However, I'm having a lot of trouble finding a place within an hour of me that has a window showroom and will sell me a window without installation.

All I want to do is go to a showroom, get some specs, pick out a window I like, and order it so my window guy can install it. Why is that so hard? What's the secret here?

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u/oghpimm — 5 days ago

A mod to make companions silent, passive, and actively avoid being in my line of sight or too close to me?

I'm doing a gritty uber survival run and I like the idea of having a Mr Handy with nothing but one eye, a body and a thruster, whose only job is to lug all my stuff for the days and days I'll be away from home traveling and scavenging.

However, my current Mr Handy won't stop commenting on every little thing and constantly zooms around getting in the way.

I've looked for this type of mod but haven't found anything. Maybe I'm using the wrong keywords because this has to exist with how golden- retriever-y companions are in this game. Thanks!

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u/oghpimm — 7 days ago

Is there a stable conflict-free mod for unlocking the automatron crafting station and all the robot parts?

My absolute favorite part of fallout 4 is making custom robots. I downloaded a very popular settlement mod that was supposed to unlock everything but I'm surprised to find it doesn't contain the robot workbench (or the trade caravan for some reason).

Any recommendations are appreciated!

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u/oghpimm — 10 days ago

Need your help drawing more cards in mono-red artifacts (no cards over $3-ish)

Fairly straight forward. I'm putting together [[Chiss-Goria, Forge Tyrant]] and playtesting shows I consistently outrun my mana production and empty my hand by turn 4. However, I don't want to ditch any mana rocks as they significantly scale my ability to cast Chiss early.

What I'm really looking for are (hopefully artifacts but I think that's unlikely) cards that refill my hand either immediately or before combat on my next turn. It's funny but [[Coveted Jewel]] has been an all-star because I can sacrifice it if I have to, but it's always draw 3 cards for effectively 3 mana. I'd play [[Font of Mythos]] if it wasn't $15 or [[Knollspine Dragon]] if it were an artifact (although I might play it anyway). I think [[Wheel of Fate]] is just too slow.

[[Mind's Eye]] is pretty far out of budget at $5 and I'm still not convinced it's worth 5 mana plus paying 1 every time I want to draw, but I'm getting desperate for ways to refill my hand.

Cards like [[nibelheim-aflame]] may also work. The deck plays a lot of little dude but they're mostly for support against chip-damage and go-wide decks.

Any suggestions are welcome! Thanks for reading!

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u/oghpimm — 10 days ago

Why does every gun mod feel the need to include leveled list injection?!

Maybe it's just me, but so far the only crashes I get seem to be 100% attributable to weapon mods that include LL injection to spawn on enemies.

It's a shame too, because there are so many beautiful weapon mods, but LL makes them unusable.

Unless I'm missing something important here? Is there a difference between LL and LL script injection? Do I need to look for mods that specifically use script injection as a means to prevent crashing due to weapon spawn on NPCs?

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u/oghpimm — 10 days ago

The crashing has begun...

I've played FO4 since release day. Hundreds of hours, maybe close to a thousand. Astonishingly, in all that time I can't remember having a crashing problem. Granted, I haven't played in a couple years, so maybe some patches or updates have made it less stable. I don't know, you tell me. But over the last week that I've been playing the game again I have also been installing some mods. And this is where I'm in unfamiliar territory. I have 62 mods installed (mostly unique weapons) and for the first time in about 12 hours of gameplay I have hit a spot that crashes the game 9/10 times. Concord. Yes, Concord.

I generally avoid the area because I'm not a fan of Preston and the rest of them. But I happened to be running to Red Rocket from Drumlin and I heard the shooting and I thought what the heck I'll go murder people. So I start to head in that direction and boom game crashed right at the edge of Concord proper. Load up the game again. Same deal. Fine, I need to head to Red Rocket anyway, so I go there first, do my drop, save, and head to Concord, but this time I don't just rush in. I go slow and allow the game to load stuff in a bit at a time.

Sweat. No crash. I fight some raiders. I fight some more raiders. I fight some MORE raiders and I die. Survival difficulty with realistic damage is a bitch. So I load back in thinking that maybe now coming from RR instead of DD fixed the issue. I sprint headlong into Concord. Crash. Well fuck.

The only thing I can think of is that I'm running RAIDER GANGS EXTENDED NPC FIXED & CLEANED. It adds a bunch of raiders and stuff to random locations and there were at least 10 roaming around Concord, fighting with Preston, etc. Maybe the game is loading too many at once when I run straight into the middle of Concord?

I'm going to disable it and see, but I'm not hopeful. If anyone has any suggestions besides disabling 62 mods one at a time I'd appreciate it. Especially since I think the mods I have are pretty low demand and I wouldn't think any of them would cause something like this.

Cheers!

EDIT: Disabled RAIDER GANGS and Concord loaded just fine. I'm going to leave it disabled for a while and see if I get any other crashes, but it sucks because now some areas feel completely empty and boring. If anyone has load order suggestions for making RAIDER GANGS more stable, I'd appreciate it. I can't risk having my survival run crashing so often when I rarely get the opportunity to save.

EDIT 2: After a brief period of experimentation the culprit appears to be Revolvers of the Wasteland. After disabling this mod and re-enabling RAIDER GANGS I am able to run right into Concord and fight about a dozen mobs with zero problems. It's unfortunate too, because my favorite weapon was a revolver from this mod. Looking over the mod details I noticed it doesn't provide any contact information in case there's a problem with the mod. I think this is very telling and likely the creator knew it would cause crashes. In the future I won't be downloading any mods that don't include contact information.

u/oghpimm — 11 days ago

Do we really not have a problem with Isca? She has a 61% win rate when drawn and 62% when played -- the highest in the game by volume.

u/oghpimm — 12 days ago

Can anyone assist with programing this object logic?

I'm trying to make a decontamination gate (pink) turn on momentarily via a pressure plate switch (yellow) when I walk through it. Due to an audio glitch, the gate needs to stay active for slightly longer than it does when I simply walk through it (otherwise the audio loops continuously). However, I don't want to have to stop and stand on the pressure plate. I want to be able to just keep walking nonstop through the gate.

So my idea here is to create a relay using a logic gate (red) and a 10 second power delay (orange) to keep the gate powered for 10 seconds until the delay tells it to turn off. So basically, one signal from the pressure plate would trigger both the gate to turn on and the 10 second delay to begin counting down, then when the delay reaches 0 it would trigger the gate to turn off. But I can't work out the logic.

The diagram at the bottom of the picture shows the current wiring and my theoretical wiring

Currently (not working as intended): Power source (green) - pressure plate (yellow) - delay (orange) - decontamination gate (pink)

Theoretical: Power source (green) - pressure plate (yellow) - delay (orange) - then???

  1. second power source (red) - logic gate (purple) - (sky blue) back to delay (orange) - decon gate (pink)

  2. second power source (red) - (sky blue) back to delay (orange) - logic gate (purple) - decon gate (pink)

  3. second power source (red) AND delay (orange) - logic gate (purple) - decon gate (pink)

  4. delay (orange) directly to decon gate (pink) - second power source (red) - logic gate (purple) - decon gate (pink)

  5. Something totally different?

Thank you!

u/oghpimm — 12 days ago

A simple survival mod that adds hydration to certain food items (like mutfruit)

Did you know 20% of your daily hydration needs are met by the moister in the food you eat?

I'm trying to find a simple mod for survival mode that adds a little bit of hydration to some food items (like mutfruit) where appropriate.

If anyone can point me in the right direction, I'd appreciate it. Thanks!

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u/oghpimm — 12 days ago

Cheat Terminal not unlocking Caravan Trading Post?

Very simple: I wanted the caravan trading post ASAP so I loaded up Cheat Terminal > workshop manipulation > add all material/workshop unlocks

And it did unlock several things, but not the caravan trading post. And yes, I am looking for it in the resources misc build menu. Any help would be appreciated.

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u/oghpimm — 13 days ago
▲ 46 r/help

The option to disable recommended in home feed is gone on the mobile app?

I used to have my app set so it didn't show recommend in my home feed and that seems to have changed with the past couple of days. Additionally, I can't find the option no matter where I look and directions from older threads on the subject seem to no longer be correct.

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u/oghpimm — 15 days ago

Remove all enemy turrets?

I'm playing a hyper deadly survival run and I'm enjoying it, but turrets are a whole other problem. They're stupidly deadly and buildings with laser turrets have them positioned in such a way that the turret is able to see the lower half of my body (and kill me) before I can even see it.

Given that turrets are killing me in 1 hit and the only way I have of dealing with them is cheese, I'd rather just remove them from the game completely.

I can't find any mod that even hints at this. Can anyone help here?

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u/oghpimm — 15 days ago

No enemy grenade/molotav/rocket

Can anyone point me to a mod that removes all grenades, molotavs, rocket launchers, etc from enemies?

I'm playing on survival with some increased damage mods and this is literally killing me and my enjoyment.

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u/oghpimm — 15 days ago

Anything to replace bloatflies and bloodbugs (or make them non-hostile)?

I'm using damage increase mods and for some reason flying insects deal crazy damage while taking about half damage. The bloatflies having ranged attacks and the speed of the bloodbugs make both deadlier than most humans I'm encountering.

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I can't seem to find a mod that allows me to replace specific creatures with other specific creatures (bloatflies to mongrels for example) or makes insects insta-kill with one hit, or removes the ranged attack from bloatflies or simply makes insects non-hostile until you get right up next to them. Any of these would be amazing!

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u/oghpimm — 15 days ago

Make weapons and ammo rare (for everyone)

I'm hoping to find a mod that makes weapons and ammo far more rare for both myself (containers, etc) and NPCs. I want the game to feel like I'm starting from nothing and scrounging to survive. The problem is if every raider and gunner has a pipe pistol or laser rifle, as soon as I kill one of them I have a gun. I don't want to touch anything better than a pipe pistol before level 15.

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To be clear, I wouldn't mind having a crappy pipe pistol (eventually) and a handful of rounds, but I want every shot to be a meaningful choice.

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It would also be very cool to find a mod that limited NPC combatant ammo and made NPCs far more hesitant to shoot at me. I really want that "every bullet is precious" feeling.

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Does a mod like this exist?

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u/oghpimm — 15 days ago

Combat mod interactions?

I wanted my survival playthrough to be gritty and brutal so I installed several mods which change both survival and combat, but I think they might be overriding each other.

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- _balance_ for changing combat (specifically damage multipliers to body parts) and how damage is calculated against certain types of armor

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- Curse 3.1 Combat Overhaul for stealth, movement, npc behavior, melee, crippling, and wounding effects (but this mod also changes locational damage and damage calculation)

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- Survival Options [Xbox 1] for fine-tuning hunger thirst and fatigue

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But I think Survival Options is the problem because it also has an overall incoming/outgoing damage setting. I'm wondering if that's the problem because I'm barely an hour into the game with only some spiked armor I took off a settler and I just got attacked by a zombie and took basically no damage. I missed the headshot and expected to get torn in half, but no. I took no damage.

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Can someone explain load order to me and how these mods damage settings might be overriding each other?

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u/oghpimm — 17 days ago

Which mod for incoming/outgoing damage, realistic armor, food, water, sleep?

I'm looking to play on survival and I just want a mod that makes damage more realistic (headshots kill against targets not wearing helmets and armor only protects where it visually covers).

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u/oghpimm — 17 days ago