Wow pro warrier stats cap cata

A lot of questions and unintentional bragging

2024.05.19 21:27 Hollow-Dancer A lot of questions and unintentional bragging

Yo, semi-pro souls player here. I wanted to ask you guys about something I haven't figured out in all these years of playing souls games. P.s please keep your opinions about how I play the game to yourself, aren't got time for hate. With that out of the way, here are the questions
So I'm making a character that's me from real life. And has stat's and weapons reflect that. I am very faithful and intelligent, as well as healthy and enduring. But I'm not lucky but trust in the unknown. and I'm not strong or dexterous. So my stat's will look like this: 30Vit 30End 15 to 20 Str and dex, and 40 to 60 for both faith and intelligence. Arcane Idk. So here's my problem, spells in elden ring are kinda OP and boring at the same time. I find myself using them only whenever I play which makes me ignore my other abilities. But my stat's for a me would have high stat's that primarily use spells. Can I just ignore spells all together and just use infuses and items? I know I'm giving myself a handle cap but If I don't then I just kill everything with a few spell casts and call it a day. I don't understand infuse and never have, in all the games. No matter what the damage is so low regardless of my stat's and I think there's no point unless I ignored every stat except the one the infuse is for. Is it worth it to use infuse at all? Like seriously. I'm not joking. And then there's items with Faith and intelligence scaling. I find items to be way more fun since I can't win with 5 throws. Idk if the scaling is worth looking into, I know in bloodstream bombs, knifes and guns could be really damaging. so my question is can I completely forego spells for items? Or is there a way to not tunnel vision into using spells while using them? Same thing for weapon arts. They are OP too. And so I don't use most of them for that. Is there way to take away the stance break from weapon arts and their damage? My goal is to be myself in the game, so I would use some type of spells, but that tunnel vision is really annoying, so if I can figure out a way to get around it that would be great.
Edit: also, what do you think about arcane? I don't know how to look at it, so I'm not sure how to level it. Give me your opinions about arcane
submitted by Hollow-Dancer to eldenringdiscussion [link] [comments]


2024.05.19 16:57 ronwonswanson Cata uses too much of my computers resources

I have an i5 intel cpu, 2060 Nvidia, 32 GB of ram and mainly use my computer for gaming and school. I’ve played every single game flawlessly for years helldivers 2, all of wow (including retail), Elden ring, palworld, just to name a few, and my computer has never even come close to 100%. I’m leveling a rogue right now in cata prepatch and it’s at 100% most of the time, to the point where my once silent fan, now sounds like a race car engine. My girlfriend actually walked by it the other night and said “what the hell is that?”. Is anyone else having problems? I have ran sfc /scan now to see if it’s anything broken in the background, a virus check in safe mode AND in normal.
*Update* It is fixed! I didn’t have the foreground cap capped and since I marked it to 60 FPS it runs perfectly! Thanks for all the comments and replies!
submitted by ronwonswanson to classicwow [link] [comments]


2024.05.19 15:39 Fatorias98 Holy fucking shit. I'm actually terrified at the idea of tempering this one.

Holy fucking shit. I'm actually terrified at the idea of tempering this one. submitted by Fatorias98 to diablo4 [link] [comments]


2024.05.18 23:44 Able-Plantain-926 $buni - 18th Of May Update - Join our 3570 Diamond Holders - Currently 2835 Real Members On Telegram & 2019 Followers On Twitter - $2000 Giweaway Live Now!

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submitted by Able-Plantain-926 to CryptoMoonShots [link] [comments]


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submitted by Zortlatan818 to CryptoMoonShots [link] [comments]


2024.05.17 20:46 Zortlatan818 $buni - 17th Of May Update - Join our 3530 Diamond Holders - Currently 2726 Real Members On Telegram & 1943 Followers On Twitter - Growing Day by Day

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Yes, price goes up and down due to interest shifts.
People will put their money into the next hype...
...The same will miss out on buni when we're at the top.
But don't forget that we are not a hype, buni is an infinity meme.
An original, a one of one.
We are going nowhere.
Almost 2500 of your in the telegram. It's just been 7 days. Wow.
We are doing everything in our power to show everyone the power of buni.
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buni stays strong, buni stays infinite.

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submitted by Zortlatan818 to u/Zortlatan818 [link] [comments]


2024.05.17 18:17 Zortlatan818 $buni - 17th Of May Update - Join our 3530 Diamond Holders - Currently 2726 Real Members On Telegram & 1943 Followers On Twitter - Growing Day by Day

*Our Previous Update Post: https://www.reddit.com/CryptoMoonShots/s/HjLsAQJ5iZ *
We're just getting started, with nearly 2600 people in the tg, we are as strong as ever.
Showing how strong a smol buni can be.
Because it's not just a smol buni.

It's a huge, strong community.

--------------------------------------------------

 **MarketCap / Strength Score** 

--------------------------------------------------

Chech out buni generator on our website 🐰: https://www.bunicoinsol.com/
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Here's some updates;

14th Of May's Menu (OLD)

An update regards the recent market;
Yes, markets shift due to where the eyes are.
Yes, price goes up and down due to interest shifts.
People will put their money into the next hype...
...The same will miss out on buni when we're at the top.
But don't forget that we are not a hype, buni is an infinity meme.
An original, a one of one.
We are going nowhere.
Almost 2500 of your in the telegram. It's just been 7 days. Wow.
We are doing everything in our power to show everyone the power of buni.
We will keep doing so, putting in work.
buni stays strong, buni stays infinite.

Today's Update

with now over:
2700+ members in the telegram.
1900+ followers on X (follow us btw)
3500+ $buni holders
we are getting these carots stronger, and faster than ever.
this, all done organically with the community coming together.
everything is possible when you come together as a community. and a strong community we have. that's for certain.
this is just the beginning. thanks for being here! 🧡

🐰Our Tokenomics:

Socials:

🌐 Website: https://www.bunicoinsol.com/

🕊️ Twitter: https://twitter.com/bunicoinsol
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submitted by Zortlatan818 to u/Zortlatan818 [link] [comments]


2024.05.17 15:31 dropnz Wargaming doesn't care about bots or griefers. Told in mediocre prose

Wargaming doesn't care about bots or griefers. Told in mediocre prose
TL:DR I was in a battle with a ship that never ever fired their main guns. They did it 900 times. No one cared.
One fine Wednesday morning I found myself in a Random Battle. Top tier in a Yoshino, don't mind if I do. Spawned on the 6 line and started to make my way wider to cover the C cap. I don't know what the map was called. None of us know what the maps are called. (edit: it was Okinawa).
In the centre was a North Carolina. Spawned next to me and wasn't moving off the mark. Twenty seconds in though she let out a hearty 'fair winds' and made best speed. 56,000 hit points seemed low - my Yoshino had more - but then it was a long time since I sailed the mighty NC.
She kept going though. Straight up the five line into the middle of the map. Get back was called. The left flank chimed in. Get back! It was too late. Sunk to the bottom giving the Schlieffen a First Strike. She didn't even fire her 406s, in fact her main guns were pointing the wrong way... had she even fired the main guns?
I knew what to do. This wasn't a new experience. In my 6,000 odd random battles (enough to be experienced but not obsessive I tell myself [edit: not good, not bad. If you don't want to know then don't click on it. I'm trying to be transparent]) I've seen many a banzai charge. Although that's not really accurate to a banzai charge since that was a last ditch attack rather than opening gambit. Anyway, I'd seen it a lot - inexplicable aggression, overuse of the W key. Baffling. But then I remembered my nephew briefly played the game and he was awful - good at soccer though, but that's irrelevant. I hovered over the name, pressed my right mouse button, and selected 'add to contacts'. Let's see the profile of this ill-fated North Carolina.
https://preview.redd.it/sjyww2jdpz0d1.png?width=1621&format=png&auto=webp&s=c1785cd8f21c4ad231ea24dd6845fee3d10f190e
At this point you've seen the image attached and our reactions are in sync. This was 14th of May. Hang on... 750 battles in 7 days? Wait... 0% main battery accuracy when all games were in battleships. Doesn't that mean they've never fired their guns? No no, max damage is 66,000 they must have tried to play. Oh that was one of the 11 ram kills they had in 750 games. Ok, I've seen this player in battle, I've seen the stats, it's clearly a bot account*, time to contact player support.
*I say 'bot' loosely. It could be a human player queing up to battle on a second screen (constantly for hundreds of hours). It could be a series of macros to mimic a human player. All I am alleging is that this account was definitely not someone trying to play this beautiful game.
Part 2 A statistical anomaly Obvious bot not contributing to a team game. Who cares? Well I did. Some say random battles are sh*t. Well let's at least do reasonable steps to make them less sh*t. I hate seeing a team member of mine A-line to davy jones. I escpecially hate it if they're just a bot farming rewards. I reported them, and then I logged a Customer Support ticket.
Fair response at first - automated. I hadn't included the replay file. I mean in fairness the stats sheet is obvious. 0% main guns in 750 battleship games. But ok, here's the replay.
I was mildly enraged - an oxymoron i guess... let's say 'passionately bemused'. That's no better but I like both - when I received the response that:
"Please know that we have our Anti-Abuse system placed in the game which automatically detects these kinds of scenarios. If the system detects that a player is using a bot, it will automatically place the necessary sanctions/punishment."
Hmmm. But it didn't detect this. I mean 750 battles without firing your guns. A blind data analyst with two left feet could catch that. But I was comforted by:
"We will consider your requests and, if necessary, take the appropriate actions according to our Rules. Unfortunately, in order to protect data privacy, we will not be able to disclose the exact measures that will be taken. However, please be assured that violations of the Game Rules are met with the appropriate sanctions. We appreciate your understanding."
Rockstar. I saw an abusive account. Reported it and now the big dogs will take action. Job done.
The account was up to 812 games, and Iowa, but that would soon be over.
Part 3 Customer Support
870 games. Hmmm. customer support ticket closed. That's odd - I had asked why the anti-abuse system hadn't caught this player in their first 100 battles. 50 battles? You know those 'are you human?' tests that ask you to choose the pictures of a boat, well divide the complexity by ten and ask 'have you pressed Mouse 1?"
Customer service didn't answer that, and closed the ticket. I raised a second ticket asking why these had been ignored. They closed that. They told me: Thank you for contacting customer service. (appreciated mate) We have nothing more to add to your questions concerning this matter. We have provided all answers we could in previous tickets and made our position clear. Further tickets concerning this matter will be closed without our answer.
"Closed without our answer."
I responded that:
You have not made your position clear at all. I have asked you: - Why did anti-abuse not auto ban this player? No answer - What sanction did you apply? No answer - Why can't you tell me? We don't want to (that's all a company policy is) - What compensation will you provide? No answer.
Then I checked the bot's stats. Three days had passed. It was now 925 battles. They hadn't even been banned.
Part 4 Local Community Managers?
This was now getting frustrating. Pointless even. Why continue? But you see I love World of Warships at a fundamental level. I think many silly development decisions have been made. But there are core mechanics that exist in this game that I love... like when someone damage cons and then you set two perma fires on them, or when a Minotaur gets radar'd in smoke and you pop them with three citadels, or when you shoot torpedos and the enemy ship starts to dodge them, but you pepper them with your shimakaze guns enough to make them turn out to destroy you and sail directly into your torps. Chef's kiss. No other game does this.
Anyway, customer service didn't answer my questions, didn't ban the player. Didn't explain why or why not. At the suggestion of a clan mate I tried a last ditch attempt - Discord and the Local Community Managers.
Optimisim was dimmed a bit quick when I saw there were none for Asia Pacific. (I'm in New Zealand - great place please visit). Ahskance, Local Community Manager NA was there though. I'd seen his videos on youtube when I briefly attempted to learn to play CVs. I can share the chat's with him, but if you're looking for drama - I was polite and he was polite so that's that.
Ahskance responded pretty quickly. He said I had made multiple tickets (see above). "We don't describe sanctions and report it if you see it again." Personallyl I've got no qualms with reaching out to a community manager on discord and them immediately having access to my customer support tickets. Frankly its probably efficient. Ahskance said:
Looking at a profile and deciding "Ban this man!" isn't realistic (edited [his edit])
You brought up the situation to CS. CS looked into it and told you that'd they action anything they found
Since then, you've made multiple more Tickets, even though the situation was looked in to and addressed
Hmm, so I said:
Drop: I think looking at a profile - and witnessing it in game - of a player suiciding their ship and never using main guns - 930* games and counting - is quite realistic. It's clearly griefing. It ruins games and is a breach of the EULA.
*yeah the account hadn't stopped. Still going now in fact - 936 at present.
Now here's where it gets odd. Ahskance has made good youtube videos. He's not foolish in any way. But he responded with a screenshot from Wows stats showing max damage from the Bot's Iowa (66,000). He clipped a screenshot even though the same player stats sho 930 games and 0% main battery hits.
Ahskance said: From an observational standpoint, for the other numbers to be as low as they are is suspect. But, the player does play the game (me: no they obviously don't)
https://preview.redd.it/tgps0dj7uz0d1.png?width=987&format=png&auto=webp&s=f0f14feaee7158d4e5ceae41f0bcc31657b8572a
  1. You shared a game with them. You submitted a Replay. Our CS reviewed the replay and reacted accordingly
  2. If you share another game with them and it goes poorly, please make another CS Ticket
Now I'm confused. Is Ahskance saying it's not a bot? 930 battleship games without firing main guns? Holy orion alpha what the fuck are we talking about. There is no debate. But Ahskance says its not conclusive.
So. One week in World of Warships. 900+ games without firing your guns. One week of zero action from Wargaming. One week of doding answers. Who cares eh. But there are 10,000 accounts on each server with a winrate lower than the account I reported. I hate when I get a bot in my games. If you do too then back me up. Maybe WG might do something.
I shared this post today with u/ahkance and gave him 24 hours to comment. He said he has no comment. In fairness that was within three hours. Then he immediately blocked me
Personal opinion [loaded comment obviously. All above is tainted by my opinion]
What is the point of playing random battles? You queue up and engage in a 20 minute game. One side suicides a ship and the whole competitive point is toast.
submitted by dropnz to WorldOfWarships [link] [comments]


2024.05.17 14:55 sirsiver96 14.10 crit item changes are trash

The title is pretty self explanatory, i get that now everyone is on the "honey moon" phase and "wow infinity has 80 AD and 25% crit!1!11!!" But there's a lot of aspects that have been changed for the worse in excange for the beloved 25% crit on every item.
submitted by sirsiver96 to ADCMains [link] [comments]


2024.05.17 10:47 All-Dress H: more guns W: rare apparel

H: more guns W: rare apparel submitted by All-Dress to Market76 [link] [comments]


2024.05.16 11:25 SevelarianVelaryon FO76 is one of the greatest old-school feeling MMORPGS in many ways; and with lots of extras that no other MMORPG could hope to have.

As an admirer of old school MMORPGS...Runescape Classic, SWG [pre combat update], Project Gorgon, and even the ones i've not played (EQ,Ultima - didn't play at the time).
I love the idea of player economies, vendors, physical trading of goods and not just sending off stuff to the ether (Auction houses, etc). Real people who stop to wave, chilling around a camp fire, you name it. Not slamming only dungeons/raids as 'content' and always being in A BIG RUSH!!!
FO76 is in a unique position to have that chill factor that those old games had, especially with player vendors! Project gorgon for instance lets you set up shops...but it's a very small community, it's almost pointless in a way because of low numbers. Like a dead mall right?
It's amazing in FO76 that we have match-made servers so there are hundreds of shops, and huge potential for constant foot traffic to your shop. Pretty much no mmorpg that features player vendors is gonna compete with this potential; it's such a badass plus for FO76.
Not a niche server like UO:Outlands, not dead like Project Gorgon, and not a sea off anonymity like a Grand Exchange or Auction house in WoW. Many random, roaming eyes on your shop, every darn day!
AND we get to make a unique, 3D crafted settlement to show off without mods, loading times and such. It's so friggin cool even without a vendor. Expressing myself with the CAMP system is peak RPG imo.
Runescape Classic and Vanilla WoW are my favourites but I find myself just loving existing in FO76. Retail WoW while polished and smooth today, just doesn't have that chill out factor now, short of being in personal guilds that you've known for years/months.
Getting emoted back in FO76, while non verbal is all the 'heyyyy!!!! :) ' I need, and we're surrounded by that. In WoW...Guild Wars 2, even FFXIV outside of Limsa Lominsa, those worlds are empty and cold, and lonely.
In FO76 we're not far from a cursory passing of other players. It's hard to explain...I find those interactions important in these open world multiplayer games. Sure we can't type, but we know what we need to know via emotes haha
There's many arguments to be made that FO76 isn't a traditional MMORPG as such, but i've had way more roleplaying here for sure than most.
I'm a junker, living in a physical junk yard near Vault 76. My scrap for the first time ever in an mmorpg is actually useful to new and multi thousand hour players. I've always loved low level materials in games but they're always forgotten/outclassed in player economies for the high tier shit. Lead will always be important, right?
Sitting by the campfire, making my buff stuff, crafting useful items, as people come by. Almost like a multiplayer Valheim with an apocalyptic twist.
Not an economist by any means either, but the cap limit is probably doing some heavy lifting too for the general day to day trading of goods/inflation. I've not gotten to the stage of trading big shit like Red Assy dress or god roll weapons, so maybe i'm out of school here :P
I'm 165 hours in so far and still enamoured with the general session gameplay loop. There's something about logging into your camp, hitting your buffing items with a morning coffee and heading out to an event full of people. Returning and scooping up my collectron stuff and working on stuff (such as rolling fixers lol).
Oh did I mention the...massive fucking world with questions and visual storytelling. Good lord, I haven't even done the 79 stuff yet.
Honeymoon period perhaps, but haven't had such a positive feeling of 'damn I can definitely see myself getting 1000hrs in this' for a long time. FFXIV is probably the cosiest of games, but outside the story and dungeons, something about that world just feels like one giant dead-mall too.
Some people like Mythic Plus raiding or running dungeons? Me i'm gonna sit here gathering mats in my junk yard and vibing with folks instead, and unlike pure social hangouts, doing this is beneficial to my character (Growing of mats/stats/wealth/CAMP unlocks etc)
Cheers vault dwellers! Who knew this hunk of shit disaster game possibly ended up being a potential favourite, multi thousand hour MMORPG[for me anyway].
EDIT: Oh the Photo-mode pics ending up as loading screens is no hyperbole; one of the best features of any game. What a wild idea for logging special memories/moments. Other games: please do this!
submitted by SevelarianVelaryon to fo76 [link] [comments]


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2024.05.16 02:55 GoldWhale Ivan Demidov: The Debate for #2 that Never Should Have Been

Written by u/GoldWhale & u/JD397
Thanks everyone for your patience with us getting this written up. Much appreciation to my co-author u/JD397 for his work, scouting analysis, and comprehensive background knowledge on where Demidov sat compared to historical players, and the international analysis. Please note, this analysis won’t focus on why Demidov>Levshunov. In terms of BPA, Demidov is nearly unanimously over Levshunov based on consolidated rankings. With the Blackhawks publicly saying they want to go BPA, we hope to establish a case as to why Demidov truly stands above the rest, by a good margin. We hope that this was worth the wait, and we haven’t disappointed anyone who may have wanted more. We’re amateurs, give us a small break 😉
When Deputy Commissioner Bill Daly flipped the decisive card to reveal the number one overall pick, Blackhawks fans were disappointed. They were going to miss out on Macklin Celebrini, the consensus number one center and number one overall player in the draft. After winning Connor Bedard the prior year, many fans were hoping for a one two punch down the middle, their own version of McDavid and Draisaitl, Crosby and Malkin; this was not to be.
Despite the initial dismay, fans were still happy. The Blackhawks won the second lottery, and with that, the rights to select a franchise player at number two overall. Immediately, though, there was debate. Swirling on social media there were rumors that the Blackhawks were predominantly looking at two high end prospects: Ivan Demidov (RW/C) and Artyom Levshunov (D). On one hand Demidov is an elite prospect at wing with excellent hands, creativity, and legitimate top line wing with PPG+ upside. On the other, Levshunov is a dynamic offensive defenseman with a stellar shot, solid size, dynamic skating, and most importantly right-handedness.
The Blackhawks, realistically, need both positions. Last year the Blackhawks iced one of the worst offenses in the entire league, scoring the second least goals behind only San Jose. They also had the fourth worst defense, surrendering 290 goals on the season. Neither are acceptable in the push for a playoff spot in the coming years, but ultimately with number two, you can only choose one of the two players. After our hours of analysis, u/JD397 and I believe there is no debate – as good as Levshunov is, Demidov is closer in skill and projection to Celebrini than anyone else in the draft is to him.
So who is Ivan Demidov? He’s an 18 year old forward playing for SKA 1946, a MHL affiliate of SKA of the KHL. Since the 2023 draft the big story out of the KHL was the dominance of Matvei Michkov. This was a kid who destroyed the MHL by putting up 38 points in 22 games and going PPG+ in the playoffs his D-1 Year. Michkov then outperformed Connor Bedard by putting up 16 points in 7 games at the IIHF U18s in 2021. Michkov was, and still is, borderline generational but there was someone else waiting in his shadow. In his D-1 Year, Ivan Demidov put up 62 points in 41 games, and scored 1.3PPG in the MHL playoffs. While putting up a lower PPG pace than Michkov, Demidov’s game was substantially more well rounded and scouts started to take notice of another potential franchise winger in Ivan Demidov.
Demidov exploded in his D-0 Year, putting up a literal 2.0 PPG pace in the MHL the highest pace ever for a player 18 or under, and the third highest PPG in league history. In the playoffs, despite an injury, Demidov posted a ridiculous 28 points in 17 games. This production was unheard of beforehand and bested Kucherov’s 1.87 point pace at 18. Not only did Demidov have better production AND two way play, but he also did it nearly 7 months younger. Demidov remains a bright spot who is able to elevate his play to the competition. Before talking about playstyle, strengths, comps, projections, etc. it needs to be noted just how dominant Demidov was on the scoresheet.
Now that fans know who Ivan Demidov is, let’s address the elephant in the room. Demidov is Russian and with the political climate worldwide, being a Russian is associated with an inherent risk of a prospect not coming over. Rest assured – there is no such concern in this case. Last year, rumors swirled around Michkov not coming over due to three factors:
  1. Michkov did not meet with more than two teams and actively told specific teams he would not play for them.
  2. Michkov was incredibly difficult to get ahold of predraft and it made scouts and front offices skeptical on his character and desire to come to the NHL.
  3. Michkov had 3 more years left on his contract with SKA.
Demidov, on the other hand, is actively engaging with teams. He’s hosting a workout in Florida before the draft for multiple teams to attend, and is actively having his agent coordinate interviews and meetings with interested front offices. Demidov has publicly declared his intention to come over to the NHL as soon as possible, even venturing so far as to say he’s looking at options for getting out of his KHL contract to get to the NHL for the 24-25 season. Finally, Demidov only has 1 year left on his contract so there isn’t long term concern about losing the ability to develop him internally. An interesting note that we found during analysis was that Demidov’s agent, Dan Milstein, is “hated” in the KHL because of how consistently he pushes for his clients to leave Russia and transition them to the NHL. Even if Demidov is stuck in Russia all of next year, there’s almost zero risk he doesn’t come over.
On Demidov, the other large question that looms is his lack of play in the KHL, and SKA’s decision to play him in the MHL. Despite being the one of the best players in MHL history, Demidov only saw action in 4 KHL games and scored a total of 0 points which has also turned off many scoresheet watchers. Let us reassure you – Demidov was predominantly the 13th forward and played an average of 3-5 minutes per game with unfamiliar linemates. He did not have a chance to play enough to succeed, and built no chemistry with the teammates he was playing with in his limited time. SKA is notorious for handling their prospects poorly. Young players are consistently given limited ice time, especially when they’re expected to leave Russia. Michkov, despite his skill, couldn’t crack the SKA roster in his D-0 or D+1 simply because of this bias. All said, this is not a concern scouts have when it comes to the potential drafting of Demidov.
With the Russia question answered, we believe there is no doubt that Ivan Demidov is the pick to make in the 2024 draft. Ivan Demidov is really really good. He is the complete package for what you look for in a franchise winger. Demidov has excellent hands, dynamic edgework, elite hockey IQ, high end compete and energy, a relentless forecheck, creativity in the offense he provides, solid two way play, and finally rapid speed in terms of release and puck control. There is no one like him in this draft who offers such an elite skillset with no obvious flaws in his game outside of his build. He can also play center when needed which gives him additional offensive flexibility and adds even more dynamism to his game.
While analytics don’t tell the full story, they can often be a useful baseline to build from. The first item we want to call attention to is Byron Bader’s model, which projects Demidov as the best #2OA prospect since Eichel.. Let's again be clear, we don’t put much merit into this due to the low gradings of Carlsson and Laine, but it’s important to contextualize how Bader’s model works. It compares prospects to the league they’re in and projects them out. Demidov dominated the MHL to such a degree that the model favorably views him due to being almost untouched in play, and setting multiple records. Continuing with Hockey Prospecting and Bader, who is an active NHL draft consultant, they project Demidov to be an absolute STUD based on production. No forward who they’ve ever given 99%s to has ever been less than PPG+. Demidov has a very comparable offensive game to Celebrini, and is all but guaranteed to be a star due to his production and skillset. Alanen also projects Demidov to be elite in all 3 zones, and gives him a total RARE grade of 100, due to his next level offense and transition, and above average defensive work despite his assignments. Again, analytics aren’t an end all be all by any means. They’re just an exceptional base to build from when scouts, data scientists and NHL draft consultants unanimously believe a player to be elite. From our research, no prospects with comparable profiles have busted or not succeeded in the NHL.
Whilst reading multiple articles, watching videos on Demidov, and going through tape, we compiled the following scouting report.
Physical Attributes:
Demidov is not very physically imposing, or even one of the most physical players in the draft. He’s expected to show up to the combine around 6ft tall and weighing 170lbs. Admittedly one knock that some scouts have for him is his build and need to bulk up. Thankfully, this is easy to build at the professional level. Nonetheless, Demidov has sturdy base that enables him to dominate around the boards and in front of the net due to his rapid twitch movements and lower body power. Demidov is able to outskate and outwork larger and stronger players by being smart with his legs and driving to the inside consistently when in transition. His remarkable agility and lower-body strength allow him to outmaneuver opponents and maintain possession in tight spaces, or separate for quick attacks or desperation back checking.
Skating:
Demidov's skating is characterized by irregularities; while he exhibits great power on his edges, his transitions suffer due to a wide stance, leading to questionable but explosive pivot work. Despite this, his rapid acceleration and agility enable him to navigate through traffic seamlessly, while his powerful stride generates significant momentum, making him a constant threat in transition. Let’s clear up a misconception; Demidov is not a bad skater. He’s got decent speed, a good handle on body control, power on the inside of his edges and with quick crossovers, etc. His posture and stance need work, but this is something that looks completely fixable at the NHL level. It doesn’t require a rebuild of his skating style, rather a retool that can utilize his edgework as a base. Instead of hunching over at the end of a shift and losing speed and energy, Demidov can rely on quicker small movement cuts on for rapid movement and longer, albeit slower strides while holding himself higher to preserve energy while covering distance. While the 10 and 2 skating that Demidov employs isn’t conventional, it allows him to see a good deal of the ice, and when in close provide breaking speed towards the play. Fixing the reliance on 10 and 2 also offers faster top level skating and easier quick pivoting in a 200ft game, rather than a longer turn. Again, his skating is unorthodox – but it isn’t bad. It’s not mechanically sound, but it can be polished to a high level without a large amount of concern. Because of how unpredictable his skating is now, scouts across the board acknowledge that it potentially even grants an advantage as his body is harder to read.
Scoring Ability:
A natural sniper, Demidov possesses a lethal shot with pinpoint accuracy and a lightning-quick release that catches goaltenders off guard. Whether he's unleashing a blistering wrist shot from the slot or wiring a one-timer on the power play, Demidov consistently finds the back of the net with precision and finesse. One really underrated part of Demidov’s scoring ability comes from the aforementioned elite edgework. Due to how rapidly he can change directions while holding full control over the puck, he can create scoring lanes with almost zero room, and his accuracy is again one of the best we’ve evaluated as amateur scouts in the last few drafts. When there isn’t an immediate opening or shot, Demidov is patient, draws coverage where he wants, and again has no qualms about firing the puck to the net. If there’s one question about his ability to score, it’s his slapshot. He hasn’t had to use it in almost any occasion due to how the offense is structured on SKA 1946, and therefore it’s not as developed as his snap or wrister. This is a relatively minor knock, though. Demidov can take slapshots and find twine without much difficulty, it’s just the least refined part of his goalscoring ability.
Playmaking and Elite Hands:
Demidov has the best hands that we have scouted. Better than McDavid, better than Fantilli, better than Hughes, better than Bedard, better than Michkov, and yes, better than Patrick Kane as a prospect. Yep, that good. Hadi Kalakeche, one of Dobber’s lead scouts says, “…he has THE best handling skill I’ve seen… he’s the closest thing we’ve seen to Pavel Datsyuk since Pavel Datsyuk.” The rapidity of his movement, the purposeful puck placement, the astounding protection rate, and his ability to pull defenders off of him without moving his body is unlike anything we’ve ever seen before. Again, he has the most individual puck skill and innate offensive talent in the draft. These skills with his hands allow him to become an absolutely next level playmaker. Demidov is crafty, and has a history of faking shots to make a pass, or vice versa to help his team. He’s able to create lanes and take advantage of his puck control by having absolutely next level zone entry to set up the offense on a consistent basis. While his decision making needs some work when it comes to choosing the best move, he almost always makes the right one, and is able to think through solutions when there’s no apparent move forward. Whether it’s a drop pass, running the puck up the boards, a regroup, finding a teammate with a perfectly slotted pass, Demidov has no real ceiling. The only question remains is whether these skills will work as well at the next level. All said though, there’s no real debate between scouts that he’ll be a franchise winger.
Creativity and IQ:
Demidov is electrifying, brilliant, dynamic, innovative, transcendent, and any other adjective you want to use. There is no prospect in this draft with Demidov’s offensive upside, including Macklin Celebrini. As mentioned above, Demidov has been compared to Datsyuk: he is stellar at opening up lanes with his body or finding passes, even if they’re banked off the boards. While Bedard is a guy who was expected to shoot first, Demidov is a passer. This works in his favor, though. Demidov certainly doesn’t lack a scoring touch. His positioning and body will tell goalies and defenders he’s planning to pass and he’s able to quickly change direction using his edges to put a shot on net. His ability to think several steps ahead of the play allows him to execute highlight-reel passes and capitalize on scoring opportunities that others on his team might miss, or simply not have the skill to execute. He’s unpredictable because his vision is at such a high level. He’s got a game reminiscent of Jack Hughes and Patrick Kane, and the way he views the game has scouts absolutely over the moon about his pro projection. There really is nothing that Demidov doesn’t have the ability to do – this year in the MHL he took advantage of the strength of competition and tested it out. Demidov tried different reads, different styles, working more heavily down the middle, shooting, playdriving, etc. We’re blown away by the flexibility that he shows across every facet of the game. A really fun quote to mention from Lassi Alanen, EP’s director of Euro scouting is, “I still have like 100+ unused clips of Demidov's play from this season. He must be the most clippable prospect I've ever watched. Something eye-catching happening almost every shift during his second half of the season.” Demidov’s highlight reel isn’t really a “reel” – that’s just how he plays the game on most shifts that he takes.
Physicality and Defensive Awareness:
Demidov's physicality extends well beyond his height, as he isn't afraid to throw his weight (all 170lbs) around and engage in board battles to win possession. His defensive awareness is equally impressive, as he uses his size and reach to disrupt passing lanes and apply pressure on opposing forwards both in the defensive zone and in the neutral zone, showcasing a commitment to playing a complete, two-way game. As briefly mentioned, Demidov doesn’t exclusively play wing – he plays center too. While he’s not going to be Patrice Bergeron he is capable of handling both ends of the ice, and has consistently improved his defensive play throughout the year.
Work Ethic and Engagement:
While almost all prospects “work hard” to play their best on the ice, Demidov does that little bit more. Despite being a winger, he’s consistently one of the first players up and down the ice. He rarely coasts and drifts around but is engaged rather consistently all around the ice. One thing that’s often hard to teach prospects is how to be aggressive and assertive without being risky. Demidov never worries about challenging his opponents, fighting hard board battles, or giving his all to get back into a play after he’s low after driving to the net. This is something that the Blackhawks LOVE in their players, and should hopefully encourage GMKD to pull the trigger, if everything else didn’t sell him. As we see Demidov continue to improve in skating with NHL coaches, this should only give him more energy to expend in the 200ft game, and improve his engagement across plays. He’s an absolute workhorse, and consistently pushes to improve which evidenced by the massive improvement across this season in the MHL. There’s no reason to think this same drive can’t come through on the NHL level.
Areas to Improve and Questions:
With all the hype around Demidov, it’s hard to initially understand why he’s considered a lower end prospect than Celebrini. Digging in, though, it becomes more clear. While Demidov has the higher ceiling, he also has a much lower floor. The number one factor that limits Demidov is his exposure to higher end competition. The MHL is a good league, but Demidov was ready for the KHL last year. Since he wasn’t exposed to higher end competition there is still question on how much of his skillset will translate when playing higher level men’s hockey. There isn’t an expectation of a problem, but when a player lacks that experience, it undoubtedly makes them more challenging to project. Remember, Demidov didn’t really play meaningful KHL minutes when he got 4 games this year. He got 13th forward exposure and didn’t play with the same linemates that he worked with in the pre-season. Nonetheless, he wasn’t perfect. He did see some questionable decisions while trying to adapt to higher competition. There’s little concern that this is an actual issue, but Demidov needs to grow and play against men, even for a few games, before coming to the NHL. Thankfully, he should have the entire season in 2024-2025, and I haven’t read a single scouting report that expects him to have an issue putting up Michkov+ numbers.
The second factor is skating. Demidov is a good skater, but he’s unorthodox at best. While this skating relies heavily on his edgework which gives him amazing playmaking ability, his pivoting, high end speed, position and stride could all use refinement and improvement. While these are all skating mechanics that are easier to fix, skating is NOT a guarantee. If he’s unable to improve his skating with NHL skating coaches, it could limit his upside. He is still expected to be a top line winger, but it could be the difference between 70+ and 100+ points if skating doesn’t develop. Remember, some scouts view his skating as a “hidden” upside in his game, but improving skating not only gives him more offensive flexibility, but also defensively. There’s room for improvement, and it could be an easier lever to correct to see high rewards from.
The third factor is decision making. Demidov is creative to a fault, but just like in art, not every project works out. With such an advanced toolkit, Demidov needs to work with video coaches to better understand which moveset is appropriate in which scenario and when to deploy it. There’s a difference between decision making and IQ. Decision making is hard to fix when a prospect is set in their ways based on playstyle, but if playstyle is more flexible, then there’s much less of a concern. IQ, on the other hand is uncoachable, and Demidov has arguably the best offensive IQ in the draft. There’s no reason to believe that he can’t fix this, but due to being stuck abroad, and potentially even the MHL again next year, it could take him a bit longer to get up to NHL speed.
The final factor is defense. While it seems that every single forward prospect has a knock on their defense, we can qualify Demidov’s specifics a bit more easily. Demidov is a competent defender, and a very good well rounded player, but again decision making plays a factor in the challenge of projecting him here. While players like Celebrini are dominant both ways, Demidov often doesn’t make the right choice when defending – he has a lot of offensive instincts which have him sit higher on the blue, and while he is always engaged on the puck, he needs to be more responsible in coverage rotations. Off the rush, Demidov doesn’t always read the play correctly, and the inconsistency can create shooting lanes for his opponent. Just like Michkov, he can also cheat on plays where he finds himself a bit further away from a play and loses sight of his defensive assignment. He’s extremely energetic and consistently pushes to get back, but working with him on understanding when to cheat will be important for his development as well. We again want to reemphasize that Demidov plays solid defense and a good two way game, especially for a wingecenter. But there’s room for improvement in terms of bridging the gap between him and other recent prospects like Celebrini, Carlsson, and Johnston.
Pro Projection:
While he doesn’t have the skating that Jack Hughes had, he’s still a great projection and comparable. A smaller but nimble player who isn’t afraid to get involved on the rush, around the boards, or in transition. Demidov’s offensive upside is similar as well – like Hughes, the defense isn’t the best, but he’s able to run an entire offense both on the wing and playing center. He’s creative to a fault, has a great set of hands, and the toolkit to be a consistent top 5 player at his position in the NHL. Pro projections are always hard because you can never guarantee how a player will turn out, whether they’re undrafted or a #1OA, but Demidov is truly all but a sure thing. His creativity rivals players like Nikita Kucherov and Mitch Marner in their ability to think ahead of where the play is, his handling rivals Kane and Datysuk, his defensive play is above average for a winger, he has a great shot comparable to players like Matt Tkachuk, and is a bitch to get off the puck. Even when Demidov is literally on the ground, he’s consistently able to hold possession and find a play with no room left. With a toolkit like his, decent size at an estimated 6ft, there should be no reservations that Demidov should succeed at the next level. Most scouts see his floor around 65-70 points, and his ceiling closer to 120. I stand by the Jack Hughes comp I made earlier. While they differ in skating, they play very similar games, and should expect similar success at the next level.
Quotes:
“He’s got the best hands in the draft… and has made more one-on-one skill plays so far this season than almost any prospect I’ve scouted for any draft. He’s also a pretty engaged off-puck player who keeps his feet moving, hunts pucks on the forecheck, and can turn a steal into a game-breaking play in an instant.”
Scott Wheeler, The Athletic
“Demidov is already a game-breaking forward who can move the puck effortlessly and there’s no question he’d be a fantastic partner to some of the best prospects in the NHL today. His production in the MHL is comparable to Patrick Kane’s 2006-07 season with the Ontario Hockey League’s London Knights… Demidov is a bonafide first-line winger who will score tons of goals.”
Dayton Reimer, The Hockey Writers
“In a vacuum he’s the most talented forward this draft class has to offer outside of Celebrini. Demidov possesses many of the same traits Celebrini does, only his track record is against younger, more unproven talent."
Sam Cosentino, Sportsnet
“The talent of Demidov is impossible to deny. His raw skills might be the best in terms of offense in the entire draft. His puckhandling, shot, passing, and even skating makes him a unique hockey player and prospect. There are many great offensive players, but not many quite like Demidov. Especially who will also have a great drive and motor to play a strong 200 foot game… he could easily be a point per game player in the NHL on most teams first line.”
Frederik Frandsen, Last Word on Sports
“At the end of the day, what you get in a player like Ivan Demidov is a generational offensive dynamo with the mind of a master chess player. Each time he gains possession of the biscuit, his ability to think many steps ahead of the opponent, find creative solutions involving his puck handling abilities, as well as creating tremendous execution at creating space with his skating or precisely hitting the net is considered to be up to par at the NHL level.”
Tyler Ballesteros-Willard, Draft Prospects Hockey
“Any forward that has ever had the type of equivalency we’ve seen from Demidov in his pre-draft year and draft year, going back to the ’80s, has turned into a point-per-game-plus superstar over their careers… You need stars to compete and contend in the NHL, and Demidov is almost guaranteed to be that.”
Byron Bader, Hockey Prospecting
“Demidov is the most dynamic, verstatile, and creative [puck] handler we’ve seen come through the draft in recent years. Elements of his on-puck decision-making remain raw, but his upside as a 100-point top-line winger is supported by decent off-puck and defensive engagement and lightning-quick processing of the game. His elite-level of on-puck intelligence and his trifecta of dynamic handling, playmaking, and goalscoring tools give him the foundation to become an electrifying creative force and offensive driver.”
Sebastian High, Dobber
“Demidov breaks defences. He spots a tiny gap in coverage, bursts right through, and blows it open. He plays mostly a finesse game, but does so hyper-aggressively, attacking everything he can. Demidov succeeds at pulling off plays that most prospects can't. He plans, processes, and anticipates faster than he can stickhandle. He's a pure creator with the puck, making plays out of nothing.”
David St. Louis, Elite Prospects
“Demidov is the more dynamic and flashy prospect [Than Michkov].Demidov is the single-most gifted handler in the entire 2024 class. He projects to be the superior one-on-one attacker…someone who can single-handedly create out of thin air. When it comes to passing ability…Demidov’s ability to chain together handling sequences into following passing plays is second to none.”
Lassi Alanen, Elite Prospects
“It’s a no brainer[at #2OA]. It’s Ivan Demidov all day, every day, 24/7. You run to the stage and pick him… if you ask me, Ivan Demidov is better than Matvei Michkov… He’s the only prospect in our rankings who we gave a 10 grade to for a specific ability. It’s not just the handling skill in isolation it’s the creativity. He comes up with solutions no one can expect.. his motor is underrated, puts in work defensively… it’s a no brainer there.”
Hadi Kalakeche, Locked on NHL/Dobber
Our Scouting:
Clip 1:
As we talked about prior, Demidov has a great IQ and the ability to create lanes and plays out of nothing. Demidov pushes up the ice and enters the zone with pressure closing onto the side. He uses his hands to pull in control, but more impressively, puts his body between the defender and the puck. He uses his edgework and breaking speed to push past the defender, then is patient enough to draw 3 defenders towards him, away from his teammate. When he sees the trailing defenseman waiting, he immediately finds a tight pass for a wide open teammate to capitalize.
Clip 2:
There’s a difference between a safe move, and then there’s an insane move. Watch as Demidov comes up on the left side. He sees that the defender is getting desperate and goes for a large poke. Demidov slides the puck under the Dman’s stick and once again shows off his patience. Instead of going for a quick shot he reads that the other defender is slowly coming across the crease to prevent a passing lane. Instead of just shooting like most players, Demidov baits the goalie into thinking he’s going to run into the defenseman, and in that second, puts the puck in the net.
Clip 3:
Small play, but this is just about how slick his passing is. He slides the puck through a very tight lane while baiting the defenseman into sliding due to not knowing where the play is going to be.
Clip 4:
While we can put on nonstop highlights, it’s also important to see how smart Demidov’s game is. Demidov and the other SKA players move the puck around a bit trying to find an opening until they give it to Demidov. Demidov reads an open play and passes the puck down, but instead of immediately following the puck or staying at his spot, Demidov uses his high engagement to instead move to the other side of the net down low to offer accessory support for his teammates on his anticipated cross crease pass, should there have been a rebound.
Clip 5:
Not every highlight is going to be a goal. One really underrated part of Demidov’s game is how well he’s able to read the offense. As he holds high initially, he’s able to help move the puck out in order to reset the offense when the play fails. His motor keeps him in the play and with his excellent edges, he’s able to make a quick pivot after rushing around in order to step up and create an open shooting lane. While his teammate can’t make the pass to get the puck to him, Demidov read where the play WOULD be, not just where it was. Those IQ aspects really can’t be taught, and are part of what makes him so special. By anticipating the open play rather than following the puck, he establishes himself as a play driver by creating options rather just following and executing structure at a high level.
Clip 6:
We're not even going to analyze this one. It’s just fucking fun. Talent oozes.
Clip 7:
This video has a ton of highlights, which I’d definitely recommend watching, but we’re going to focus specifically on the play at 0:45. We can post clips of Demidov scoring goals, finding breakaways, etc. all day long, but when thinking about translation to the NHL, IQ and decision making is what we’re really drying to drill down on. Demidov arrives in the zone through to middle and pushes the initial F1 to the F3 spot and changes the rotation. The puck is dumped to him and the initial F1 leaves a drop pass for Demidov approaching the goal. As soon as Demidov gets the puck, at 0:47, you can see him primed and in a good shooting position. The bigger defender misread the play and has drifted too far towards the center of the ice, leaving Demidov with a nearly unobstructed shooting lane as the netfront defenseman is also too far toward the middle. Instead of taking the shot, he instead waits to draw over the netfront defenseman, and the bigger defenseman closer towards him, leaving his teammate literally untouched across the crease. Demidov trusts his hands and ability with an extremely quick and accurate pass through the stick range of three defenders to find his teammate wide open. His decision making has been progressively improving and his ability to look off the shot to find an elite pass will translate extremely well to the next level.
Clip 8:
Another play where you can just be excited about Demidov. The puck is wrapped up around the boards and the defenseman sitting at the top of the blue just pushes the puck back into the zone without a clear target, or a player who has an explicit opening to the puck. If anything, the puck is put in the middle of all 5 Karpat skaters. Despite starting on the outside, Demidov’s engagement shines through where he uses his edgework to get a rapid explosive burst of speed, and pushes through both defenders in front of him to gain possession. Once he gains possession, his ability to control the puck, and his handles help to demonstrate just how strong of a prospect Demidov is. Even when the defender is falling onto him, Demidov is patient, makes the netfront defender bite to believe he’s going wide, creating a lane (effectively bypassing 3 separate Karpat players) to get to the goalie unobstructed. Then, his hands come out and he absolutely undresses the netminder with moves that the video literally cannot fully capture. He makes highlights like this look routine, every single game.
Clip 9:
Sometimes when you see a play it’s hard to say anything but wow. Demidov leads the rush through the neutral zone and reads the coverage a much less conventional 1-4 scheme. The offensive rush is a bit unconventional as well, but can offer a smart solution. By having 3 attackers, two concentrated up the middle and one wide, it allows for quick movement up the middle, and post defensive collapse onto the puck, a pass to the outside for a clear entry lane and shot. Demidov passes to his teammate directly across the center of the ice as he expects that teammate to immediately get puck to their teammate on the outside as coverage collapses. Demidov gauges where the openings are pre pass, as evidenced by the head movement. Unfortunately, instead of immediately passing again to the outside for an open lane, his teammate runs into pressure, and panics. He passes back to Demidov who is less than 8ft away and will inevitably will run into immediate pressure as well. Somehow, this is no problem for Demidov. He collects the puck with the literal tip of his stick, uses his body push the defender off, and then pulls the puck in while facing the wrong direction to slip past the defender. Despite being placed in a no win situation his hands and creativity shine through and he creates a clean lane to shoot the puck at the net. It’s almost inhuman what he’s able to do with his hands. When he gets to the net, he’s patient, baits the goalie, pulls wide, and then puts in a clean backhand. Some of these highlights are literally awe-inspiring.
Closing Thoughts:
If this scouting report doesn’t get you excited for Demidov, we don’t think anything will. He’s truly the most electric player in the draft with absolutely ridiculous hands, compete, dynamic play, and highlight reel performance. His IQ is next level, and his hands allow him to do truly amazing things with his skillset and competency. Demidov’s vision is absurd; he consistently makes passes to his teammates without looking, or sends a pass before a teammate has a clean break by using anticipation. These RARELY lead to a turnovers and are often not only creative but unorthodox methods to continue to move the puck up ice. Although his skating is unorthodox, he’s explosive, able to create comprehensive offensive maneuvers due to quick transitions, and make off angle passes with ease due to his edgework. He is elite in transition and able to run a breakout, an offense, and play any of the F1/F2/F3 roles when the situation calls for it. Despite his expected size of “only” 6ft 170lbs, Demidov knows how to use his body and hands. He not only protects the puck on offense but can draw defenders away from his teammates in predictable patterns, once again opening up space for him to capitalize. The same goes for defense where he's able to use his positioning to get the edge on his opponents for a rapid takeaway or a box out off the rush.
As we mentioned earlier, Demidov’s game isn’t limited only to offense, he has a decent understanding of the two way game as well. He’s a relentless forechecker, aggressive on the boards, and also always willing to use his high running motor to jump back into a play that leaves the zone, even if he’s right next to the net. Demidov has the most skill and raw talent out of any player in this draft, including Celebrini. Had Demidov not been demoted to the MHL due to SKA’s poor management, there is almost no doubt that he would be considered nearly neck and neck with Celebrini. As it is now, Demidov is ranked #2 on most boards, and the overall #2 in the consolidated ranking. Demidovs don’t come around often; people last year were genuinely considering whether Michkov was at Bedard’s level. Demidov rivals Michkov if not exceeds him.
You can nitpick the analysis we have of any one single aspect of Demidov. Not everyone buys analytics. Not everyone buys playmaking in a lower league. Not everyone likes irregular skating. Not everyone is on board with the MHL stat sheet, our hype etc. etc. We get it. Really, we do. But at the end of the day, when you step back and appreciate the full body of work, the comps, the analytics, the rave scouting reports, unanimous love, models, stat sheets, skill, work ethic, and more that ALL say that this kid is elite, there’s fire beyond the smoke. Demidov is THE guy. There should not be a debate at #2.
For those of you who made it to the end, thanks for reading! Ultimately we know there will be inevitable debate about a prospect, but we appreciate you hearing us out, and at least letting me, u/GoldWhale, spam the sub over the last few weeks in love of Demidov. Whether or not you agree with our analysis, we encourage you to do your own scouting, read from the authors we've included, watch through all the highlights in the linked videos, and draw your own conclusions!
We appreciate everyone in this community, and will try to answer any questions that you may have in the comments. If you so choose, please feel free to crosspost to other subs, edit, or utilize this writeup anywhere you like (forums/blogs/youtube etc.), just link back to our original post! For those in professional media who have contacted us with the hope of utilizing our writeup, feel free, again just link back to the original post as well. Thanks again!
submitted by GoldWhale to hawks [link] [comments]


2024.05.15 22:40 OriginalSprinkles718 [PS5/PS4] List of 100+ mods with correct LOAD ORDER - Difficult and satisfying survival challenge.

[PS5/PS4] List of 100+ mods with correct LOAD ORDER - Difficult and satisfying survival challenge.

PLEASE READ THE WHOLE POST.

This took weeks of picking and testing mods
Played on PS5, should work on PS4
Order is stable, no crashes
New game on survival difficulty required
All 6 DLCs needed
No unbalanced cheat mods added
Very difficult but satisfying and immersive
Adding other mods will break stuff, ask in comments
Not tested on PS4 or PS4 Pro performance-wise

OVERVIEW

This modlist is for people enjoying difficult challenge, exploration, combat, managing settlements and a bit of building. No more bullet sponges, loot/enemy respawns and rambo playstyle!
In the beginning you are no one. You leave the vault weak, tired, with barely any gear. Avoid most encounters and quests at the start. Try to survive, build a safe spot and carefully explore. Be aware of your surroundings, use what you find.
Saving often in beds and making 'autosave drug' at the earliest possibility is a good idea (nearest chemistry workbench is at Abernathy Farm). Save menu is always on top of MISC category in Pip-Boy.
Discovering new places gives plenty of exp in the beginning, but quests are your main exp income.
Exploring safer areas like Sanctuary, Concord and smaller settlements first (avoiding powerful enemies) recommended. There might be a lot of combat in the background. Don't engage much, especially avoid supermutants, robots, turrets, bears - they are deadly even for high level, well developed characters. Raiders also hit hard, depending on their weapon and rank.
Weapon caliber makes huge damage difference. 10mm is pretty weak, but if you find rare .50cal rounds or some good explosives, you should eliminate tougher targets much more easily.
Investing in stats right after level 15 is a good idea. STR for carry weight, PER for accuracy, END for health, CHA for better prices, INT for more exp, AGI for sneak and speed, LCK for dmg and loot. Be sure of your choices. Watch out for 'revealing all map markers' and 'slow time when aiming' perks. Be sure you want and like them, there is no going back.
Deathclaw in the early minuteman quest is tough - try to use explosives to break his legs and some high caliber weapons to finish him off by shooting his face. Or maybe you'll get lucky and raiders will kill him. Or just simply avoid him until you get proper gear.
Don't waste ammo on zombies, use melee. Bullets are valuable. However zombies can grab and instantly kill you if your HP is very low, so watch out on low, early levels!
Aim for the head for much higher damage. Concentrating damage on arms or legs to rip them off is a good strategy too. Raider without arms wont do much to you except running around and alerting nearby enemies, that is.
Damage types are important. Ballistic damage is not efficient against turrets, melee against radroaches and so on. You need to figure out yourself whats best strategy.
Develop and protect your settlements, put walls to protect generators and other important structures. Repairing is costly. Gear up settlers. Scraping and cleaning settlements is a good early source of components.
Try to fully explore the map, kill enemies and do all quests. Most loot and enemies wont ever respawn so this is your chance to find new secrets in Commonwealth and clear the place.

========== CHANGES ==========

Combat, Enemies

  • Enemies will flank, charge, take cover, run in fear, use and pick up ammo & weapons, swap to backup gun and so on.
  • Headshots or weakspot hits do much higher damage than torso shots.
  • Gun caliber greatly affects damage, explosives are powerful and damage type matters.
  • Foes have special moves like biting and holding leg, wrestling moves, kicks. Dependent on enemy type and briefly stuns you.

Sound, Graphic

  • Sounds are less flat because of added reverb and other tweaks.
  • Very dark nights with wide, helpful flashlight.
  • Atmospheric lightning: beautiful light from lantern and fire sources, dusk, dawn, moon, plus bullets illuminate environment when flying around.
  • No dreadful, annoying, unimmersive: combat music, hearthbeat, sounds of generators, turrets, exp gain sound, most perk triggers and perk chart.

Crafting, Modifying

  • Making/disasembling ammo and also creating various shipments. Upgrading clothes, rings, glasses in different ways.
  • Legendary swapping, crafting legendary effects using technical documents. Some effects have been adjusted.
  • Added crafting of new, lower damage explosives, but they have unique effects for ease of use.

Perks, SPECIAL

  • STR affects carry weight, PER accuracy, END is health, max AP, CHA for better prices, INT for more exp, AGI for sneak, walk and reload speed, LCK for small dmg boost, loot, critical hits outside VATS and while using it.
  • Leveling up does not give you health. You rely on stats, bonuses, gear.
  • Perks tree mostly changed, level 15 needed to start increasing Special base stats, level of around 100 to increase stat to 10. To get all perks you would need 300 levels, so new modified 'idiot savant' will help a lot.
  • Collecting magazines, bobbleheads, companion perks is now more helpful and recommended.
  • Some skills are changed, reordered, much more interesting and useful.
  • More perks are needed for crafting, especially science perk is required for most technology related stuff.
  • Lockpicking everything is available instantly from level one, but perks and AGI make it reasonably easier. Bobby pins are more rare.
  • Hacking is simplified to not do the repeating minigame. Now holotapes to reprogram and override terminals might be of use.

Settlements, Building

  • Expensive build costs of robot workbenches, turrets, big generators, so buying component shipments is justified.
  • You can hire guards for caps or risk settlers lives on the usual guard posts.
  • Can't harvest planted fruit and veg, you get your fair share in workbench instead.
  • Collecting resources by settlers changed. Bigger variety of settlers and they are now mortal.
  • More objects to build and decorate your bases.

Locations, Loot

  • Items like meds and ammo are harder to find and exist in appropriate containers.
  • New map markers and few minuteman towers as a small addition to explore.
  • Quick travel available, but only to settlements.
  • Only rare enemies like bosses drop legendaries. And many more...

Before you download:

  • Safe to remove/swap mods are listed below the modlist, just in case you don't like or want some of them. Rest needs to be kept for balance or glitch removal, but only in the CORRECT ORDER!
  • Remove all mods you currently have before downloading this mod list.
  • Read what to do after downloading mods.

MOD LIST WITH CORECT ORDER:

  1. Unofficial Fallout 4 Patch [UFO4P] [PS4] - Thousands of small bug fixes for FO4.
  2. Radium Rifle Suppressed Sound Fix - As the mod name suggests. Must be on top of mod list, its a master file.
  3. [PS4] Pip-Boy Paint Jobs - Colors Of The Wasteland Pack (Club Freedom) - Adds simple Pip-Boy skins. Remember you can click touchpad while using pip-boy to zoom. Again a master file.
  4. Kane's Items Sorting (PS4) - Junk is sorted and some other things too.
  5. [PS] Useful Technical Documents - Legendaries - You can swap legendaries for free, create new ones using technical documents.
  6. Named NPC Protection [PS4] - Protects named quest npc's, merchants, important characters from random encounters with enemies.
  7. Tribals of Commonwealth - Adds tribal groups, often found in wilderness.
  8. Ghouls Of Commonwealth - Adds over 1100 feral ghouls for zombie apocalypse and chaos.
  9. DLC Creatures In The Commonwealth [PS4] - Adds 200 creature spawns to the commonwealth for constant war, danger and chaos.
  10. Longhorns Of The Commonwealth - Adds longhorns to more empty areas on the map.
  11. Gulpers Of The Commonwealth - Adds gulpers to more empty areas on the map.
  12. Wolves Of The Commonwealth - Adds wolf spawn points to the map.
  13. More Behemoths In Commonwealth - Adds 5 more behemots to the Commonwealth.
  14. Behind Enemy Lines - Adds plenty of enemies to the glowing sea region.
  15. Roving War Parties, Raiding Packs And Hordes Of MY - Adds wandering groups that attack some key locations.
  16. More Radstags - Adds plenty of radstags, especially north and into forests.
  17. Better Radstags - More agressive radstags.
  18. Not a Princess - Humans can grab you/others and slam on the ground, make karate moves, dogs can hold your legs/arms, bloodbugs suck your blood.
  19. Disable Minutemen's Annoying Quests [PS4] - Disables 7 types of repetitive and not important radiant quests.
  20. [PS4] Grounded Updated By Sarinia - Adds tons of ground foundations, floors, walls, mounds of dirt to Structures-Concrete menu.
  21. Miscellaneous Settlement Items Unlocked [PS4] By Callias - Adds 49 objects for building in settlements.
  22. Cinder Block Walls And Sandbags Unlocked [PS4] By Callias - Adds 16 objects like cinder blocks and sandbags.
  23. Constructible Faction Guards - Adds ability to hire guards for caps in build menu, but only after allying with a faction.
  24. [PS4] OCDecorator - Adds inventory items as a decorational building objects.
  25. [PS4] OCDecorator DLC - Support for addons for the above mod.
  26. Tweaks - Survival Fast Travel Settlements All DLC - You can fast travel to settlements on survival difficulty.
  27. 1st Person Animation Tweaks [PS4] - In first person mode you lower your gun automatically.
  28. [PS4] Swinging Animated Meat Bags - Adds animations to supermutant meat bags.
  29. Power Line Physics [PS4] - Swinging power lines in settlements.
  30. No Sneak Indicators - Completely removes all sneak indicators.
  31. [PS4] Dogs Not Brahmin - Provisioners and traders use dogs instead of brahmin.
  32. Vertibirds Unghosted - Tweaks invincible vertibirds for danger and realism.
  33. [PS4] Simple Settlers (Mortal Edition) - Provides bigger settlers pool (five times more) and names them.
  34. Quieter Settlements PS4 - Vanilla - Generators, turrets and hammering are much quieter.
  35. Fallout 76-Style Region Music - Changes music in regions for less boring/repetitive background tracks.
  36. Reverb And Ambiance Overhaul - ALL DLC [PS4] - Tweaks sounds for better ambient and reverb and adds sliders to options.
  37. Better Dialogue - Camera focuses on NPC, changes made to some irritating generic dialogues and tweaked dialogue interuption.
  38. Esk QuietPerks [PS4] - Muted five annoying perks like idiot savant.
  39. No Experience SFX - Silences sounds when gaining experience from various sources.
  40. [PS4] Dead Beat - Removes heart beat sound at low HP.
  41. Combat Music Remover - Mutes combat music, so there is silence and suspension when enemy detects you.
  42. Commonwealth Visual Overhaul & DLC [PS4] - Changes colours, atmosphere and makes nights darker.
  43. UCW - Unified Commonwealth Weather - Adjusted weather for regions and integrated DLC weather for Commonwealth.
  44. [PS4] No More Fake Puddles - Removes ugly puddles that stay 24/7.
  45. No More Twigs - Removes stupid twigs sticking out of the ground.
  46. [PS4] Enhanced Flickering Firelight - Better light effects for fire sources including oil lamps.
  47. [PS4] Dark Mode - Abandoned Settlements - Empty settlements don't have light sources.
  48. Vanilla Moon (4x) - Much bigger moon. Anything bigger looks low quality.
  49. Sunlight Alignment Tweak - Better Dawn And Dusk [PS4] - Changes sun and moon movement for better lighting and atmosphere during dusk, dawn and night.
  50. Crafting Blur Removal (PS4) - Removes blur while looting containers, from crafting screen, power armor.
  51. Ironsight Blur Removal (PS4) - Removes blur while aiming.
  52. More Map Markers (PS4) - Adds some new markers on map.
  53. CleanVATS - Green Tint Remover PS4 - Removes fullscreen green tint effect while aiming in VATS mode.
  54. VATS Third Person Only - As the name says, just changes in cameras used in VATS.
  55. [PS4] Payneful VATS - Better VATS cinematics, shows important hits and finishers a bit slower.
  56. Component Tagging Helper - Allows to easily tag basic components on cooking bench and you can quickly view how many you have in total.
  57. Grenade and Mine Pack - Adds some new weaker, but modified explosives.
  58. Saving Survival Mode - Allows crafting misc items on chemistry workbench for anytime saving (3 standard autosave slots and 1 save shared/overwritten on all survival characters).
  59. Animations Be Gone - Removes plenty annoying hammering spots in sanctuary.
  60. Minuteman Watchtowers - Adds 8 minuteman watchtowers containing loot and/or guards.
  61. Power Goggles (All DLC) - Power Armor Mods For Goggles, Visors, And Glasses - As the name says. Two mods for glasses for high level characters.
  62. Clothes For Every Stats Wz - Most clothes can be worn under armor and you can upgrade them after unlocking ballistic weave.
  63. Bear Trap and Caltrops Fix [PS4] - Small changes in how traps work and balance them.
  64. See-Through-Scopes [PS4] - Adds new combat scopes in place of 2.5x and 4x magnification.
  65. See-Through-Scopes - Nuka World [PS4] - As above but for 2 Nuka World guns.
  66. See-Through-Scopes - Far Harbor [PS4] - As above but for 2 Far Harbor weapons.
  67. Targeting Sensors On Recon Scopes(Colour Coded NPCs Version)[PS4] - Modified recon scopes that highlight enemies, friends and dead bodies in specific colours.
  68. Immersive Gameplay Combat Mostly PS4 - Core of this modlist. Hundreds of changes.
  69. Immersive-Gameplay. Low Tech, No Powerarmor Justification Patch. (PS4) - Makes fusion cores worn. Balances the game around power armor.
  70. Immersive Gameplay Seasonpass Patch (Playstation) - DLC compatibility for IG.
  71. Immersive Gameplay Rough Start (PS4) - Overwrites starting level to 1.
  72. Medium Settlement Raids PS4 - Makes enemy raids less ridicolous and balanced.
  73. Zombie Walkers (PS4) - Most feral ghouls act like slow rotten zombies.
  74. Curse Of Darkness - Normal Edition - - Zombies are faster and more dangerous after midnight.
  75. Esk No More Teleporting Creatures [PS4] - Molerats and radscorpions don't teleport.
  76. Realistic Insects Health [PS4] - Makes insects easier to kill and balanced.
  77. Full Load - Loot Logic And Reduction Complete - Restricted harvest, lower and/or different production output for settlements, empty bottles renamed, Scrounger perk less ammo, less meat, less loot.
  78. Full Load - Rough Start Less Handouts - Removed some workbenches in starting locations. Different loot in Vault111.
  79. Immersive Gameplay Dismemberment - A Patch Or Standalone Feature. - Higher damage to headshots, easier to dismember limbs.
  80. Tackle! Immersive Gameplay Knockdown Version - Lets you stagger enemies by sprinting into them after aquiring a perk.
  81. Wasteland Baubles Ring Overhaul! PS4 - You can find unique rings at traders, in suitcases, cabinets. Allows scraping and modifying rings for special legendary effects.
  82. [PS4] STS - All-In-One - Allows scraping almost all settlement objects.
  83. (PS4) Improved Lighting Ballistics - Improves lighting for projectiles such as bullets, lasers, gauss, plasma, missiles, flares and explosions.
  84. Explorer Restored - Cut Perk Mod PS4 - Adds rank two of VANS perk - explorer. Uncovers map.
  85. Idiot Savant & Better Criticals Redone (PS4) - Idiot savant is better the more INT you have, muted perk chart, better criticals perk for crits outside VATS.
  86. Realistic Death Physics - No Animation - ALL DLC [PS4] - Decreases the amount of force of both melee and ranged attacks, so bodies wont fly away.
  87. Increased Settler Limit - Awareness - Wire Length - Corpse Collisions [PS4] - More aware settlers with limit of 50 per settlement and longer wires. Mind the limit.
  88. Settlement Attack Spawns Outside The Settlement PS4 - Moves attack spawns outside the settlements.
  89. Power Conduits Radius Increase And No Build Limit - All DLC [PS4] - Infinite build limit and two times longer range electricity conduits.
  90. [PS4] Creation Club Skins (Weapon & PipBoy) Generic Compatibility Patch - Makes weapon paints from Creation Club show up in crafting menu if you have any.
  91. No Affinity Cooldown - Removes cooldown between companions liking/hating your actions.
  92. [PS4]More XP Per Level (Base:600, Bump 120) - Increased experience required to level up.
  93. Increased EXP - Increases the amount of EXP gained to make Immersive Gameplay and mod list balanced.
  94. No Building Houses XP Gains PS4 - Building settlements don't provide experience.
  95. Pip-Boy Flashlight - Pipboy light is now a flashlight.
  96. PS4 - Longer Headlamp Light - Makes flashlight much bigger and changes headlamp and power armor light.
  97. [PS4] Starting SPECIAL = 7 - Changes starting SPECIAL stats to 1 in each category so you start weak.
  98. No Enemy Respawns - Game areas don't respawn loot and enemies, after time have passed.
  99. Accelerated Fast Travel - Fast travel takes less in-game time, should be also relevant to survival needs.
  100. Time Scale Changed From 20 To 10 [PS4] - Day and night lasts twice as long.

Additionally after downloading:

  • After installing the mod list, restart your PS4/PS5.
  • Dont add or remove mods mid playthrough.
  • Change game difficulty to survival in options.
  • Play on performance 60fps. Newly added mode visual 60fps is more laggy and has awfull VATS framerate.
  • If you want even more immersive settings, go to Settings, Gameplay and turn off quest markers or crosshair.
  • Go to Options, Sound and reduce ambience level by 5-8 clicks and reverb by 2-3.
  • Dont forget to change camera sensitivity (I play on max), next go to Options, Display and change hud color to blue or any other that makes sense (not red), lower transparency by 30% or more, set pip-boy colour to your preference (I use red pip-boy and minty hud to have the best compatibility with highlighting perks and scopes).

You can add/swap some mods if you want:

101... Immortal Cats - PS4 - Invincible cats, so you don't lose happiness increase when they die. Add after mod #83 \ 102... [PS4] STS - Extras - Living & Dead - Season Pass Version - You can get extra resources from scraping dead bodies in settlements. Watch out not to scrap someone alive. Place after mod #82. \ 103... Josephine Preset - Nice looking preset number 13 for female character creation. Change hair and other details if you want. Delete after leaving vault111 and saving (if you need mod list space that is). Add after mod #55. \ 104... Faster Positive Affinity For Companions - Removes cooldown between companions liking/hating your actions and gain five times more positive affinity. Swap with mod #91 if you want more cheaty version. \ 105... Silent Main Menu - To mute main menu sound, find duplicate sound slider named 'Master sound' and move it all the way to the left. Add after mod #41. \ 106... Quieter Settlements PS4 - Contraptions DLC - Quieter production lines. I ran out of space on mod list so this and next one are optional. Add after mod #34. \ 107... Quieter Settlements PS4 - Wasteland Workshop - Quieter fusion generators. Add after mod #34. \ 108... [PS4] Simple Settlers (Immortal Edition) - Instead of #33, so generic settlers don't die during settlement attacks. \ 109... Reduced Rubble Etc. - Safely reduces density of unimportant objects by 50-75%. Add after #44 or swap with #45. \ 110... Vrexia's Magical Rings - Add after #57 only if you get poison/perception bug where your PER is shown as (-1). You can offset it by equiping multiple rings from this mod (created at chem bench). Didnt found a better way yet. \ 111... Pip-Boy Flashlight (Brighter) - For a smaller, brighter flashlight swap #96 with #95 and replace #95 with this.

Remove, if you want:

Stock, ugly Pip-Boy color - #3 \ No tinkering with legendary effects - #5 \ No powerful groups wandering and attacking places - #15 \ Radstags to be less agressive - #17 \ Dont care about building - #20 #21 #22 \ Dont care about decorating settlements - #24 #25 \ Annoying wandering brahmins instead of dogs - #31 \ Cash register sounds when gaining exp - #39 \ Old vanilla dusk and dawn lighting - #49 \ Don't use VATS much - #53 #54 #55 \ Prefer old combat scopes - #64 #65 #66 \ Don't want uncover map perk and will never unlock it - #84 \ Don't have any weapon skins from Creation Club - #90 \ Faster leveling - #92 \ To gain building EXP - #94 \ Start with 7 extra SPECIAL points to distribute - #97 \ Loot and enemies respawn after time - #98 \ Fast travel to take time - #99 \ Days be vanilla length - #100

Known issues, bugs, glitches, exploits:

Some of those are present in vanilla game. I just mention every problem encountered during testing and not fully fixed. - Ground textures in and around sanctuary flicker black. FIX: Fixes itself. Possibly after short time or reload. - Creature cages cost too much in building menu. NO FIX: Did not found a safe and balanced fix yet, so cages are most likely out of reach, because cost is absurd. - Green chest containing flare gun and 10k flares after exiting vault 111. FIX: Mod dev forgot to delete it. Ignore it or if it bothers you much, remove mod #83, which I don't recommend doing. - Hubby secret basement in Sanctuary. NO FIX: Its up to you if you want to use its content. Just easier difficulty option, but not game breaking. - Hacking rank 4 seems useless or has wrong description. NO FIX: Needs proper check. - Wall turrets sometimes glitches and play sound on repeat. FIX: Re-enter the area or reload save. - Contact frag mines seems to have too low damage. FIX: Just dont craft them. Rest of new explosives should work fine even that it shows low damage values in description. - Perception low, constant (-1) PER in stats because of poison damage/resistance bug. FIX: Add mod #110 and equip perception rings. Dont delete the mod. Cant find safer solution for now. Rings dont take equipment slots. - Action girl perk have only one rank on female character and two on male. NO FIX: Just 25% AP regen loss at high level. Not a big deal. - Bubblegum seems to unintentionally quench thirst a bit and kind vendors give it for free. NO FIX: Free candies. Its better to use them to slow down time. - Incorrect cost to build concrete foundations. FIX: Use mod #20 to add tons of foundations in newly added category Structures-Concrete. - OCDecorator replaces creation club menu. FIX: Items from CC are still available in other building categories. Ignore or delete mod #24 + #25 if you dont care about its function. - Few perk descriptions might be slightly incorrect or missing. NO FIX: Nothing important to worry about. - Three street lights, powered water pump, industrial purifier and subway light have incorrect build costs. NO FIX: These have wrong values, but items like clean sofa or tv are more expensive to build on purpose though. - Pip-boy light wont transfer from first to third person camera view. FIX: Turn flashlight off and on. - Water surface sometimes flash black when moving underwater. NO FIX: Its not very noticable and you don't dive much in FO4 anyway. - Can't use Wattz Consumer Electronics terminal, animation stops. FIX: There is a radroach behind the wall. Kill it by swinging melee, explosives or reenter area. - Flashlight in Vault111 has incorrect beam look/color. FIX: It will fix itself after mods load right after you leave Vault111, dont worry.
v1.00 - Initial version.

Have fun!

submitted by OriginalSprinkles718 to Fallout4modsps4 [link] [comments]


2024.05.15 20:57 OriginalSprinkles718 [PS5/PS4] List of 100+ mods with correct LOAD ORDER - Difficult and satisfying survival challenge.

PLEASE READ THE WHOLE POST.

This took weeks of picking and testing mods
Played on PS5, should work on PS4
Order is stable, no crashes
New game on survival difficulty required
All 6 DLCs needed
No unbalanced cheat mods added
Very difficult but satisfying and immersive
Adding other mods will break stuff, ask in comments
Not tested on PS4 or PS4 Pro performance-wise

OVERVIEW

This modlist is for people enjoying difficult challenge, exploration, combat, managing settlements and a bit of building. No more bullet sponges, loot/enemy respawns and rambo playstyle!
In the beginning you are no one. You leave the vault weak, tired, with barely any gear. Avoid most encounters and quests at the start. Try to survive, build a safe spot and carefully explore. Be aware of your surroundings, use what you find.
Saving often in beds and making 'autosave drug' at the earliest possibility is a good idea (nearest chemistry workbench is at Abernathy Farm). Save menu is always on top of MISC category in Pip-Boy.
Discovering new places gives plenty of exp in the beginning, but quests are your main exp income.
Exploring safer areas like Sanctuary, Concord and smaller settlements first (avoiding powerful enemies) recommended. There might be a lot of combat in the background. Don't engage much, especially avoid supermutants, robots, turrets, bears - they are deadly even for high level, well developed characters. Raiders also hit hard, depending on their weapon and rank.
Weapon caliber makes huge damage difference. 10mm is pretty weak, but if you find rare .50cal rounds or some good explosives, you should eliminate tougher targets much more easily.
Investing in stats right after level 15 is a good idea. STR for carry weight, PER for accuracy, END for health, CHA for better prices, INT for more exp, AGI for sneak and speed, LCK for dmg and loot. Be sure of your choices. Watch out for 'revealing all map markers' and 'slow time when aiming' perks. Be sure you want and like them, there is no going back.
Deathclaw in the early minuteman quest is tough - try to use explosives to break his legs and some high caliber weapons to finish him off by shooting his face. Or maybe you'll get lucky and raiders will kill him. Or just simply avoid him until you get proper gear.
Don't waste ammo on zombies, use melee. Bullets are valuable. However zombies can grab and instantly kill you if your HP is very low, so watch out on low, early levels!
Aim for the head for much higher damage. Concentrating damage on arms or legs to rip them off is a good strategy too. Raider without arms wont do much to you except running around and alerting nearby enemies, that is.
Damage types are important. Ballistic damage is not efficient against turrets, melee against radroaches and so on. You need to figure out yourself whats best strategy.
Develop and protect your settlements, put walls to protect generators and other important structures. Repairing is costly. Gear up settlers. Scraping and cleaning settlements is a good early source of components.
Try to fully explore the map, kill enemies and do all quests. Most loot and enemies wont ever respawn so this is your chance to find new secrets in Commonwealth and clear the place.

========== CHANGES ==========

Combat, Enemies

  • Enemies will flank, charge, take cover, run in fear, use and pick up ammo & weapons, swap to backup gun and so on.
  • Headshots or weakspot hits do much higher damage than torso shots.
  • Gun caliber greatly affects damage, explosives are powerful and damage type matters.
  • Foes have special moves like biting and holding leg, wrestling moves, kicks. Dependent on enemy type and briefly stuns you.

Sound, Graphic

  • Sounds are less flat because of added reverb and other tweaks.
  • Very dark nights with wide, helpful flashlight.
  • Atmospheric lightning: beautiful light from lantern and fire sources, dusk, dawn, moon, plus bullets illuminate environment when flying around.
  • No dreadful, annoying, unimmersive: combat music, hearthbeat, sounds of generators, turrets, exp gain sound, most perk triggers and perk chart.

Crafting, Modifying

  • Making/disasembling ammo and also creating various shipments. Upgrading clothes, rings, glasses in different ways.
  • Legendary swapping, crafting legendary effects using technical documents. Some effects have been adjusted.
  • Added crafting of new, lower damage explosives, but they have unique effects for ease of use.

Perks, SPECIAL

  • STR affects carry weight, PER accuracy, END is health, max AP, CHA for better prices, INT for more exp, AGI for sneak, walk and reload speed, LCK for small dmg boost, loot, critical hits outside VATS and while using it.
  • Leveling up does not give you health. You rely on stats, bonuses, gear.
  • Perks tree mostly changed, level 15 needed to start increasing Special base stats, level of around 100 to increase stat to 10. To get all perks you would need 300 levels, so new modified 'idiot savant' will help a lot.
  • Collecting magazines, bobbleheads, companion perks is now more helpful and recommended.
  • Some skills are changed, reordered, much more interesting and useful.
  • More perks are needed for crafting, especially science perk is required for most technology related stuff.
  • Lockpicking everything is available instantly from level one, but perks and AGI make it reasonably easier. Bobby pins are more rare.
  • Hacking is simplified to not do the repeating minigame. Now holotapes to reprogram and override terminals might be of use.

Settlements, Building

  • Expensive build costs of robot workbenches, turrets, big generators, so buying component shipments is justified.
  • You can hire guards for caps or risk settlers lives on the usual guard posts.
  • Can't harvest planted fruit and veg, you get your fair share in workbench instead.
  • Collecting resources by settlers changed. Bigger variety of settlers and they are now mortal.
  • More objects to build and decorate your bases.

Locations, Loot

  • Items like meds and ammo are harder to find and exist in appropriate containers.
  • New map markers and few minuteman towers as a small addition to explore.
  • Quick travel available, but only to settlements.
  • Only rare enemies like bosses drop legendaries. And many more...

Before you download:

  • Safe to remove/swap mods are listed below the modlist, just in case you don't like or want some of them. Rest needs to be kept for balance or glitch removal, but only in the CORRECT ORDER!
  • Remove all mods you currently have before downloading this mod list.
  • Read what to do after downloading mods.

MOD LIST WITH CORECT ORDER:

  1. Unofficial Fallout 4 Patch [UFO4P] [PS4] - Thousands of small bug fixes for FO4.
  2. Radium Rifle Suppressed Sound Fix - As the mod name suggests. Must be on top of mod list, its a master file.
  3. [PS4] Pip-Boy Paint Jobs - Colors Of The Wasteland Pack (Club Freedom) - Adds simple Pip-Boy skins. Remember you can click touchpad while using pip-boy to zoom. Again a master file.
  4. Kane's Items Sorting (PS4) - Junk is sorted and some other things too.
  5. [PS] Useful Technical Documents - Legendaries - You can swap legendaries for free, create new ones using technical documents.
  6. Named NPC Protection [PS4] - Protects named quest npc's, merchants, important characters from random encounters with enemies.
  7. Tribals of Commonwealth - Adds tribal groups, often found in wilderness.
  8. Ghouls Of Commonwealth - Adds over 1100 feral ghouls for zombie apocalypse and chaos.
  9. DLC Creatures In The Commonwealth [PS4] - Adds 200 creature spawns to the commonwealth for constant war, danger and chaos.
  10. Longhorns Of The Commonwealth - Adds longhorns to more empty areas on the map.
  11. Gulpers Of The Commonwealth - Adds gulpers to more empty areas on the map.
  12. Wolves Of The Commonwealth - Adds wolf spawn points to the map.
  13. More Behemoths In Commonwealth - Adds 5 more behemots to the Commonwealth.
  14. Behind Enemy Lines - Adds plenty of enemies to the glowing sea region.
  15. Roving War Parties, Raiding Packs And Hordes Of MY - Adds wandering groups that attack some key locations.
  16. More Radstags - Adds plenty of radstags, especially north and into forests.
  17. Better Radstags - More agressive radstags.
  18. Not a Princess - Humans can grab you/others and slam on the ground, make karate moves, dogs can hold your legs/arms, bloodbugs suck your blood.
  19. Disable Minutemen's Annoying Quests [PS4] - Disables 7 types of repetitive and not important radiant quests.
  20. [PS4] Grounded Updated By Sarinia - Adds tons of ground foundations, floors, walls, mounds of dirt to Structures-Concrete menu.
  21. Miscellaneous Settlement Items Unlocked [PS4] By Callias - Adds 49 objects for building in settlements.
  22. Cinder Block Walls And Sandbags Unlocked [PS4] By Callias - Adds 16 objects like cinder blocks and sandbags.
  23. Constructible Faction Guards - Adds ability to hire guards for caps in build menu, but only after allying with a faction.
  24. [PS4] OCDecorator - Adds inventory items as a decorational building objects.
  25. [PS4] OCDecorator DLC - Support for addons for the above mod.
  26. Tweaks - Survival Fast Travel Settlements All DLC - You can fast travel to settlements on survival difficulty.
  27. 1st Person Animation Tweaks [PS4] - In first person mode you lower your gun automatically.
  28. [PS4] Swinging Animated Meat Bags - Adds animations to supermutant meat bags.
  29. Power Line Physics [PS4] - Swinging power lines in settlements.
  30. No Sneak Indicators - Completely removes all sneak indicators.
  31. [PS4] Dogs Not Brahmin - Provisioners and traders use dogs instead of brahmin.
  32. Vertibirds Unghosted - Tweaks invincible vertibirds for danger and realism.
  33. [PS4] Simple Settlers (Mortal Edition) - Provides bigger settlers pool (five times more) and names them.
  34. Quieter Settlements PS4 - Vanilla - Generators, turrets and hammering are much quieter.
  35. Fallout 76-Style Region Music - Changes music in regions for less boring/repetitive background tracks.
  36. Reverb And Ambiance Overhaul - ALL DLC [PS4] - Tweaks sounds for better ambient and reverb and adds sliders to options.
  37. Better Dialogue - Camera focuses on NPC, changes made to some irritating generic dialogues and tweaked dialogue interuption.
  38. Esk QuietPerks [PS4] - Muted five annoying perks like idiot savant.
  39. No Experience SFX - Silences sounds when gaining experience from various sources.
  40. [PS4] Dead Beat - Removes heart beat sound at low HP.
  41. Combat Music Remover - Mutes combat music, so there is silence and suspension when enemy detects you.
  42. Commonwealth Visual Overhaul & DLC [PS4] - Changes colours, atmosphere and makes nights darker.
  43. UCW - Unified Commonwealth Weather - Adjusted weather for regions and integrated DLC weather for Commonwealth.
  44. [PS4] No More Fake Puddles - Removes ugly puddles that stay 24/7.
  45. No More Twigs - Removes stupid twigs sticking out of the ground.
  46. [PS4] Enhanced Flickering Firelight - Better light effects for fire sources including oil lamps.
  47. [PS4] Dark Mode - Abandoned Settlements - Empty settlements don't have light sources.
  48. Vanilla Moon (4x) - Much bigger moon. Anything bigger looks low quality.
  49. Sunlight Alignment Tweak - Better Dawn And Dusk [PS4] - Changes sun and moon movement for better lighting and atmosphere during dusk, dawn and night.
  50. Crafting Blur Removal (PS4) - Removes blur while looting containers, from crafting screen, power armor.
  51. Ironsight Blur Removal (PS4) - Removes blur while aiming.
  52. More Map Markers (PS4) - Adds some new markers on map.
  53. CleanVATS - Green Tint Remover PS4 - Removes fullscreen green tint effect while aiming in VATS mode.
  54. VATS Third Person Only - As the name says, just changes in cameras used in VATS.
  55. [PS4] Payneful VATS - Better VATS cinematics, shows important hits and finishers a bit slower.
  56. Component Tagging Helper - Allows to easily tag basic components on cooking bench and you can quickly view how many you have in total.
  57. Grenade and Mine Pack - Adds some new weaker, but modified explosives.
  58. Saving Survival Mode - Allows crafting misc items on chemistry workbench for anytime saving (3 standard autosave slots and 1 save shared/overwritten on all survival characters).
  59. Animations Be Gone - Removes plenty annoying hammering spots in sanctuary.
  60. Minuteman Watchtowers - Adds 8 minuteman watchtowers containing loot and/or guards.
  61. Power Goggles (All DLC) - Power Armor Mods For Goggles, Visors, And Glasses - As the name says. Two mods for glasses for high level characters.
  62. Clothes For Every Stats Wz - Most clothes can be worn under armor and you can upgrade them after unlocking ballistic weave.
  63. Bear Trap and Caltrops Fix [PS4] - Small changes in how traps work and balance them.
  64. See-Through-Scopes [PS4] - Adds new combat scopes in place of 2.5x and 4x magnification.
  65. See-Through-Scopes - Nuka World [PS4] - As above but for 2 Nuka World guns.
  66. See-Through-Scopes - Far Harbor [PS4] - As above but for 2 Far Harbor weapons.
  67. Targeting Sensors On Recon Scopes(Colour Coded NPCs Version)[PS4] - Modified recon scopes that highlight enemies, friends and dead bodies in specific colours.
  68. Immersive Gameplay Combat Mostly PS4 - Core of this modlist. Hundreds of changes.
  69. Immersive-Gameplay. Low Tech, No Powerarmor Justification Patch. (PS4) - Makes fusion cores worn. Balances the game around power armor.
  70. Immersive Gameplay Seasonpass Patch (Playstation) - DLC compatibility for IG.
  71. Immersive Gameplay Rough Start (PS4) - Overwrites starting level to 1.
  72. Medium Settlement Raids PS4 - Makes enemy raids less ridicolous and balanced.
  73. Zombie Walkers (PS4) - Most feral ghouls act like slow rotten zombies.
  74. Curse Of Darkness - Normal Edition - - Zombies are faster and more dangerous after midnight.
  75. Esk No More Teleporting Creatures [PS4] - Molerats and radscorpions don't teleport.
  76. Realistic Insects Health [PS4] - Makes insects easier to kill and balanced.
  77. Full Load - Loot Logic And Reduction Complete - Restricted harvest, lower and/or different production output for settlements, empty bottles renamed, Scrounger perk less ammo, less meat, less loot.
  78. Full Load - Rough Start Less Handouts - Removed some workbenches in starting locations. Different loot in Vault111.
  79. Immersive Gameplay Dismemberment - A Patch Or Standalone Feature. - Higher damage to headshots, easier to dismember limbs.
  80. Tackle! Immersive Gameplay Knockdown Version - Lets you stagger enemies by sprinting into them after aquiring a perk.
  81. Wasteland Baubles Ring Overhaul! PS4 - You can find unique rings at traders, in suitcases, cabinets. Allows scraping and modifying rings for special legendary effects.
  82. [PS4] STS - All-In-One - Allows scraping almost all settlement objects.
  83. (PS4) Improved Lighting Ballistics - Improves lighting for projectiles such as bullets, lasers, gauss, plasma, missiles, flares and explosions.
  84. Explorer Restored - Cut Perk Mod PS4 - Adds rank two of VANS perk - explorer. Uncovers map.
  85. Idiot Savant & Better Criticals Redone (PS4) - Idiot savant is better the more INT you have, muted perk chart, better criticals perk for crits outside VATS.
  86. Realistic Death Physics - No Animation - ALL DLC [PS4] - Decreases the amount of force of both melee and ranged attacks, so bodies wont fly away.
  87. Increased Settler Limit - Awareness - Wire Length - Corpse Collisions [PS4] - More aware settlers with limit of 50 per settlement and longer wires. Mind the limit.
  88. Settlement Attack Spawns Outside The Settlement PS4 - Moves attack spawns outside the settlements.
  89. Power Conduits Radius Increase And No Build Limit - All DLC [PS4] - Infinite build limit and two times longer range electricity conduits.
  90. [PS4] Creation Club Skins (Weapon & PipBoy) Generic Compatibility Patch - Makes weapon paints from Creation Club show up in crafting menu if you have any.
  91. No Affinity Cooldown - Removes cooldown between companions liking/hating your actions.
  92. [PS4]More XP Per Level (Base:600, Bump 120) - Increased experience required to level up.
  93. Increased EXP - Increases the amount of EXP gained to make Immersive Gameplay and mod list balanced.
  94. No Building Houses XP Gains PS4 - Building settlements don't provide experience.
  95. Pip-Boy Flashlight - Pipboy light is now a flashlight.
  96. PS4 - Longer Headlamp Light - Makes flashlight much bigger and changes headlamp and power armor light.
  97. [PS4] Starting SPECIAL = 7 - Changes starting SPECIAL stats to 1 in each category so you start weak.
  98. No Enemy Respawns - Game areas don't respawn loot and enemies, after time have passed.
  99. Accelerated Fast Travel - Fast travel takes less in-game time, should be also relevant to survival needs.
  100. Time Scale Changed From 20 To 10 [PS4] - Day and night lasts twice as long.

Additionally after downloading:

  • After installing the mod list, restart your PS4/PS5.
  • Dont add or remove mods mid playthrough.
  • Change game difficulty to survival in options.
  • Play on performance 60fps. Newly added mode visual 60fps is more laggy and has awfull VATS framerate.
  • If you want even more immersive settings, go to Settings, Gameplay and turn off quest markers or crosshair.
  • Go to Options, Sound and reduce ambience level by 5-8 clicks and reverb by 2-3.
  • Dont forget to change camera sensitivity (I play on max), next go to Options, Display and change hud color to blue or any other that makes sense (not red), lower transparency by 30% or more, set pip-boy colour to your preference (I use red pip-boy and minty hud to have the best compatibility with highlighting perks and scopes).

You can add/swap some mods if you want:

101... Immortal Cats - PS4 - Invincible cats, so you don't lose happiness increase when they die. Add after mod #83 \ 102... [PS4] STS - Extras - Living & Dead - Season Pass Version - You can get extra resources from scraping dead bodies in settlements. Watch out not to scrap someone alive. Place after mod #82. \ 103... Josephine Preset - Nice looking preset number 13 for female character creation. Change hair and other details if you want. Delete after leaving vault111 and saving (if you need mod list space that is). Add after mod #55. \ 104... Faster Positive Affinity For Companions - Removes cooldown between companions liking/hating your actions and gain five times more positive affinity. Swap with mod #91 if you want more cheaty version. \ 105... Silent Main Menu - To mute main menu sound, find duplicate sound slider named 'Master sound' and move it all the way to the left. Add after mod #41. \ 106... Quieter Settlements PS4 - Contraptions DLC - Quieter production lines. I ran out of space on mod list so this and next one are optional. Add after mod #34. \ 107... Quieter Settlements PS4 - Wasteland Workshop - Quieter fusion generators. Add after mod #34. \ 108... [PS4] Simple Settlers (Immortal Edition) - Instead of #33, so generic settlers don't die during settlement attacks. \ 109... Reduced Rubble Etc. - Safely reduces density of unimportant objects by 50-75%. Add after #44 or swap with #45. \ 110... Vrexia's Magical Rings - Add after #57 only if you get poison/perception bug where your PER is shown as (-1). You can offset it by equiping multiple rings from this mod (created at chem bench). Didnt found a better way yet. \ 111... Pip-Boy Flashlight (Brighter) - For a smaller, brighter flashlight swap #96 with #95 and replace #95 with this.

Remove, if you want:

Stock, ugly Pip-Boy color - #3 \ No tinkering with legendary effects - #5 \ No powerful groups wandering and attacking places - #15 \ Radstags to be less agressive - #17 \ Dont care about building - #20 #21 #22 \ Dont care about decorating settlements - #24 #25 \ Annoying wandering brahmins instead of dogs - #31 \ Cash register sounds when gaining exp - #39 \ Old vanilla dusk and dawn lighting - #49 \ Don't use VATS much - #53 #54 #55 \ Prefer old combat scopes - #64 #65 #66 \ Don't want uncover map perk and will never unlock it - #84 \ Don't have any weapon skins from Creation Club - #90 \ Faster leveling - #92 \ To gain building EXP - #94 \ Start with 7 extra SPECIAL points to distribute - #97 \ Loot and enemies respawn after time - #98 \ Fast travel to take time - #99 \ Days be vanilla length - #100

Known issues, bugs, glitches, exploits:

Some of those are present in vanilla game. I just mention every problem encountered during testing and not fully fixed. - Ground textures in and around sanctuary flicker black. FIX: Fixes itself. Possibly after short time or reload. - Creature cages cost too much in building menu. NO FIX: Did not found a safe and balanced fix yet, so cages are most likely out of reach, because cost is absurd. - Green chest containing flare gun and 10k flares after exiting vault 111. FIX: Mod dev forgot to delete it. Ignore it or if it bothers you much, remove mod #83, which I don't recommend doing. - Hubby secret basement in Sanctuary. NO FIX: Its up to you if you want to use its content. Just easier difficulty option, but not game breaking. - Hacking rank 4 seems useless or has wrong description. NO FIX: Needs proper check. - Wall turrets sometimes glitches and play sound on repeat. FIX: Re-enter the area or reload save. - Contact frag mines seems to have too low damage. FIX: Just dont craft them. Rest of new explosives should work fine even that it shows low damage values in description. - Perception low, constant (-1) PER in stats because of poison damage/resistance bug. FIX: Add mod #110 and equip perception rings. Dont delete the mod. Cant find safer solution for now. Rings dont take equipment slots. - Action girl perk have only one rank on female character and two on male. NO FIX: Just 25% AP regen loss at high level. Not a big deal. - Bubblegum seems to unintentionally quench thirst a bit and kind vendors give it for free. NO FIX: Free candies. Its better to use them to slow down time. - Incorrect cost to build concrete foundations. FIX: Use mod #20 to add tons of foundations in newly added category Structures-Concrete. - OCDecorator replaces creation club menu. FIX: Items from CC are still available in other building categories. Ignore or delete mod #24 + #25 if you dont care about its function. - Few perk descriptions might be slightly incorrect or missing. NO FIX: Nothing important to worry about. - Three street lights, powered water pump, industrial purifier and subway light have incorrect build costs. NO FIX: These have wrong values, but items like clean sofa or tv are more expensive to build on purpose though. - Pip-boy light wont transfer from first to third person camera view. FIX: Turn flashlight off and on. - Water surface sometimes flash black when moving underwater. NO FIX: Its not very noticable and you don't dive much in FO4 anyway. - Can't use Wattz Consumer Electronics terminal, animation stops. FIX: There is a radroach behind the wall. Kill it by swinging melee, explosives or reenter area. - Flashlight in Vault111 has incorrect beam look/color. FIX: It will fix itself after mods load right after you leave Vault111, dont worry.
v1.00 - Initial version.

Have fun!

submitted by OriginalSprinkles718 to FO4mods [link] [comments]


2024.05.15 20:53 OriginalSprinkles718 [PS5/PS4] List of 100+ mods with correct LOAD ORDER - Difficult and satisfying survival challenge.

[PS5/PS4] List of 100+ mods with correct LOAD ORDER - Difficult and satisfying survival challenge.

PLEASE READ THE WHOLE POST.

This took weeks of picking and testing mods
Played on PS5, should work on PS4
Order is stable, no crashes
New game on survival difficulty required
All 6 DLCs needed
No unbalanced cheat mods added
Very difficult but satisfying and immersive
Adding other mods will break stuff, ask in comments
Not tested on PS4 or PS4 Pro performance-wise

OVERVIEW

This modlist is for people enjoying difficult challenge, exploration, combat, managing settlements and a bit of building. No more bullet sponges, loot/enemy respawns and rambo playstyle!
In the beginning you are no one. You leave the vault weak, tired, with barely any gear. Avoid most encounters and quests at the start. Try to survive, build a safe spot and carefully explore. Be aware of your surroundings, use what you find.
Saving often in beds and making 'autosave drug' at the earliest possibility is a good idea (nearest chemistry workbench is at Abernathy Farm). Save menu is always on top of MISC category in Pip-Boy.
Discovering new places gives plenty of exp in the beginning, but quests are your main exp income.
Exploring safer areas like Sanctuary, Concord and smaller settlements first (avoiding powerful enemies) recommended. There might be a lot of combat in the background. Don't engage much, especially avoid supermutants, robots, turrets, bears - they are deadly even for high level, well developed characters. Raiders also hit hard, depending on their weapon and rank.
Weapon caliber makes huge damage difference. 10mm is pretty weak, but if you find rare .50cal rounds or some good explosives, you should eliminate tougher targets much more easily.
Investing in stats right after level 15 is a good idea. STR for carry weight, PER for accuracy, END for health, CHA for better prices, INT for more exp, AGI for sneak and speed, LCK for dmg and loot. Be sure of your choices. Watch out for 'revealing all map markers' and 'slow time when aiming' perks. Be sure you want and like them, there is no going back.
Deathclaw in the early minuteman quest is tough - try to use explosives to break his legs and some high caliber weapons to finish him off by shooting his face. Or maybe you'll get lucky and raiders will kill him. Or just simply avoid him until you get proper gear.
Don't waste ammo on zombies, use melee. Bullets are valuable. However zombies can grab and instantly kill you if your HP is very low, so watch out on low, early levels!
Aim for the head for much higher damage. Concentrating damage on arms or legs to rip them off is a good strategy too. Raider without arms wont do much to you except running around and alerting nearby enemies, that is.
Damage types are important. Ballistic damage is not efficient against turrets, melee against radroaches and so on. You need to figure out yourself whats best strategy.
Develop and protect your settlements, put walls to protect generators and other important structures. Repairing is costly. Gear up settlers. Scraping and cleaning settlements is a good early source of components.
Try to fully explore the map, kill enemies and do all quests. Most loot and enemies wont ever respawn so this is your chance to find new secrets in Commonwealth and clear the place.

========== CHANGES ==========

Combat, Enemies

  • Enemies will flank, charge, take cover, run in fear, use and pick up ammo & weapons, swap to backup gun and so on.
  • Headshots or weakspot hits do much higher damage than torso shots.
  • Gun caliber greatly affects damage, explosives are powerful and damage type matters.
  • Foes have special moves like biting and holding leg, wrestling moves, kicks. Dependent on enemy type and briefly stuns you.

Sound, Graphic

  • Sounds are less flat because of added reverb and other tweaks.
  • Very dark nights with wide, helpful flashlight.
  • Atmospheric lightning: beautiful light from lantern and fire sources, dusk, dawn, moon, plus bullets illuminate environment when flying around.
  • No dreadful, annoying, unimmersive: combat music, hearthbeat, sounds of generators, turrets, exp gain sound, most perk triggers and perk chart.

Crafting, Modifying

  • Making/disasembling ammo and also creating various shipments. Upgrading clothes, rings, glasses in different ways.
  • Legendary swapping, crafting legendary effects using technical documents. Some effects have been adjusted.
  • Added crafting of new, lower damage explosives, but they have unique effects for ease of use.

Perks, SPECIAL

  • STR affects carry weight, PER accuracy, END is health, max AP, CHA for better prices, INT for more exp, AGI for sneak, walk and reload speed, LCK for small dmg boost, loot, critical hits outside VATS and while using it.
  • Leveling up does not give you health. You rely on stats, bonuses, gear.
  • Perks tree mostly changed, level 15 needed to start increasing Special base stats, level of around 100 to increase stat to 10. To get all perks you would need 300 levels, so new modified 'idiot savant' will help a lot.
  • Collecting magazines, bobbleheads, companion perks is now more helpful and recommended.
  • Some skills are changed, reordered, much more interesting and useful.
  • More perks are needed for crafting, especially science perk is required for most technology related stuff.
  • Lockpicking everything is available instantly from level one, but perks and AGI make it reasonably easier. Bobby pins are more rare.
  • Hacking is simplified to not do the repeating minigame. Now holotapes to reprogram and override terminals might be of use.

Settlements, Building

  • Expensive build costs of robot workbenches, turrets, big generators, so buying component shipments is justified.
  • You can hire guards for caps or risk settlers lives on the usual guard posts.
  • Can't harvest planted fruit and veg, you get your fair share in workbench instead.
  • Collecting resources by settlers changed. Bigger variety of settlers and they are now mortal.
  • More objects to build and decorate your bases.

Locations, Loot

  • Items like meds and ammo are harder to find and exist in appropriate containers.
  • New map markers and few minuteman towers as a small addition to explore.
  • Quick travel available, but only to settlements.
  • Only rare enemies like bosses drop legendaries. And many more...

Before you download:

  • Safe to remove/swap mods are listed below the modlist, just in case you don't like or want some of them. Rest needs to be kept for balance or glitch removal, but only in the CORRECT ORDER!
  • Remove all mods you currently have before downloading this mod list.
  • Read what to do after downloading mods.

MOD LIST WITH CORECT ORDER:

  1. Unofficial Fallout 4 Patch [UFO4P] [PS4] - Thousands of small bug fixes for FO4.
  2. Radium Rifle Suppressed Sound Fix - As the mod name suggests. Must be on top of mod list, its a master file.
  3. [PS4] Pip-Boy Paint Jobs - Colors Of The Wasteland Pack (Club Freedom) - Adds simple Pip-Boy skins. Remember you can click touchpad while using pip-boy to zoom. Again a master file.
  4. Kane's Items Sorting (PS4) - Junk is sorted and some other things too.
  5. [PS] Useful Technical Documents - Legendaries - You can swap legendaries for free, create new ones using technical documents.
  6. Named NPC Protection [PS4] - Protects named quest npc's, merchants, important characters from random encounters with enemies.
  7. Tribals of Commonwealth - Adds tribal groups, often found in wilderness.
  8. Ghouls Of Commonwealth - Adds over 1100 feral ghouls for zombie apocalypse and chaos.
  9. DLC Creatures In The Commonwealth [PS4] - Adds 200 creature spawns to the commonwealth for constant war, danger and chaos.
  10. Longhorns Of The Commonwealth - Adds longhorns to more empty areas on the map.
  11. Gulpers Of The Commonwealth - Adds gulpers to more empty areas on the map.
  12. Wolves Of The Commonwealth - Adds wolf spawn points to the map.
  13. More Behemoths In Commonwealth - Adds 5 more behemots to the Commonwealth.
  14. Behind Enemy Lines - Adds plenty of enemies to the glowing sea region.
  15. Roving War Parties, Raiding Packs And Hordes Of MY - Adds wandering groups that attack some key locations.
  16. More Radstags - Adds plenty of radstags, especially north and into forests.
  17. Better Radstags - More agressive radstags.
  18. Not a Princess - Humans can grab you/others and slam on the ground, make karate moves, dogs can hold your legs/arms, bloodbugs suck your blood.
  19. Disable Minutemen's Annoying Quests [PS4] - Disables 7 types of repetitive and not important radiant quests.
  20. [PS4] Grounded Updated By Sarinia - Adds tons of ground foundations, floors, walls, mounds of dirt to Structures-Concrete menu.
  21. Miscellaneous Settlement Items Unlocked [PS4] By Callias - Adds 49 objects for building in settlements.
  22. Cinder Block Walls And Sandbags Unlocked [PS4] By Callias - Adds 16 objects like cinder blocks and sandbags.
  23. Constructible Faction Guards - Adds ability to hire guards for caps in build menu, but only after allying with a faction.
  24. [PS4] OCDecorator - Adds inventory items as a decorational building objects.
  25. [PS4] OCDecorator DLC - Support for addons for the above mod.
  26. Tweaks - Survival Fast Travel Settlements All DLC - You can fast travel to settlements on survival difficulty.
  27. 1st Person Animation Tweaks [PS4] - In first person mode you lower your gun automatically.
  28. [PS4] Swinging Animated Meat Bags - Adds animations to supermutant meat bags.
  29. Power Line Physics [PS4] - Swinging power lines in settlements.
  30. No Sneak Indicators - Completely removes all sneak indicators.
  31. [PS4] Dogs Not Brahmin - Provisioners and traders use dogs instead of brahmin.
  32. Vertibirds Unghosted - Tweaks invincible vertibirds for danger and realism.
  33. [PS4] Simple Settlers (Mortal Edition) - Provides bigger settlers pool (five times more) and names them.
  34. Quieter Settlements PS4 - Vanilla - Generators, turrets and hammering are much quieter.
  35. Fallout 76-Style Region Music - Changes music in regions for less boring/repetitive background tracks.
  36. Reverb And Ambiance Overhaul - ALL DLC [PS4] - Tweaks sounds for better ambient and reverb and adds sliders to options.
  37. Better Dialogue - Camera focuses on NPC, changes made to some irritating generic dialogues and tweaked dialogue interuption.
  38. Esk QuietPerks [PS4] - Muted five annoying perks like idiot savant.
  39. No Experience SFX - Silences sounds when gaining experience from various sources.
  40. [PS4] Dead Beat - Removes heart beat sound at low HP.
  41. Combat Music Remover - Mutes combat music, so there is silence and suspension when enemy detects you.
  42. Commonwealth Visual Overhaul & DLC [PS4] - Changes colours, atmosphere and makes nights darker.
  43. UCW - Unified Commonwealth Weather - Adjusted weather for regions and integrated DLC weather for Commonwealth.
  44. [PS4] No More Fake Puddles - Removes ugly puddles that stay 24/7.
  45. No More Twigs - Removes stupid twigs sticking out of the ground.
  46. [PS4] Enhanced Flickering Firelight - Better light effects for fire sources including oil lamps.
  47. [PS4] Dark Mode - Abandoned Settlements - Empty settlements don't have light sources.
  48. Vanilla Moon (4x) - Much bigger moon. Anything bigger looks low quality.
  49. Sunlight Alignment Tweak - Better Dawn And Dusk [PS4] - Changes sun and moon movement for better lighting and atmosphere during dusk, dawn and night.
  50. Crafting Blur Removal (PS4) - Removes blur while looting containers, from crafting screen, power armor.
  51. Ironsight Blur Removal (PS4) - Removes blur while aiming.
  52. More Map Markers (PS4) - Adds some new markers on map.
  53. CleanVATS - Green Tint Remover PS4 - Removes fullscreen green tint effect while aiming in VATS mode.
  54. VATS Third Person Only - As the name says, just changes in cameras used in VATS.
  55. [PS4] Payneful VATS - Better VATS cinematics, shows important hits and finishers a bit slower.
  56. Component Tagging Helper - Allows to easily tag basic components on cooking bench and you can quickly view how many you have in total.
  57. Grenade and Mine Pack - Adds some new weaker, but modified explosives.
  58. Saving Survival Mode - Allows crafting misc items on chemistry workbench for anytime saving (3 standard autosave slots and 1 save shared/overwritten on all survival characters).
  59. Animations Be Gone - Removes plenty annoying hammering spots in sanctuary.
  60. Minuteman Watchtowers - Adds 8 minuteman watchtowers containing loot and/or guards.
  61. Power Goggles (All DLC) - Power Armor Mods For Goggles, Visors, And Glasses - As the name says. Two mods for glasses for high level characters.
  62. Clothes For Every Stats Wz - Most clothes can be worn under armor and you can upgrade them after unlocking ballistic weave.
  63. Bear Trap and Caltrops Fix [PS4] - Small changes in how traps work and balance them.
  64. See-Through-Scopes [PS4] - Adds new combat scopes in place of 2.5x and 4x magnification.
  65. See-Through-Scopes - Nuka World [PS4] - As above but for 2 Nuka World guns.
  66. See-Through-Scopes - Far Harbor [PS4] - As above but for 2 Far Harbor weapons.
  67. Targeting Sensors On Recon Scopes(Colour Coded NPCs Version)[PS4] - Modified recon scopes that highlight enemies, friends and dead bodies in specific colours.
  68. Immersive Gameplay Combat Mostly PS4 - Core of this modlist. Hundreds of changes.
  69. Immersive-Gameplay. Low Tech, No Powerarmor Justification Patch. (PS4) - Makes fusion cores worn. Balances the game around power armor.
  70. Immersive Gameplay Seasonpass Patch (Playstation) - DLC compatibility for IG.
  71. Immersive Gameplay Rough Start (PS4) - Overwrites starting level to 1.
  72. Medium Settlement Raids PS4 - Makes enemy raids less ridicolous and balanced.
  73. Zombie Walkers (PS4) - Most feral ghouls act like slow rotten zombies.
  74. Curse Of Darkness - Normal Edition - - Zombies are faster and more dangerous after midnight.
  75. Esk No More Teleporting Creatures [PS4] - Molerats and radscorpions don't teleport.
  76. Realistic Insects Health [PS4] - Makes insects easier to kill and balanced.
  77. Full Load - Loot Logic And Reduction Complete - Restricted harvest, lower and/or different production output for settlements, empty bottles renamed, Scrounger perk less ammo, less meat, less loot.
  78. Full Load - Rough Start Less Handouts - Removed some workbenches in starting locations. Different loot in Vault111.
  79. Immersive Gameplay Dismemberment - A Patch Or Standalone Feature. - Higher damage to headshots, easier to dismember limbs.
  80. Tackle! Immersive Gameplay Knockdown Version - Lets you stagger enemies by sprinting into them after aquiring a perk.
  81. Wasteland Baubles Ring Overhaul! PS4 - You can find unique rings at traders, in suitcases, cabinets. Allows scraping and modifying rings for special legendary effects.
  82. [PS4] STS - All-In-One - Allows scraping almost all settlement objects.
  83. (PS4) Improved Lighting Ballistics - Improves lighting for projectiles such as bullets, lasers, gauss, plasma, missiles, flares and explosions.
  84. Explorer Restored - Cut Perk Mod PS4 - Adds rank two of VANS perk - explorer. Uncovers map.
  85. Idiot Savant & Better Criticals Redone (PS4) - Idiot savant is better the more INT you have, muted perk chart, better criticals perk for crits outside VATS.
  86. Realistic Death Physics - No Animation - ALL DLC [PS4] - Decreases the amount of force of both melee and ranged attacks, so bodies wont fly away.
  87. Increased Settler Limit - Awareness - Wire Length - Corpse Collisions [PS4] - More aware settlers with limit of 50 per settlement and longer wires. Mind the limit.
  88. Settlement Attack Spawns Outside The Settlement PS4 - Moves attack spawns outside the settlements.
  89. Power Conduits Radius Increase And No Build Limit - All DLC [PS4] - Infinite build limit and two times longer range electricity conduits.
  90. [PS4] Creation Club Skins (Weapon & PipBoy) Generic Compatibility Patch - Makes weapon paints from Creation Club show up in crafting menu if you have any.
  91. No Affinity Cooldown - Removes cooldown between companions liking/hating your actions.
  92. [PS4]More XP Per Level (Base:600, Bump 120) - Increased experience required to level up.
  93. Increased EXP - Increases the amount of EXP gained to make Immersive Gameplay and mod list balanced.
  94. No Building Houses XP Gains PS4 - Building settlements don't provide experience.
  95. Pip-Boy Flashlight - Pipboy light is now a flashlight.
  96. PS4 - Longer Headlamp Light - Makes flashlight much bigger and changes headlamp and power armor light.
  97. [PS4] Starting SPECIAL = 7 - Changes starting SPECIAL stats to 1 in each category so you start weak.
  98. No Enemy Respawns - Game areas don't respawn loot and enemies, after time have passed.
  99. Accelerated Fast Travel - Fast travel takes less in-game time, should be also relevant to survival needs.
  100. Time Scale Changed From 20 To 10 [PS4] - Day and night lasts twice as long.

Additionally after downloading:

  • After installing the mod list, restart your PS4/PS5.
  • Dont add or remove mods mid playthrough.
  • Change game difficulty to survival in options.
  • Play on performance 60fps. Newly added mode visual 60fps is more laggy and has awfull VATS framerate.
  • If you want even more immersive settings, go to Settings, Gameplay and turn off quest markers or crosshair.
  • Go to Options, Sound and reduce ambience level by 5-8 clicks and reverb by 2-3.
  • Dont forget to change camera sensitivity (I play on max), next go to Options, Display and change hud color to blue or any other that makes sense (not red), lower transparency by 30% or more, set pip-boy colour to your preference (I use red pip-boy and minty hud to have the best compatibility with highlighting perks and scopes).

You can add/swap some mods if you want:

101... Immortal Cats - PS4 - Invincible cats, so you don't lose happiness increase when they die. Add after mod #83 \ 102... [PS4] STS - Extras - Living & Dead - Season Pass Version - You can get extra resources from scraping dead bodies in settlements. Watch out not to scrap someone alive. Place after mod #82. \ 103... Josephine Preset - Nice looking preset number 13 for female character creation. Change hair and other details if you want. Delete after leaving vault111 and saving (if you need mod list space that is). Add after mod #55. \ 104... Faster Positive Affinity For Companions - Removes cooldown between companions liking/hating your actions and gain five times more positive affinity. Swap with mod #91 if you want more cheaty version. \ 105... Silent Main Menu - To mute main menu sound, find duplicate sound slider named 'Master sound' and move it all the way to the left. Add after mod #41. \ 106... Quieter Settlements PS4 - Contraptions DLC - Quieter production lines. I ran out of space on mod list so this and next one are optional. Add after mod #34. \ 107... Quieter Settlements PS4 - Wasteland Workshop - Quieter fusion generators. Add after mod #34. \ 108... [PS4] Simple Settlers (Immortal Edition) - Instead of #33, so generic settlers don't die during settlement attacks. \ 109... Reduced Rubble Etc. - Safely reduces density of unimportant objects by 50-75%. Add after #44 or swap with #45. \ 110... Vrexia's Magical Rings - Add after #57 only if you get poison/perception bug where your PER is shown as (-1). You can offset it by equiping multiple rings from this mod (created at chem bench). Didnt found a better way yet. \ 111... Pip-Boy Flashlight (Brighter) - For a smaller, brighter flashlight swap #96 with #95 and replace #95 with this.

Remove, if you want:

Stock, ugly Pip-Boy color - #3 \ No tinkering with legendary effects - #5 \ No powerful groups wandering and attacking places - #15 \ Radstags to be less agressive - #17 \ Dont care about building - #20 #21 #22 \ Dont care about decorating settlements - #24 #25 \ Annoying wandering brahmins instead of dogs - #31 \ Cash register sounds when gaining exp - #39 \ Old vanilla dusk and dawn lighting - #49 \ Don't use VATS much - #53 #54 #55 \ Prefer old combat scopes - #64 #65 #66 \ Don't want uncover map perk and will never unlock it - #84 \ Don't have any weapon skins from Creation Club - #90 \ Faster leveling - #92 \ To gain building EXP - #94 \ Start with 7 extra SPECIAL points to distribute - #97 \ Loot and enemies respawn after time - #98 \ Fast travel to take time - #99 \ Days be vanilla length - #100

Known issues, bugs, glitches, exploits:

Some of those are present in vanilla game. I just mention every problem encountered during testing and not fully fixed. - Ground textures in and around sanctuary flicker black. FIX: Fixes itself. Possibly after short time or reload. - Creature cages cost too much in building menu. NO FIX: Did not found a safe and balanced fix yet, so cages are most likely out of reach, because cost is absurd. - Green chest containing flare gun and 10k flares after exiting vault 111. FIX: Mod dev forgot to delete it. Ignore it or if it bothers you much, remove mod #83, which I don't recommend doing. - Hubby secret basement in Sanctuary. NO FIX: Its up to you if you want to use its content. Just easier difficulty option, but not game breaking. - Hacking rank 4 seems useless or has wrong description. NO FIX: Needs proper check. - Wall turrets sometimes glitches and play sound on repeat. FIX: Re-enter the area or reload save. - Contact frag mines seems to have too low damage. FIX: Just dont craft them. Rest of new explosives should work fine even that it shows low damage values in description. - Perception low, constant (-1) PER in stats because of poison damage/resistance bug. FIX: Add mod #110 and equip perception rings. Dont delete the mod. Cant find safer solution for now. Rings dont take equipment slots. - Action girl perk have only one rank on female character and two on male. NO FIX: Just 25% AP regen loss at high level. Not a big deal. - Bubblegum seems to unintentionally quench thirst a bit and kind vendors give it for free. NO FIX: Free candies. Its better to use them to slow down time. - Incorrect cost to build concrete foundations. FIX: Use mod #20 to add tons of foundations in newly added category Structures-Concrete. - OCDecorator replaces creation club menu. FIX: Items from CC are still available in other building categories. Ignore or delete mod #24 + #25 if you dont care about its function. - Few perk descriptions might be slightly incorrect or missing. NO FIX: Nothing important to worry about. - Three street lights, powered water pump, industrial purifier and subway light have incorrect build costs. NO FIX: These have wrong values, but items like clean sofa or tv are more expensive to build on purpose though. - Pip-boy light wont transfer from first to third person camera view. FIX: Turn flashlight off and on. - Water surface sometimes flash black when moving underwater. NO FIX: Its not very noticable and you don't dive much in FO4 anyway. - Can't use Wattz Consumer Electronics terminal, animation stops. FIX: There is a radroach behind the wall. Kill it by swinging melee, explosives or reenter area. - Flashlight in Vault111 has incorrect beam look/color. FIX: It will fix itself after mods load right after you leave Vault111, dont worry.
v1.00 - Initial version.

Have fun!

submitted by OriginalSprinkles718 to Fallout4Mods [link] [comments]


2024.05.15 20:40 OriginalSprinkles718 [FO4][PS5/PS4] List of 100+ mods with correct LOAD ORDER - Difficult and satisfying survival challenge.

[FO4][PS5/PS4] List of 100+ mods with correct LOAD ORDER - Difficult and satisfying survival challenge.

PLEASE READ THE WHOLE POST.

This took weeks of picking and testing mods
Played on PS5, should work on PS4
Order is stable, no crashes
New game on survival difficulty required
All 6 DLCs needed
No unbalanced cheat mods added
Very difficult but satisfying and immersive
Adding other mods will break stuff, ask in comments
Not tested on PS4 or PS4 Pro performance-wise

OVERVIEW

This modlist is for people enjoying difficult challenge, exploration, combat, managing settlements and a bit of building. No more bullet sponges, loot/enemy respawns and rambo playstyle!
In the beginning you are no one. You leave the vault weak, tired, with barely any gear. Avoid most encounters and quests at the start. Try to survive, build a safe spot and carefully explore. Be aware of your surroundings, use what you find.
Saving often in beds and making 'autosave drug' at the earliest possibility is a good idea (nearest chemistry workbench is at Abernathy Farm). Save menu is always on top of MISC category in Pip-Boy.
Discovering new places gives plenty of exp in the beginning, but quests are your main exp income.
Exploring safer areas like Sanctuary, Concord and smaller settlements first (avoiding powerful enemies) recommended. There might be a lot of combat in the background. Don't engage much, especially avoid supermutants, robots, turrets, bears - they are deadly even for high level, well developed characters. Raiders also hit hard, depending on their weapon and rank.
Weapon caliber makes huge damage difference. 10mm is pretty weak, but if you find rare .50cal rounds or some good explosives, you should eliminate tougher targets much more easily.
Investing in stats right after level 15 is a good idea. STR for carry weight, PER for accuracy, END for health, CHA for better prices, INT for more exp, AGI for sneak and speed, LCK for dmg and loot. Be sure of your choices. Watch out for 'revealing all map markers' and 'slow time when aiming' perks. Be sure you want and like them, there is no going back.
Deathclaw in the early minuteman quest is tough - try to use explosives to break his legs and some high caliber weapons to finish him off by shooting his face. Or maybe you'll get lucky and raiders will kill him. Or just simply avoid him until you get proper gear.
Don't waste ammo on zombies, use melee. Bullets are valuable. However zombies can grab and instantly kill you if your HP is very low, so watch out on low, early levels!
Aim for the head for much higher damage. Concentrating damage on arms or legs to rip them off is a good strategy too. Raider without arms wont do much to you except running around and alerting nearby enemies, that is.
Damage types are important. Ballistic damage is not efficient against turrets, melee against radroaches and so on. You need to figure out yourself whats best strategy.
Develop and protect your settlements, put walls to protect generators and other important structures. Repairing is costly. Gear up settlers. Scraping and cleaning settlements is a good early source of components.
Try to fully explore the map, kill enemies and do all quests. Most loot and enemies wont ever respawn so this is your chance to find new secrets in Commonwealth and clear the place.

========== CHANGES ==========

Combat, Enemies

  • Enemies will flank, charge, take cover, run in fear, use and pick up ammo & weapons, swap to backup gun and so on.
  • Headshots or weakspot hits do much higher damage than torso shots.
  • Gun caliber greatly affects damage, explosives are powerful and damage type matters.

- Foes have special moves like biting and holding leg, wrestling moves, kicks. Dependent on enemy type and briefly stuns you.

Sound, Graphic

  • Sounds are less flat because of added reverb and other tweaks.
  • Very dark nights with wide, helpful flashlight.
  • Atmospheric lightning: beautiful light from lantern and fire sources, dusk, dawn, moon, plus bullets illuminate environment when flying around.

- No dreadful, annoying, unimmersive: combat music, hearthbeat, sounds of generators, turrets, exp gain sound, most perk triggers and perk chart.

Crafting, Modifying

  • Making/disasembling ammo and also creating various shipments. Upgrading clothes, rings, glasses in different ways.
  • Legendary swapping, crafting legendary effects using technical documents. Some effects have been adjusted.

- Added crafting of new, lower damage explosives, but they have unique effects for ease of use.

Perks, SPECIAL

  • STR affects carry weight, PER accuracy, END is health, max AP, CHA for better prices, INT for more exp, AGI for sneak, walk and reload speed, LCK for small dmg boost, loot, critical hits outside VATS and while using it.
  • Leveling up does not give you health. You rely on stats, bonuses, gear.
  • Perks tree mostly changed, level 15 needed to start increasing Special base stats, level of around 100 to increase stat to 10. To get all perks you would need 300 levels, so new modified 'idiot savant' will help a lot.
  • Collecting magazines, bobbleheads, companion perks is now more helpful and recommended.
  • Some skills are changed, reordered, much more interesting and useful.
  • More perks are needed for crafting, especially science perk is required for most technology related stuff.
  • Lockpicking everything is available instantly from level one, but perks and AGI make it reasonably easier. Bobby pins are more rare.

- Hacking is simplified to not do the repeating minigame. Now holotapes to reprogram and override terminals might be of use.

Settlements, Building

  • Expensive build costs of robot workbenches, turrets, big generators, so buying component shipments is justified.
  • You can hire guards for caps or risk settlers lives on the usual guard posts.
  • Can't harvest planted fruit and veg, you get your fair share in workbench instead.
  • Collecting resources by settlers changed. Bigger variety of settlers and they are now mortal.

- More objects to build and decorate your bases.

Locations, Loot

  • Items like meds and ammo are harder to find and exist in appropriate containers.
  • New map markers and few minuteman towers as a small addition to explore.
  • Quick travel available, but only to settlements.
  • Only rare enemies like bosses drop legendaries. And many more...

Before you download:

  • Safe to remove/swap mods are listed below the modlist, just in case you don't like or want some of them. Rest needs to be kept for balance or glitch removal, but only in the CORRECT ORDER!
  • Remove all mods you currently have before downloading this mod list.
  • Read what to do after downloading mods.

MOD LIST WITH CORECT ORDER:

  1. Unofficial Fallout 4 Patch [UFO4P] [PS4] - Thousands of small bug fixes for FO4.
  2. Radium Rifle Suppressed Sound Fix - As the mod name suggests. Must be on top of mod list, its a master file.
  3. [PS4] Pip-Boy Paint Jobs - Colors Of The Wasteland Pack (Club Freedom) - Adds simple Pip-Boy skins. Remember you can click touchpad while using pip-boy to zoom. Again a master file.
  4. Kane's Items Sorting (PS4) - Junk is sorted and some other things too.
  5. [PS] Useful Technical Documents - Legendaries - You can swap legendaries for free, create new ones using technical documents.
  6. Named NPC Protection [PS4] - Protects named quest npc's, merchants, important characters from random encounters with enemies.
  7. Tribals of Commonwealth - Adds tribal groups, often found in wilderness.
  8. Ghouls Of Commonwealth - Adds over 1100 feral ghouls for zombie apocalypse and chaos.
  9. DLC Creatures In The Commonwealth [PS4] - Adds 200 creature spawns to the commonwealth for constant war, danger and chaos.
  10. Longhorns Of The Commonwealth - Adds longhorns to more empty areas on the map.
  11. Gulpers Of The Commonwealth - Adds gulpers to more empty areas on the map.
  12. Wolves Of The Commonwealth - Adds wolf spawn points to the map.
  13. More Behemoths In Commonwealth - Adds 5 more behemots to the Commonwealth.
  14. Behind Enemy Lines - Adds plenty of enemies to the glowing sea region.
  15. Roving War Parties, Raiding Packs And Hordes Of MY - Adds wandering groups that attack some key locations.
  16. More Radstags - Adds plenty of radstags, especially north and into forests.
  17. Better Radstags - More agressive radstags.
  18. Not a Princess - Humans can grab you/others and slam on the ground, make karate moves, dogs can hold your legs/arms, bloodbugs suck your blood.
  19. Disable Minutemen's Annoying Quests [PS4] - Disables 7 types of repetitive and not important radiant quests.
  20. [PS4] Grounded Updated By Sarinia - Adds tons of ground foundations, floors, walls, mounds of dirt to Structures-Concrete menu.
  21. Miscellaneous Settlement Items Unlocked [PS4] By Callias - Adds 49 objects for building in settlements.
  22. Cinder Block Walls And Sandbags Unlocked [PS4] By Callias - Adds 16 objects like cinder blocks and sandbags.
  23. Constructible Faction Guards - Adds ability to hire guards for caps in build menu, but only after allying with a faction.
  24. [PS4] OCDecorator - Adds inventory items as a decorational building objects.
  25. [PS4] OCDecorator DLC - Support for addons for the above mod.
  26. Tweaks - Survival Fast Travel Settlements All DLC - You can fast travel to settlements on survival difficulty.
  27. 1st Person Animation Tweaks [PS4] - In first person mode you lower your gun automatically.
  28. [PS4] Swinging Animated Meat Bags - Adds animations to supermutant meat bags.
  29. Power Line Physics [PS4] - Swinging power lines in settlements.
  30. No Sneak Indicators - Completely removes all sneak indicators.
  31. [PS4] Dogs Not Brahmin - Provisioners and traders use dogs instead of brahmin.
  32. Vertibirds Unghosted - Tweaks invincible vertibirds for danger and realism.
  33. [PS4] Simple Settlers (Mortal Edition) - Provides bigger settlers pool (five times more) and names them.
  34. Quieter Settlements PS4 - Vanilla - Generators, turrets and hammering are much quieter.
  35. Fallout 76-Style Region Music - Changes music in regions for less boring/repetitive background tracks.
  36. Reverb And Ambiance Overhaul - ALL DLC [PS4] - Tweaks sounds for better ambient and reverb and adds sliders to options.
  37. Better Dialogue - Camera focuses on NPC, changes made to some irritating generic dialogues and tweaked dialogue interuption.
  38. Esk QuietPerks [PS4] - Muted five annoying perks like idiot savant.
  39. No Experience SFX - Silences sounds when gaining experience from various sources.
  40. [PS4] Dead Beat - Removes heart beat sound at low HP.
  41. Combat Music Remover - Mutes combat music, so there is silence and suspension when enemy detects you.
  42. Commonwealth Visual Overhaul & DLC [PS4] - Changes colours, atmosphere and makes nights darker.
  43. UCW - Unified Commonwealth Weather - Adjusted weather for regions and integrated DLC weather for Commonwealth.
  44. [PS4] No More Fake Puddles - Removes ugly puddles that stay 24/7.
  45. No More Twigs - Removes stupid twigs sticking out of the ground.
  46. [PS4] Enhanced Flickering Firelight - Better light effects for fire sources including oil lamps.
  47. [PS4] Dark Mode - Abandoned Settlements - Empty settlements don't have light sources.
  48. Vanilla Moon (4x) - Much bigger moon. Anything bigger looks low quality.
  49. Sunlight Alignment Tweak - Better Dawn And Dusk [PS4] - Changes sun and moon movement for better lighting and atmosphere during dusk, dawn and night.
  50. Crafting Blur Removal (PS4) - Removes blur while looting containers, from crafting screen, power armor.
  51. Ironsight Blur Removal (PS4) - Removes blur while aiming.
  52. More Map Markers (PS4) - Adds some new markers on map.
  53. CleanVATS - Green Tint Remover PS4 - Removes fullscreen green tint effect while aiming in VATS mode.
  54. VATS Third Person Only - As the name says, just changes in cameras used in VATS.
  55. [PS4] Payneful VATS - Better VATS cinematics, shows important hits and finishers a bit slower.
  56. Component Tagging Helper - Allows to easily tag basic components on cooking bench and you can quickly view how many you have in total.
  57. Grenade and Mine Pack - Adds some new weaker, but modified explosives.
  58. Saving Survival Mode - Allows crafting misc items on chemistry workbench for anytime saving (3 standard autosave slots and 1 save shared/overwritten on all survival characters).
  59. Animations Be Gone - Removes plenty annoying hammering spots in sanctuary.
  60. Minuteman Watchtowers - Adds 8 minuteman watchtowers containing loot and/or guards.
  61. Power Goggles (All DLC) - Power Armor Mods For Goggles, Visors, And Glasses - As the name says. Two mods for glasses for high level characters.
  62. Clothes For Every Stats Wz - Most clothes can be worn under armor and you can upgrade them after unlocking ballistic weave.
  63. Bear Trap and Caltrops Fix [PS4] - Small changes in how traps work and balance them.
  64. See-Through-Scopes [PS4] - Adds new combat scopes in place of 2.5x and 4x magnification.
  65. See-Through-Scopes - Nuka World [PS4] - As above but for 2 Nuka World guns.
  66. See-Through-Scopes - Far Harbor [PS4] - As above but for 2 Far Harbor weapons.
  67. Targeting Sensors On Recon Scopes(Colour Coded NPCs Version)[PS4] - Modified recon scopes that highlight enemies, friends and dead bodies in specific colours.
  68. Immersive Gameplay Combat Mostly PS4 - Core of this modlist. Hundreds of changes.
  69. Immersive-Gameplay. Low Tech, No Powerarmor Justification Patch. (PS4) - Makes fusion cores worn. Balances the game around power armor.
  70. Immersive Gameplay Seasonpass Patch (Playstation) - DLC compatibility for IG.
  71. Immersive Gameplay Rough Start (PS4) - Overwrites starting level to 1.
  72. Medium Settlement Raids PS4 - Makes enemy raids less ridicolous and balanced.
  73. Zombie Walkers (PS4) - Most feral ghouls act like slow rotten zombies.
  74. Curse Of Darkness - Normal Edition - - Zombies are faster and more dangerous after midnight.
  75. Esk No More Teleporting Creatures [PS4] - Molerats and radscorpions don't teleport.
  76. Realistic Insects Health [PS4] - Makes insects easier to kill and balanced.
  77. Full Load - Loot Logic And Reduction Complete - Restricted harvest, lower and/or different production output for settlements, empty bottles renamed, Scrounger perk less ammo, less meat, less loot.
  78. Full Load - Rough Start Less Handouts - Removed some workbenches in starting locations. Different loot in Vault111.
  79. Immersive Gameplay Dismemberment - A Patch Or Standalone Feature. - Higher damage to headshots, easier to dismember limbs.
  80. Tackle! Immersive Gameplay Knockdown Version - Lets you stagger enemies by sprinting into them after aquiring a perk.
  81. Wasteland Baubles Ring Overhaul! PS4 - You can find unique rings at traders, in suitcases, cabinets. Allows scraping and modifying rings for special legendary effects.
  82. [PS4] STS - All-In-One - Allows scraping almost all settlement objects.
  83. (PS4) Improved Lighting Ballistics - Improves lighting for projectiles such as bullets, lasers, gauss, plasma, missiles, flares and explosions.
  84. Explorer Restored - Cut Perk Mod PS4 - Adds rank two of VANS perk - explorer. Uncovers map.
  85. Idiot Savant & Better Criticals Redone (PS4) - Idiot savant is better the more INT you have, muted perk chart, better criticals perk for crits outside VATS.
  86. Realistic Death Physics - No Animation - ALL DLC [PS4] - Decreases the amount of force of both melee and ranged attacks, so bodies wont fly away.
  87. Increased Settler Limit - Awareness - Wire Length - Corpse Collisions [PS4] - More aware settlers with limit of 50 per settlement and longer wires. Mind the limit.
  88. Settlement Attack Spawns Outside The Settlement PS4 - Moves attack spawns outside the settlements.
  89. Power Conduits Radius Increase And No Build Limit - All DLC [PS4] - Infinite build limit and two times longer range electricity conduits.
  90. [PS4] Creation Club Skins (Weapon & PipBoy) Generic Compatibility Patch - Makes weapon paints from Creation Club show up in crafting menu if you have any.
  91. No Affinity Cooldown - Removes cooldown between companions liking/hating your actions.
  92. [PS4]More XP Per Level (Base:600, Bump 120) - Increased experience required to level up.
  93. Increased EXP - Increases the amount of EXP gained to make Immersive Gameplay and mod list balanced.
  94. No Building Houses XP Gains PS4 - Building settlements don't provide experience.
  95. Pip-Boy Flashlight - Pipboy light is now a flashlight.
  96. PS4 - Longer Headlamp Light - Makes flashlight much bigger and changes headlamp and power armor light.
  97. [PS4] Starting SPECIAL = 7 - Changes starting SPECIAL stats to 1 in each category so you start weak.
  98. No Enemy Respawns - Game areas don't respawn loot and enemies, after time have passed.
  99. Accelerated Fast Travel - Fast travel takes less in-game time, should be also relevant to survival needs.
  100. Time Scale Changed From 20 To 10 [PS4] - Day and night lasts twice as long.

Additionally after downloading:

  • After installing the mod list, restart your PS4/PS5.
  • Dont add or remove mods mid playthrough.
  • Change game difficulty to survival in options.
  • Play on performance 60fps. Newly added mode visual 60fps is more laggy and has awfull VATS framerate.
  • If you want even more immersive settings, go to Settings, Gameplay and turn off quest markers or crosshair.
  • Go to Options, Sound and reduce ambience level by 5-8 clicks and reverb by 2-3.
  • Dont forget to change camera sensitivity (I play on max), next go to Options, Display and change hud color to blue or any other that makes sense (not red), lower transparency by 30% or more, set pip-boy colour to your preference (I use red pip-boy and minty hud to have the best compatibility with highlighting perks and scopes).

You can add/swap some mods if you want:

101... Immortal Cats - PS4 - Invincible cats, so you don't lose happiness increase when they die. Add after mod #83 \ 102... [PS4] STS - Extras - Living & Dead - Season Pass Version - You can get extra resources from scraping dead bodies in settlements. Watch out not to scrap someone alive. Place after mod #82. \ 103... Josephine Preset - Nice looking preset number 13 for female character creation. Change hair and other details if you want. Delete after leaving vault111 and saving (if you need mod list space that is). Add after mod #55. \ 104... Faster Positive Affinity For Companions - Removes cooldown between companions liking/hating your actions and gain five times more positive affinity. Swap with mod #91 if you want more cheaty version. \ 105... Silent Main Menu - To mute main menu sound, find duplicate sound slider named 'Master sound' and move it all the way to the left. Add after mod #41. \ 106... Quieter Settlements PS4 - Contraptions DLC - Quieter production lines. I ran out of space on mod list so this and next one are optional. Add after mod #34. \ 107... Quieter Settlements PS4 - Wasteland Workshop - Quieter fusion generators. Add after mod #34. \ 108... [PS4] Simple Settlers (Immortal Edition) - Instead of #33, so generic settlers don't die during settlement attacks. \ 109... Reduced Rubble Etc. - Safely reduces density of unimportant objects by 50-75%. Add after #44 or swap with #45. \ 110... Vrexia's Magical Rings - Add after #57 only if you get poison/perception bug where your PER is shown as (-1). You can offset it by equiping multiple rings from this mod (created at chem bench). Didnt found a better way yet. \ 111... Pip-Boy Flashlight (Brighter) - For a smaller, brighter flashlight swap #96 with #95 and replace #95 with this.

Remove, if you want:

Stock, ugly Pip-Boy color - #3 \ No tinkering with legendary effects - #5 \ No powerful groups wandering and attacking places - #15 \ Radstags to be less agressive - #17 \ Dont care about building - #20 #21 #22 \ Dont care about decorating settlements - #24 #25 \ Annoying wandering brahmins instead of dogs - #31 \ Cash register sounds when gaining exp - #39 \ Old vanilla dusk and dawn lighting - #49 \ Don't use VATS much - #53 #54 #55 \ Prefer old combat scopes - #64 #65 #66 \ Don't want uncover map perk and will never unlock it - #84 \ Don't have any weapon skins from Creation Club - #90 \ Faster leveling - #92 \ To gain building EXP - #94 \ Start with 7 extra SPECIAL points to distribute - #97 \ Loot and enemies respawn after time - #98 \ Fast travel to take time - #99 \ Days be vanilla length - #100

Known issues, bugs, glitches, exploits:

Some of those are present in vanilla game. I just mention every problem encountered during testing and not fully fixed. - Ground textures in and around sanctuary flicker black. FIX: Fixes itself. Possibly after short time or reload. - Creature cages cost too much in building menu. NO FIX: Did not found a safe and balanced fix yet, so cages are most likely out of reach, because cost is absurd. - Green chest containing flare gun and 10k flares after exiting vault 111. FIX: Mod dev forgot to delete it. Ignore it or if it bothers you much, remove mod #83, which I don't recommend doing. - Hubby secret basement in Sanctuary. NO FIX: Its up to you if you want to use its content. Just easier difficulty option, but not game breaking. - Hacking rank 4 seems useless or has wrong description. NO FIX: Needs proper check. - Wall turrets sometimes glitches and play sound on repeat. FIX: Re-enter the area or reload save. - Contact frag mines seems to have too low damage. FIX: Just dont craft them. Rest of new explosives should work fine even that it shows low damage values in description. - Perception low, constant (-1) PER in stats because of poison damage/resistance bug. FIX: Add mod #110 and equip perception rings. Dont delete the mod. Cant find safer solution for now. Rings dont take equipment slots. - Action girl perk have only one rank on female character and two on male. NO FIX: Just 25% AP regen loss at high level. Not a big deal. - Bubblegum seems to unintentionally quench thirst a bit and kind vendors give it for free. NO FIX: Free candies. Its better to use them to slow down time. - Incorrect cost to build concrete foundations. FIX: Use mod #20 to add tons of foundations in newly added category Structures-Concrete. - OCDecorator replaces creation club menu. FIX: Items from CC are still available in other building categories. Ignore or delete mod #24 + #25 if you dont care about its function. - Few perk descriptions might be slightly incorrect or missing. NO FIX: Nothing important to worry about. - Three street lights, powered water pump, industrial purifier and subway light have incorrect build costs. NO FIX: These have wrong values, but items like clean sofa or tv are more expensive to build on purpose though. - Pip-boy light wont transfer from first to third person camera view. FIX: Turn flashlight off and on. - Water surface sometimes flash black when moving underwater. NO FIX: Its not very noticable and you don't dive much in FO4 anyway. - Can't use Wattz Consumer Electronics terminal, animation stops. FIX: There is a radroach behind the wall. Kill it by swinging melee, explosives or reenter area. - Flashlight in Vault111 has incorrect beam look/color. FIX: It will fix itself after mods load right after you leave Vault111, dont worry.
v1.00 - Initial version.

Have fun!

submitted by OriginalSprinkles718 to FalloutMods [link] [comments]


2024.05.14 23:14 Illustrious-Flow9397 Both sides of GDKP

Notice: Throwaway account
Message for GDKP simps: Since GDKP is the best system for keeping geared players in raids, for making players stick to the end, and for ensuring players watch mechanics since they can have their cut taken from them, most people would gravitate towards it. Now, I don't have numbers, but let's say half of the players spend 8 hours farming a day, or sit at the AH and just earn gold. It is perfectly reasonable for those players who don't enjoy raiding to still have the best gear in the game, and therefore go and buy it. The problem arises when players who play few hours and are not good at raiding want to join raids. Most people gravitate towards GDKP, and they feel they don't have the skill and gear to join, and they don't have legitimate gold to buy it. Then the most logical solution for them is to buy gold with real money. So the pressure is there, and GDKPs do put pressure on those kinds of players, driving them to engage in RMT, and I totally understand the Blizzard line of thinking (even though I think they just don't address the problem from the root cause but just give a pill to fix short-term solutions). But unless Blizzard can fix it (and I will explain later how they can), for now banning GDKPs is the best solution possible. The same goes for leveling; giving people dungeon spams and incursions forces everyone to level most efficiently, so if they just removed EXP, the world would feel more alive. And you can say you can still quest, but it is different when everyone on the server is on quests or you are alone in the big world and everyone is in X part of the world doing the same thing, while you try to kill an Elite for a quest just by yourself. People from OG Classic will remember how easy it was to come to the Elite and find 2-3 people already waiting there for more randoms to come and join to kill the Elite to finish a quest. So letting GDKP go through is killing normal guilds, and you can not deny that.
Message for GDKP haters: Reddit is full of players obsessed with their egos, and I reached out anonymously (same as with this account) and started asking them why they hate GDKP. When you start putting "if"s, you come to the conclusion that it is just an ego issue and it has nothing to do with prices in the game or with RMT. Eight out of ten conversations came to this conclusion, and paraphrasing here: "If Blizzard had the option to stop RMT, they would still be against it since noobs should not be allowed to get the best gear in the game." And "It would be fine to have GDKPs, but back in the game where the best loot would be for the guild and sell trash from the raid to noobs who want to pay gold." Again, I reached out to ten people who were against GDKPs, and only one of them didn't mention this reason. Only one mentioned inflation because of GDKP, and when you just showcase that gold is already in the game, so no RMT, there is no new gold generated by GDKPs; they just hit you with: "You don't understand." In reality, inflation is happening because of botting, and that botting generates new gold that is sold to people willing to buy. So if RMT is stopped, GDKP cannot possibly cause inflation; therefore, botting is the only problem for inflation. Without inflation, there is only supply and demand as any economy would function. The more an item is needed, the more it will cost, the more people farm it will start to cost less, and if someone has a monopoly, it would skyrocket. Economy 101.
Fix of the issue: Blizzard should implement an in-game option for loot GDKP, the same as Master loot. When that option is selected, create a UI for GDKP functionalities, bidding, splitting, etc. But in that functionality, Blizzard should conduct a full-on scan of that account and any gold incoming through the account that doesn't make sense. For example, just gained X gold from someone who never communicated with that person, sold Y item that is usually 2s for huge amounts of gold, and so on. Instantly flag that account for a person to go in and check it manually for less room for error, and if even suspicion by a real person, ban them for 7 days and put them into "semi-blacklist" accounts that are monitored as "possible RMT". If the offense is repeated and there is proof that they bought gold, permanent ban them. That way, everyone participating in those kinds of GDKPs would know their account will be checked, and you will make WoW less of an RMT/pay-to-win game that GDKP haters say it is.
Note for those people saying there will be loopholes, so review should be account-wide on all of your subscriptions so there is no room for "I will have a subscription to buy gold and pay for items on X sub, and play on Y sub". And again, I know there might be a workaround, but this will cut the RMT for GDKPs enormously. And again, the same for crime; you can never achieve 0% crime, but every decision should aim to enforce less crime in the real world. And from my view, botting is still happening, RMT is still happening, and GDKPs are happening. Just because some aren't aware of it, doesn't mean if they banned it no one is doing it; it's just less in the open. And punishing the population that likes GDKP since that can create an incentive to have alts, especially in SOD where you should try every class to see all runes and all possibilities, is killing the alt population.
Again, without Blizzard implementing something like this, I am still pro-"GDKP ban," but I think it is the wrong solution if they just ban it and leave it like that. They should have banned it and worked on something. This is just my idea; I believe people can come up with even better ideas. I'm just showing that this Reddit community is attacking each other without realizing both sides are partially right.
GDKP simps: "This is the best loot system, and I don't need to build my schedule around a guild and X other people. I can just log in and join GDKP and know everyone will perform since they will be punished if not performing."
GDKP haters: "It drives more RMT, it kills the guilds."
Both are correct, so we should try to fix the RMT issue and let people play how they wish to play their game.
Feel free to agree and disagree and write your own views. This is more for people to sit down and think about how the "other side" feels and thinks. And if by any chance, a Blizzard employee is reading this, a message to Blizzard:
"Hi there, Reddit should be just for you to bounce off ideas, not to listen to us. Someone will always complain. Create a vision for SOD and stick to it. Say, 'This is how we planned it. If you don't like it, you have Hardcore, Era, Cata, Retail.' We are building this as X vision and stick to your ideals. When you are game-oriented and not just focused on money to please customers and get more revenue, you understand that not everyone will love the game, but it's better to have 50% of the player base enjoying it and being subbed for 2 years because of SOD, than to change something for people who complained and will unsub after 2 months and never come back. And if you want to know if the community likes or hates something, for the love of God, don't ask on Twitter or Reddit. Put it in the game as a notice that is clickable so people who actually play the game can vote on it. Not what group has the most ragers on Reddit and Twitter. Have a poll in-game for people who are playing the game and never go on Twitter or Reddit."
Sorry for long post
submitted by Illustrious-Flow9397 to classicwow [link] [comments]


2024.05.14 05:11 Titotypes My travels

What’s up guys! Gonna share some insights, especially for the younger guys.
Stats: 20y- 6’0 - Handsome/Cute (6-7/10) - Nice Build Mediterranean looking + Mixes (🇻🇪 fam)
Context: Well travelled since youth, not rich but was a family thing to do. By default became a passport bro haha. Difficult kid, intelligent odd ball, not bad with girls but bad with girls lmao. Good but weird upbringing. Chaotic and a bit of a demon, impulsive, low self control. (Much more mature now)
Mexico 🇲🇽 Ok let’s get into it. My first real experience and love was at 19. I was in a bad place for many years prior and didn’t let people in. Anyways so yeah I met a 🇲🇽 girl who I found really cute through mutuals in the capital. I rarely found any Mexicans cute, so she was special in that point of view. We also had many similarities and I loved how feminine she was compared to girls back home. Beautiful country and culture I thoroughly recommend CDMX as a beginner location. I quickly began solo traveling to 🇲🇽 to see my “friend” and it quickly got out of hand and ended abruptly in a moment of my immaturity. I learned many things though: Long distance is not my style- too complicated and heart wrenching- I quickly made a mental note to not take any relationships serious. Also noted to be weary of girls who approach you haha. Here is where I noticed how insane I pulled outside of the country. I live in a city which has the most hyper-competitive sexual market in the United States (world) and I still do surprisingly well (especially at night lol). But nothing compares. Also I’m a Latino by blood so the dating culture just feels better.
Venezuela 🇻🇪 Anyways after the Mexico era I went on a family trip to Venezuela which I basically haven’t been there since my balls dropped. Wow. The natural beauty of Venezuelans is striking. Beautiful girls everywhere. The country itself is a mess. Everything is slow, expensive, and inconvenient. Had some fun there with a local girl but was not able to enjoy as much as I wanted to as I was with family the entire time. I don’t use tinder- all IRL into instagram as a funnel. Maybe I’ll explore more with dating apps as I get many matches especially overseas but the quality seems shitty and it can be a waste of time also a lame way to meet people. Never got to go out or party solo-dolo so that was a bummer. Will be back soon enough though so I’ll update you guys on Venezuela Nightlife experience. All I can say is it’s the second most beautiful place when it comes women I’ve been to. The country itself is by far the most beautiful place I’ve ever been. Terrible government- felt surprisingly safe though.
Europe 🇪🇺 Ok here’s were it gets weird haha. So Europe is definitely a place with more nuance. With that said I went to both western and eastern locations. It’s much easier to have casual sex in Western Europe due to the culture. Many American and European solo traveling girls as well… they are rather promiscuous. Eastern Europe was by far a beauty haven. From Romania to Russia you will find some of the most beautiful women on earth just walking on the street. The culture shock is large though and dating becomes a bit more “serious” which for me doesn’t work. I would recommend Europe as a traveling destination if you think you’re up for it. I did well and met, partied with, and traveled with girls but I felt like it the more east I went it just wasn’t the right vibe for that. Which is a bummer because Western European girls don’t compare to for example Ukrainians and Moldova. The farthest east I went was Turkey and the girl I was with had to sneak out everyday out of fear of being basically ostracized. Turkish people are very nice though. Spain was the most degenerate place I was in, if I wanted to party everyday I pretty much could. Great food, pricing varies widely based on economy, girls get hotter the more you go east but also more tricky. Great location to party hard, techno, etc.
So when it comes to Europe results may vary on many things. Your relative attractiveness, your ability to adapt and be outgoing even in “colder” nations, and how you carry yourself + where you stay. Staying in good locations is key. As an American you either get a buff or a de-buff and “wealth” is the main factor. European girls are very direct. Which I found off putting. Latin culture can be hyper sexual but I find it more classy.
Pro tips 🧠: - Don’t drink too much- you’ll get robbed or worse - Don’t get attached to anyone if you’re solo traveling it’s “solo” for a reason. Explore man. - Have travel cards with 0 international/atm fees - Learn how to say “hi” “nice to meet you” “my name is” “you’re gorgeous” in whatever language it shows you’re somewhat cultured. - If you’re young fuck the clubs! Go to raves, underground events, concerts, festivals. The young person and pretty girl ratio is 100x better. - Party hostels are a great way to meet “fun” people - Be careful with drug use, have been fine but honestly most of it is just unnecessary lmao. - Pub crawls are the easiest way to get laid in Europe lmao. Everyone is there for a reason. Just don’t do it if the ratio is completely busted as it’s not good for meeting local girls and stay away from the girl guides- trust.
Future travels 🌎 Peru 🇵🇪 - Machu Pichu + Lima Brazil 🇧🇷 - 🤤 nuff said Colombia 🇨🇴 - Venezuela lite more dangerous imo Argentina 🇦🇷 - seems fun
Asia as well- China 🇨🇳 would be crazy. Rarely find Asians cute but some are gorgeous.
Please share your thoughts / tips on these locations as I will be there shortly.
submitted by Titotypes to thepassportbros [link] [comments]


2024.05.13 23:02 AlCzervick Potential post-June 1 Cut Targets for Dallas

After Dallas makes a few cuts of their own, they may be looking to fill a few holes of their own. Might some of these guys fill those potential holes?

Miles Sanders, RB, Carolina Panthers - personally, I've never been a huge fan of Sanders' running style. He really only had one good year, and Philly traded him right after that. Not sure how he'd fit with our existing room.

Jeff Wilson Jr., RB, Miami Dolphin - Decent runner and receiver, who had his best season a year ago, but could find himself the odd man out in Miami. I feel he'd be an instant upgrade over any of our current RBs.

Treylon Burks, WR, Tennessee Titans - Big guy (6-2, 225lb), good hands. Had some injury trouble which kept hum off the field for the Titans. Could be a nice addition to the wr corps.

Terrace Marshall, WR, Carolina Panthers - highly touted 2nd-round pick languished in Carolina. Not sure if he would make the team here.

Deebo Samuel, WR, San Francisco 49ers - If the 9ers can't afford him, I'm not sure how Dallas can.
Dan Moore Jr., OT, Pittsburgh Steelers - Young guy, drafted in the 4th round just 3 years ago out of A&M... However, according to Pro Football Focus, Moore was one of the worst qualifying offensive tackles in the NFL in pass blocking with a grade of only 39.7. But, you can never have too many offensive linemen, right? Right?
Analysis

Miles Sanders, RB, Carolina Panthers

The Carolina Panthers used a second-round selection on Texas RB Jonathon Brooks, who will team up with Chuba Hubbard.
The Panthers signed Miles Sanders last off-season to a four-year, $25.4 million contract, and he has $6 million guaranteed this season. If Carolina trades him, it’d likely need to absorb some of that money.
Jeff Wilson Jr., RB, Miami Dolphins
The Miami Dolphins drafted Tennessee RB Jaylen Wright in the fourth round, adding him to the mix with De'Von Achane and Raheem Mostert.
Miami, which is tight against the cap, would clear $1.2M if it moved on from Jeff Wilson Jr.

Treylon Burks, WR, Tennessee Titans

The Tennessee Titans signed Calvin Ridley to a massive contract in free agency, adding him alongside DeAndre Hopkins and Treylon Burks.
Despite that, they still have quietly been in the receiver market, and there was some talk in league circles that they considered Rome Odunze with the No. 7 pick before settling on Alabama OT JC Latham.
After the draft, they scheduled a meeting with Bengals free agent WR Tyler Boyd. Tennessee’s actions seem to indicate that its front office, which didn't draft Burks, and its new coaching staff aren’t too high on the former first-round pick, so he could be available.
The Tennessee Titans signed Calvin Ridley to a massive contract in free agency, adding him alongside DeAndre Hopkins and Treylon Burks.
Deebo Samuel, WR, San Francisco 49ers
The San Francisco 49ers dabbled with the idea of trading Deebo Samuel during draft week but never received a good enough offer.
The plan is to retain Samuel and Brandon Aiyuk. If a team becomes desperate for a receiver in the coming months because of an injury and shows interest in Samuel, the 49ers could move him. The only scenario I see that happening is if the trade involves a player returning to San Francisco.
Otherwise, the 49ers are prepared to run it back.

Terrace Marshall, WR, Carolina Panthers

Terrace Marshall has been trying to leave Carolina since last season and received permission to seek a trade, only to find there wasn’t much of a market.
After trading for Diontae Johnson and drafting Xavier Legette, it’s hard to see Marshall getting much playing time entering the final year of his rookie contract. A fresh start just makes too much sense.
Dan Moore Jr., OT, Pittsburgh Steelers
Dan Moore Jr. has started 49 games in three seasons with the Pittsburgh Steelers, but his time as a starter could end with the drafting of Troy Fautanu.
Moore had his fair share of struggles, but Pittsburgh could consider keeping him as a reserve option. He’s entering the final year of his rookie contract.
submitted by AlCzervick to Dallas_Cowboys [link] [comments]


2024.05.12 23:47 matte_purple Uniform Ranker 2023: West Virginia Mountaineers

Howdy to the beautiful people of CFB! Welcome to my ranking of the 2023 uniforms for West Virginia Mountaineer Football! I thought I would rank WVU after their new uniforms were released a few weeks ago. I intend on ranking most of the Big XII teams and new PAC additions (Arizona and Utah) soon. In fact, I already covered Colorado, ASU, Oklahoma State and TCU if you want to scratch that uniform itch. If you are interested in my thoughts regarding the Big XII uniform season, check out my 2023 Season-in-Review Post or my recent 2023 Uniform Awards post, or recent 2023 rankings, which are all up top in my profile. If you want to go back further, check out these 2022 posts: 2022 Uniform Awards and Big XII Uniform Tracker 2022: Season-in-Review. (Sorry for the hyperlink inconvenience, but Reddit hates when I put links in the top paragraph, for whatever reason.) But for now, let’s check out what the Mountaineers donned in their much-improved 2023 Big 12 season, featuring some facts, stats, and history. Plus, we’ll maybe have a look at their new 2024 suits towards the end! As always, feel free to disagree with me or tell me if my rankings hit home. I’m interested in hearing what you think, or in seeing how y’all would rearrange the rankings!
Season Gallery Link: https://imgur.com/a/h4SHYPS
I’m u/matte_purple, and let's 3,2,1 go!

11. Yellow/Yellow/Yellow - Week 4 vs TTU (W, 20-13)
Link: https://imgur.com/gwCbBKT
The Gold Rush tradition in Morgantown started in 2007, and has had a pretty interesting history, including a College Gameday appearance, a 2012 heartbreaker against OU, a 2013 30-21 smash of No. 11 OSU, and several other wild finishes in WV. While I love the history and the crowd involvement, this 2019 jersey template is just too blank to properly allow gold uniforms to shine (I know I put “Yellow” in the combo, that's purely for convenience, I mean no disrespect at all). The new 2024 uniforms - which we’ll showcase at the end - do a much better job of providing a structure to the Gold Rush look, but these are, again, simply too much and too bold.
10. Yellow/Gray/Gray - Week 2 vs Duquesne (W, 56-17)
Link: https://imgur.com/pE4X5Er
Ah, the gray. We’ll see another gray example later on, but I think the gray suits just work out better when mixed with blue. The yellow creates an odd balance, and makes the suit feel top heavy. Yellow pants may have helped the look, but I’m not sure I like that idea, either. I do like the complementary yellow font outline to the helmet, and hey, it was a brand-new look! That’s got to count for something.
9. Blue/Blue/Blue - Military Appreciation Week 10 vs BYU (W, 37-7)
Link: https://imgur.com/fkLoxWr
Nothing inherently wrong with this look, I think that, again, it falls victim to the monochrome pitfalls of this 2019 update, just like the yellow/gold. The Military Edition state outline is an awesome touch, and the blue really isn't that bad compared with an all gray or all yellow, it’s just not a top pick. This same uniform and decal combo was worn in 2022 against OU, so it must be a tradition thing. The choices start getting a lot harder from here on out.
8. Blue/White/Yellow - Week 1 at Penn State (L, 15-38)
Link: https://imgur.com/11U3r4t
For some reason, this is always a WVU fan favorite. For the life of me I can’t figure it out. Anyone who has tuned in to my tracker knows I don’t really like tri-color looks, and this is another instance where it just doesn’t work for me. Maybe I need some convincing, maybe I’m wrong, who knows? It just doesn’t work for me. On another note, how did WVU select the Mountaineer as a mascot? Well, it's built into the location. West Virginia is known as the Mountain State because it is the only state entirely within the Appalachian Mountain region, out of the 13 states that the Appalachian Mountains pass through. Thus, residents are known as Mountaineers. The word is even featured on the state seal/motto - Montani Semper Liberi (English: "Mountaineers are Always Free"), which has remained steadfast since the state’s founding in 1863. This same phrase is embroidered on the inside collar of the uniforms, new and old. As far as we’re aware, WVU sports programs went by “the Mountaineers” starting in 1890, and have continued ever since!
7. Blue/White/White - Week 7 at UH (L, 39-41)
Link: https://imgur.com/YMpguqt
This was an absolutely psycho game to watch, featuring UH’s wild tip drill antics wearing their black alternates. Here, WVU wore a mostly white uniform capped off by their blue “Cue Country Roads” helmet introduced in this year’s Backyard Brawl. And yes, this look is clean. The font differentiates the white nicely, the helmet is busy enough to compensate for some of the stark white, and the suit is - of course - helped by a night game against a team wearing black. I won’t blab anymore, they're nice. The white is just a little bit too simplistic here. Pant stripes will definitely help in the new suits.
6. Blue/Gray/Blue - Week 13 at Baylor (W, 34-31)
Link: https://imgur.com/e3tfaj6
One of the more eclectic away combos I’ve ever seen, this look makes me sad that the gray has been officially put out of commission. It’s actually the first time WVU wore gray on the road and only the sixth gray game usage since 2019. It definitely works better as a road combo against the dark green of Baylor. The blue looks great sandwiching the gray suit, but the yellow outline feels a little out of place in this uniform as opposed to the white or blue majority uniforms. Lots of upside, but just enough complaints to keep it at the 6 spot.
5. White/White/White - Week 11 at OU (L, 20-59)
Link: https://imgur.com/c1pLWOM
I can’t get over these beautiful helmets. West Virginia’s helmet is a work of art. Using the decal popularized by the “Cue Country Roads” uniforms from the past two years on an otherwise clean white shell was a stroke of genius. The more detailed logo draws the eye compared to the stark white jersey and pants, while the large blue numbers help in breaking up the field. Still, this look may have looked a little bit better with some blue pants, or at least more blue accessories like shoes, belts, and gloves. The blue facemask is a start, but yeah, I like this look a lot. Still, the helmet puts these way up on my list.
4. Blue/White/Blue - Week 9 at UCF (W, 41-28)
Link: https://imgur.com/LbwU4O0
While I like the blue/gray sandwich in #6, this is definitely a more improved version. The overall flow of the uniform feels better here. No outline on the numbers helps keep things clean and matches the top and bottom nicely. How did WVU originally pick their colors? Simple. They’re featured in the state seal. These colors were adopted by the school in 1890, inspired by the West Virginia state seal, featuring a boulder that has been inscribed with the state’s founding - June 20, 1863. In front of the boulder lies two crossed rifles and a Grecian liberty cap as a symbol of the state's fight for liberty. The two men on either side of the boulder represent agriculture and industry. It’s as simple as that! This program really does represent state pride like no other. We're almost to the top spots!
3. Blue/Blue/Yellow - Week 8 vs OSU (L, 48-34) and Week 12 vs UC (W, 42-21)
Link: https://imgur.com/lU29RgY
Ah. The podium is here. These next three picks were all highly debated and could very well go either way. This look is obviously the most traditional of the wardrobe, and has been worn three times since I started tracking publicly in 2022. And of course, it’s one of the most recognizable combos for the Mountaineers in general. For me, I am especially reminded of Tavon Austin, Stedman Bailey, and Geno Smith lighting up the scoreboard against Baylor with Terrence Williams in 2012. I was just beginning to enjoy and follow college football more often, and this game really sparked an interest in me, especially as 2012 was a good KSU year AND WVU’s Big 12 opener. The yellow pants provide a great contrast to the blue. And the flying WV logo is one of the few “letter logos” that I think works really well. You just can’t beat it despite the pitfalls of the 2019 template. The 2024 version will be a sight to behold and could very well cement itself in first place next year. Beautiful, classic, and a no-brainer pick for a medal.
2. White/White/Blue - Week 5 at TCU (W, 24-21)
Link: https://imgur.com/w8cFhTK
What sets this one apart from all the other away combos? Unlike a lot of the other WVU suits, this one almost completely removes yellow while still feeling balanced in color. The only yellow on these are splashed on the helmet and hip logo. The blue may originally seem to weigh the look down, but once you add the large blue logo on the helmet and balance it with the almost all white on the rest of the suit, you get a magnificent away look. It combines the benefit of a crisp white out with the “semi-symmetry” - if you will - from a X/Y/X sandwich look. Just beautiful, and the most “modern” feeling of the year’s combos.
1. Blue/Yellow/Blue - “Cue Country Roads 2“ Week 3 vs Pitt (W, 17-6) and Mayo Bowl vs UNC (W, 30-10)
Link: https://imgur.com/prhh2wU
And finally, first place! Last year, we saw the amazing and incredible away version of this uniform. This year’s home version featured a perfect gold usage which felt balanced yet bold. The symmetrical blues, liberal use of gold, sublimated WV road map, the consistent striping on the helmet and pants, “Mountaineers” wordmark on the chest all topped off by that immaculate gold WV state outline is oh so wonderful. I mean, how is it possible to kick this much ass? It’s everything wonderful about the away uniforms added to a more traditional color scheme that, wow. Honestly, the picture itself does a great job. Creative, symmetrical, and a color scheme everyone loves, this is a grand slam design.
Bonus: Let’s check out the Mountaineer’s brand-spanking-new 2024 collection!
Main Link: https://x.com/WVUSports/status/1784264694842171731
Alternate Link: https://x.com/WVUSports/status/1786177842595729804
The 2024 suits honor the past traditions of WVU uniforms while also improving on the initial 2019 update through the new Nike F.U.S.E template. They maintain the updated 2019 color scheme and font, feature the fairly new state-outline WVU logo from the 2022 and 2023 “Cue Country Roads” alternates (both on the collar and helmet options), and add on some striping, shoulder accents, and wordmarks. The Flying WV returned to the sleeves for the first time since 2012 with wide acclaim. Also a feature of the Don Nehlen era are the pants stripes dating back to the 60s-90s. The most controversial piece of the uniform are those USC reminiscent 2007-2012 shoulder accents. My overall thoughts? It's a great update. 2019 was far too plain. The color scheme helps, but here the colors get a wonderful structure to build upon. The WV sleeves, the wordmark, and pant stripes are amazing touches, but I think the shoulder accents just add a little too much clutter to an otherwise perfect front. Overall, the helmets are mostly unchanged, the jerseys are a slight improvement, and the pants are a massive step up. I’d give the update an 8/10! Additionally, the Mountaineers released an inspired “Coal Dust” alternate honoring the storied tradition of West Virginian coal mining. They use a unique and fascinating coal pattern pulled straight off an actual coal mine tour, incorporate a black and white state-outline logo on the helmet that is to die for, and use gray/white vertical stripes in a way that tastefully mimics high visibility vests worn by miners. The center stripe on the helmet is my favorite touch, featuring the coal pattern used on the uniform, but with a white to transparent gradient mimicking the light of a miner's headlamp. I mean, this is a blackout look done right. I am so excited to see these in action. Combined together, the main and alternate looks for WVU are all very exciting and definite improvements!
If you’ve got some time, send a nice email to the athletics department design team of Kristin Coldsnow, Matt Wells, Michael Fragale, Joe Swan and Steve Uryasz, who designed the brand new 2024 look. The team worked in conjunction with football equipment managers Dan Nehlen and Austin Blake, who also deserve some praise for the fantastic job they are doing. The EQ room is a tough place to work, and these fine folks kill it day in and day out.
Well, I think that does it! I hope you enjoyed my 2023 season WVU Football uniform rankings. What a surprising and exciting building season for the Mountaineers. I’ll be slowly releasing more rankings for each of the Big XII teams as the offseason goes along. Again, feel free to comment or message me with any suggestions or changes to the rankings! Do you think WVU’s new suits are an improvement? Did your favorite suit seem properly ranked? Let me and all of CFB know! Have yourself a great Sunday and I’ll see you soon!
submitted by matte_purple to CFB [link] [comments]


2024.05.12 06:12 buckshot371 script

Can you beat monster hunter world's iceborne expansion without hitting monsters? lets find out
It's me! im back! the challenge run man with such an extensive and longstanding history of doing monster hunter challenge runs (please suggest more for me to do i beg of you) returning with the sequal to my entire challenge run catalog.
This is the iceborne video and will be continuing directly where the base game video left off, so go watch that and come back if you want the full context
as a refresher, the rules for this challenge run are as such:
the victory condition is to beat shara ishvalda.
our rules for the run include: no damaging the monster with my weapon
no clutch claw
no bombs
no co-op or mods
there is one more rule that puts an asterisk on the previous rules however. This run is about utilizing as much of the environmental traps and oft forgotten mechanics and items as possible, and as such if a environmental trap requires me to break a rule, I am allowed to do so in order to trigger that trap using the minimum necessary force
this applies to exactly 3 things across this run: If I'm near a grymalkyn ivy trap that requires I mount a monster to trigger it, I'm allowed to jump attack for the mount, but not allowed to stab with the knife or do any mounting finisher. I can only ride the monster around. I'm allowed exactly 2 flinch shots in phase 1 of shara ishvalda in order to utilize the falling boulders that require it, and in phase 2 of shara I'm allowed to trigger the falling boulders in that phase using (jiggle but) bounce bombs so long as i dont hit shara with them
with all that out of the way, Mantra Man and Chad McMillis dust off their boots and get ready to enter a whole new challenge
our first opponent is beotodus, the snowy fish boy. one of the coolest things about the hoarfrost reach for this kind of run is that there is SO MUCH in the environment for you to use against the monster. the sheer amount of environmental traps available to use is even greater than that of the elders reccess, and we'll get to that. However, you would never guess this from the beotodus fight. even the landslide is not available to us yet as currently the underground portion of the map is off limits. In the base game, great jagras was legitimately one of the hardest fights in the run amd a huge wall we needed to clear at that early point in the game where we didn't have our tools.
this is not the case with beo however, and this first hunt is more devoid of interesting content than dharman videos. Beotodus cheats on its husband, what happens next will shock you: I spammed torch pods and meowcanos, and it died. (subscribe). One noteworthy thing for beo is that you can knock the snow off his body using water pods, which enables my cat to do more damage per hit, but that's pretty much it. we absolutely will have to attain new gear and strategies to make it through this DLC, but one thing that is for god damn sure is that we don't need to do it for beotodus. Although the lack of a tail raider ally was very noticible and the increased HP pool were definitely felt.
with beo gone we get access to the master rank smithy. The first thing I did was craft the rose basket for my kitty cat using the festival tickets. this weapon is head and shoulders above every other possible weapon I can make at this point and would become my standard go to weapon all the way until the very end of the game, it's just that good. Kill them with kindness has never been so literal, just look at those weapon stats. and speaking of weapon stats, lets talk about a mistake I made in understanding palico stats back in base world.
nobody gives a shit about how numbers work like you do just move o-
shut the fuck up post production bison gaming I can do whatever the fuck I want, just look at the numbers they're so cool!!
OK so I had mentioned in the great jagras fight in the base world video that with the base weapon having an attack stat of 2, I had no idea whether or not increasing by 15% damage using the attack up hunting horn song actually did anything with numbers that small. However this isn't actually how palicos work. Unlike us, the players, who are entirely dependent on our gear to provide any stats, palicos do actually have a base damage stat. most players have gone blind do it, but your cat gains XP with every hunt you complete just like you do with hunter rank. however, your cat leveling up doesn't just raise its HP, it also raises it's attack. it turns out that palicos have a base damage that is simply ADDED TO by equiping them with a weapon. so even though the weapon only had a damage stat of 2, its quite possible the palico had a base stat of 10 or 20 which became 12 or 22 by adding the weapon to it. as such the attack up melody was doing A LOT MORE than i realized back at the beggining of world. it's also why the meowcano and cocktail, which scale based off range attack, don't actually change much in damage output even when doubling the ranged attack stat of your weapon, because the weapon you have equiped is only a portion of your cats damage stat. real interesting stuff
the priority for my gear is to just get the higher defense allotted by having master rank gear over high rank. I still need to prioritize having all 5 points in palico rally however so hunting those monsters is our next step. I did make this fun veil that gives me 3 points in wide range, allowing me to heal him at will, lowering my cats and any tailraider's downtime and making them functionally immoral as long as I'm paying attention... something I am very very good at doing. This skill I got better at the further I went into the expansion and it became more and more central to my loadout
In high and low rank, the monsters that gave me palico rally were great jagras and great girros, so I hunt one of each of those to look at their armor sets and... oh... they don't have any... So fun fact, palico rally is a stupidly hard still to come by in master rank, and that means that until I upgrade my rally charm to level 5, I'm required to keep 1 piece of high rank gear, the great girros vambraces, in order to maintain my level 5 in the skill.
a more subtle difference I began to feel more as I went after banbaro is the steadily increasing involvement of my player character. It's not enough to fully rely on just my palico for damage anymore, and I need to contribute through more frequent slinger usage by this point in the game. the hunt times are also getting longer and longer and that makes me somewhat scared considering just how early in the DLC I am by this point.
starting with banbaro I'm finally allowed to use the landslide! it doesn't do as much damage as other traps, but its a hell of a lot more than zero, and it just looks fucking cool as shit. also, the landslide moves monsters to a zone with 2 falling boulders, so this is actually a VERY lucrative zone
with banbaro capped, more of seliana opens up and I get access to the steamworks. Since I didn't spend much time in high rank and am short on decoration variety, the steamworks is invaluble as a source of decorations to fill in some of the things I'm missing. Fingers crossed especially in the hopes I might land a palico rally gem. okay these look pretty good so far, though some are useless like this expert jewel and... what?
excuse me? what is this? what the fuck is this? WHAT THE FUCK IS THIS?!?!?! ARE YOU FUCKING KIDDING ME? i HAVE PLAYED THIS GAME FOR THOUSANDS OF HOURS AND NEVER GOTTEN AN ATTACK UP JEWEL OUTSIDE THE 2 THAT ARE GARUNTEED, AND AFTER ALL THIS TIME i GET IT ON MY THROWAWAY CHALLENGE RUN CHARACTER WHO ISN'T ALLOWED TO USE A FUCKING WEAPON?!?!?! WHYYYYYYY???????
I um... feel I may have gotten a little passionate there... don't worry, I'm fine. It's something I can solve by crying myself to sleep tonight.
okay... deep breaths. in... out... in.., WHAT THE FU-
anyways, it's now time to finally get a new piece of gear to add to our repatoir that changes our gameplay significantly. I took a break from master rank here to quickly complete the red and blue crew to unlock the challenger mantle. This mantle allows you to lure monsters to different areas, and many times you can get them to go to areas they would never go to on their own. this is useful for fighting near traps or forcing turf wars and adds a lot of damage. in all honesty, after using this mantle throughout the run, I am kicking myself for having never used it before, as it is SO GOOD, as you'll soon see. However, it is not morgan freeman. it is not all powerful. monster's have certain areas they are not allowed to go to whatsoever and can only be lured so far. for example, I would not be able to lure beo all the way to the shrieking legiana nest. he just wasn't built for that mechanically, so the game steps in to say no. still, this mantle would prove invaluble for what it CAN do, and I'm going to give this mantle more attention from my other profiles from now on
viper tobi kadachi was fairly easy, but is noteworthy as the first hunt I used poisonlanterns for. whats a poisonlantern? its the azure rathalos of poisoncups. a reskin thats slightly more airborne. tobi is down for the count, and with him gone I can FINALLY engage with the boaboa quest and earn myself a new slave army.
doing this involves hunting a monster in an expedition while the boaboa gather and watch. this is to establish myself as the dom in the relationship and show that I am capable of inflictng slow painful death to whoever defies me via torch pods and meowcanos. Once I'm done swinging my giant hunter cock in front of them and they accept me as their general, I further establish their dependence on me by flying to their camp and taking command of a large scale opperation to hunt a tempered beotodus with the entire boaboa military. This is genuinely one of my favorite quests in this game and one you only ever get to experience once per character, so I highly recomend doing it. It involves scaring a popo away from its heard to use as live bait and ambushing the beo lured by the free snack. in addition, throughout the hunt, the beo army will pin the monster down and use volley tactics against the beo. and as someone who is ALSO just letting all my cat do the work, I really got to sit back and enjoy being a tactical commander for a bunch of troops. genuinely a quest to remember.
this unlocks me a friend to fight with on the hoarfrost reach, and a fantastic new palico tool: the smoke signal. doing this will send me a tailraider and tamed animal ally to my position on any map. this allows us to save a LOT of time as many of the grimalkyn camps are well out of the way and require significant time investments to recruit, especialy the troupers and boaboa. not the case anymore however. I can only use it once per hunt, but as long as I continually heal them with wide range there will be no issues!!
with this we can finaly continue with the main story. up next is... oh... these two...
we were going to hit it eventually, but welcome to the first wall of iceborne. base world had 4 walls to overcome throughout my run, great jagras, radobaan, nergi, and xeno jivia. likewise, there are 4 walls in iceborne, and the first 2 are this particular pair of coral pukei pukei and nightshade paolumu. these 2 monsters give me nightmares. it gives me conniptions. These 2 monsters almost made me quit the run. If this challenge run were in dark souls I almost would have turned hollow, and NOBODY wants to look like that. (disgusted shivering)
both of these monsters mark a notable jump in hp pools, and from this point on, every new monster will have more HP than xeno-jivia. in addition, they have a few extra problems with them. coral pukei pukei is the tankier of the 2, and is also fought at the coral highlands. the highlands have a major issue ascociated with them, being that they have NOTHING in the way of environmental traps that do damage. sure you can get a stagger on the blue cusion things, bit that doesn't do damage, and as I can't hit monsters its functionally unavailable to me anyways. the ONLY damaging environmental traps are these 2 poisoncups which are way far away from any area coral pukei visits and is generally unfeasible to get him towards. however, with the raised HP, using slinger ammo tailraiders and meowcanos simply won't cut it. additionally, coral pukei was proving to be problematic damage-wise as well, as being stuck with high rank armor on my arms was finally coming to bite me in the ass, and this monster was more than capable of tripple carting me if I wasn't careful.
nightshade paolumu was less deadly to me directly, but the sleep gas made getting my cats to deal damage a huge pain in the ass and much of my time was spend shooting my cats to wake them up instead of the monster. using the challenger mantle I was able to repetedly lure him to these poison cups in the forest zone, but still found myself timing out without even getting a red pod to drop from either of these 2 monsters, and i was poisoning nightshade like 6 times a hunt. If i were going to beat these, upgrades needed to be made and new strategies tested.
The first thing I did was solve my armor issue by completing the boaboa kill quest and farming a pure crystal to finally cap my rally charm at level 5, negating the need for high rank great girros armor or any rally decorations in the future. I also played around with placing a snowman on top of the meowcano, a bug which allows the meowcano to do vastly more damage. it's normally done using a snowman and 2 bombs, but since we can't use the bombs, snowman it is. this, as it turns out, did not work too well. coral pukei is a small target with very wide coverage when shooting liquids (obligatory coral pukei dick joke) and the snowman would often be destroyed the instant I placed it down, I rarely got any significant or noteworthy extra damage out of doing this. same story with nightshade really. I am also purposely limiting my max benefit from this bug so as to not break the game even if I do get good damage out of it. the bonus damage is higher the higher your framerate is, and although my PC could play this game at pretty much whatever framerate i could dream of, I opted to keep it locked to 60 for the purpose of making it a moderate and useful, but tricky damage boost.
ultimately, the experiment failed however and snowmen would be scrapped until FAAARRR later into this run. after, I kid you not, 2 weeks, I finally decided to resort to poison smoke bombs again like I did xeno jivia. I have known this entire time that at some point poison smoke bombs would be a requirement in order to progress, but I wanted to hold off on it for as long as humanly possible to see just how car I could take the game with cats and environment alone. to be honest, I hit the barrier far sooner than I anticipated, I thought barioth would be the monster to force my hand and make me use smokes. but I've already failed nightshades quest multiple times despite having poisoned him around 6 times a hunt, so what could smoke bombs really add? well, the answer is that we also need to bring back the 3 piece pink rathian high rank armor set bonus we used for xeno. 3 piece high rank pink rathian has a set bonus that doubles the duration and therefore total damage output of poison. the catch obviously being that now instead of having only 1 piece of high rank gear i had 3, meaning I was going to take A LOT of damage, even after fully upgrading all 3 pieces with armor spheres. by this point I was much more confident and comfortable avoiding their attacks however, so I figured I could probably get away with it
with all this comes a requirement of having lots of smoke bomb supplies however. I can only carry 5 smoke bombs and 10 of each of the supplies, 15 smokes total, at maximum capacity, and we would need A LOT more than 15 on every hunt. in other words, farming needed to be done, both for poison smokes and farcasters. now let me introduce you to the main skill I used throughout this run to help with said farm: pro transporter. little used and oft forgotten, pro transporter is a severely underrated skill that allows you to move faster while carrying heavy items like cannonballs or eggs. how much faster? well... *dejavu* this skill is fucking incredible. you straight up might as well not be carrying anything for how fast you run with this skill equiped. you run fast enough you can complete the entire ancient forest wyvern egg delivery quest with both eggs with a single use of your ghillie mantle. this is relevent, because to buy some time for my farm to merit me enough smokes to attempt these monsters, I figured I might as well run through all the ingredient delivery quests, and the herbavore eggs on the wildspire waste would end up being a regularly done quest of mine, as it is the single fastest quest I can complete with my challenge run rules. expeditions require you to be on the map a certain amount of time before it counts towards your farm, but completing a quest always gives progress, and with the pro transporter skill, not only can I completely outrun the apceros, but I can complete the quest consistently under 3 minutes. I'm just saying, by the end of my playthrough, the egg stockpiles of the meowsculer chef probably looked a lot like the nuclear waste barrels in the winden caves.
The only thing is that you can't get a jem or charm for this skill, and it only comes from kulu ya ku, something I did not kill in either master or high rank, meaning that when I'm farming, I'm using unupgraded low rank kulu ya ku armor and no this will not come up later
*sometimes, forshadowing is relatively obvious*
With this, I tried nightshade paolumu once again, putting everything together. turf wars, the sand pit, challenger mantle, poison cups and poison smoke bombs. and the result... *massive sigh of relief*
thank god. its possible. the run is saved
but wait, nightshade went down, but what about coral? the highlands don't have anything damaging to monsters, even in regards to turf wars. the most likely monster pukei can encounter is just tzitzi ya ku who doesn't do any damage. is poison really going to be enough to... oh wait coral is 3 star weak to poison? HAHAHAHAHAHAHAHA he ended up going down even faster than nightshade. this does pose a problem however, in that I will be in big danger should I encounter a monster on the highlands that ISN'T 3 star weak to poison, especially since the HP bars are only going to get bigger. At this point I did a mental checklist of every story required monster fought in the coral highlands. there are only 3 in total. coral pukei, ebony odogaron, and namiele. now just a quick google search to check their weaknessess and... wait seriously?
yeah by purely lucky hapenstance, the only 3 required monsters needing to be killed in the highlands are actually all 3 star weak to poison, so even without any traps, we'll be perfectly fine. how convenient!! thanks game
but all this said, I can't continue without upgrading to master rank pink rathian set. luckily I only need 2 pieces this time instead of 3. it does mean however farming pink rathian and anjanath in master rank, after the initial capture, the second kill of both these monsters is made significantly easier by taking place in the special arena. The kulu ya ku armor is worth the low armor so long as I just avoid being hit, and makes loading the cannons a breeze, combined with 2 points in the heavy artillery skill to double the damage of cannons and balistae and I have a reliable way to fight monsters without having to resort to poison smoke bombs, which is good because I found out during this time that the game doesn't allow you to use farcasters in the special arena. I had no idea. the more ya know.
I also picked up the astral gloves at this time for 2 points in divine blessing. seeing as damage skills are nearly all useless, my build skillwise is based around wide range, palico rally, tool specialist which I get from pink rathian, and as many defensive skills as I can cram into my build, and thats really all we need. As an aside, the apothecary mantle would not be a good fit for this build, if any of you were wondering. I am not sure whether it actually affects smoke bombs or not, but if it did it would actually lower the poison output from them. how status affects work in world is that every time you hit a monster with a status weapon, you have a 1 in 3 chance to apply your status build up to the monster. the apothecary mantle changes this to garuntee status build up on every hit, however in exchange, lowers the status build up you do on hit by either 33% or 50% depending on the status. this is to keep it from breaking the game obviously, and it still provides a VERY solid bonus to overall status output. however, smoke bombs ALREADY are garunteed to apply status on every hit, so if it DID affect them, all it would do is hurt the build up without giving me any benefit, in the end doing nothing for the user... kind of like an inurance company
the 3 stars are up next, starting with barioth. Barioth went down just like the rest using all of the strategies available to the hoarfrost reach, however, I also noticed during this hunt that in this zone, some of these ice clumps have jagged rocks in them. all the ice clumps can be destroyed, but if one with jagged rocks gets destroyed, the shrapnel does a little bit of damage to you and the monster. not much, but hey, damage is damage. Barioth, although not particularly noteworthy in this video, is a particular source of pride for me, as when I first played iceborne my very first time all those years ago, barioth was my biggest wall as a newbie player. I tried and failed and tripple carted several times against him, and after I stopped tripple carting, I was still timing out. it wasn't until my 6th try against him or so that I finally beat him with only 13 seconds left on the clock, and its incredible both to see how far I've come as a player and how much freedom the game gives you to really push its extra mechanics to the limits that I am now able to beat him on my first try in only 35 minutes without using a weapon or bombs or flinch shot. I'll probably remember this particular hunt from this challenge run more than most others for a very very long time.
nargacuga was notable only for the fact that it was good enough at being a crack adict that it dodged all my poison and timed me out once, but with a little extra agression it went down just like the rest. tigrex made me realize that the boulders on the top of the rotten vale are a joke more than anything else, I would have never guessed their damage was so low when they LOOK so intimidating. I had been using it before now, but now is a good time as any to mention that I've also picked up poisoned meat as a way to create poison build up. It's just noteworthy with tigrex because he's super easy to convince to eat things. but yeah, he and glavenous and brachy all went down with no real notes. Brachy was actually insanely easy, due to the simple fact that you fight him in the elders recess. any monster fought here is a joke. between 2 falling boulders in the center, lava geyser, and 4 nitrotoads that are reusable, and all the dangerous powerful monsters that live here that ALL have turf wars with each other, quests here are a vacation.
the first meeting with velkhana is up next, and well... it takes place in the recess in the area with 2 falling boulders, so the fights over after just 3 poisons. onto 4 star monsters!!! shrieking legiana an ebony odogaron are both 3 star weak to poison, but this is ESPECIALLY true for shrieking legiana. I did not know this beforehand, but legiana has a special animation when poison where it'll cough and chock and hack a lung up, giving you an extra stagger whenever its poisoned. and not only that, its tolerance is PATHETICALLY low, even at max tolerance never taking more than 4 smoke bombs to repoison. this is easily the weakest monster to poison in the game, matched only by normal legiana. I swear I almost killed both of them in the quest, and even with normal legiana never leaving shriekings fucking side this was the easiest shrieking kill I've ever had in my life. There are also new environmental traps up at the top of the reach available for use. 2 falling boulders which both missed their target in this hunt, and the hot spring zone, which will send water geysers up damaging monsters if you convince them to destroy the big rocks sitting on top of them. yeah, this quest was easy
I alluded to this before, but ebony odogaron is equally weak to poison as coral pukei, and I didn't even realize it was close to death. It's at this point where I must admit I have failed you, my dear audience. a fun fact is that poison and your palico cannot actually kill monsters, it always leaves them at 1 HP and requires the hunter to get the final hit. normally, I capture because its faster, but ocasionally a monster will get to 1 HP before I know it and I instead kill them with slinger ammo. perfectly fine, nobody gives a shit. this time against odogaron however, he got to 1 HP without me realizing it, and jumped into my hunting horn swing while I was trying to apply a buff and died. oviously this triggered the quest complete so I couldn't abandon quest and restart. However, this means in this situation that I could have killed him simply by shooting a rock at him, which in my head is proof enough that its doable and not worth completely replaying the quest in optional format for. so imma take this victory and move on. if you wanna declare run invalid, go ahead. i dont give a shit. ive still proven its totally doable and did it in practice, dealing more damage than his full HP bar following the rules. cheerio, moving on.
acidic glavenous was acidic glavenous, what more do you want from me? captured.
aahhh yes, the repel quest from velkhana. a favorite of mine. roaming balistae are always cool and nobody can tell me otherwise. and with 2 points in heavvy artillery, the balistae and cannons are enough with just 2 poisonings to once again just trounce the game. honestly, the 4 stars and the repel quest were the easiest point in this run. by far.
however, this is where the easy part of the journey stops, and the difficulty picks back up again, starting with velkhana proper in the hoarfrost reach. this quest, and velkhana in general, are dicks
to sum up my playing style, I have 4 main sources of damage. my cat, poison, environmental traps, and monsters fighting each other. However, all the assigned quests for the elder dragons spawn zero other monsters on the map, which lowers it down to 3. well thats fine, there are a lot of environmental traps in the hoarfrost reach, such as those boulders. but velkhana won't go to any of those on its own, so we'll need to use the challenger mantle to lure him there... and here's where the problems start to stack. in addition to no access to turf wars, velkhana is specially programed like most monsters to have certain areas he just refuses to go to. and it just to happens that velkhana is one of, if not the most, restricted monster in iceborne. Not only am I not able to take him to the falling boulders RIGHT NEXT TO HIS NEST, I also can't take him to the spiked ice pillars, I can't take him underground to the poisoncups or falling boulders, and I also can't take him to the landslide. the ONLY trap I can use are the water geysers at the hot springs, the weakest of all the traps on the map with a max damage potential of only 750 if I'm lucky, because unfortunately velkhana moves around a lot and in all my attempts, I only only got a few successful geyser hits. He's also very agile and refuses to sit still, making him difficult to poison. and now my 4 damage sources have turned into 2, realistically 1 and a half. vekhana timed me out twice
but by the third attempt I had caught onto the fact that he takes A LOT of damage from torch pods, and used my challenger mantle to keep him engaged only in locations with torch pods, spamming them on the ground and making him walk around in them. fighting velkhana felt very reminicinst of fighting the armored bore in dark souls, but... you know... a lot longer. velkhana was defintely the monster that took the most damage from my slinger throughout the game, by a wide margin. I mean just look at this, with 6 torches per set thanks to slinger capacity, this is like 65 damage a tick. once velkhana gets low enough to limp, he returns to the nest. something special about the assigned quest however is that once he goes to the nest, his programing changes and he will not leave the nest area for the rest of the duration of the quest, even when I'm using the challenger mantle, and the moment you're not in the area with him, he'll go back to sleep. additionally, there are no slinger ammo in the nest, as such. at this point in the quest, my strategy was to take the frieren approach and play tag with the dragon. I would wake it up and poison it as fast as I can, empy 25 rocks at it seeing if it was weak enough to die, and then facaster out, resupply, and repeat. took a while, but we did eventually get there. the iceborne wyvern slayed frieren style. thats what im talking about
seething baselguese could be best described as... *roar
...
a monster in the elders recess *montage* he also marked the first appearence of savage deviljho, and the turf warred twice, so he was REALLY fucked. a nice palet cleanser before the biggest disapointment of the run
blackveil vaal is, unfortunately, where things go from bad to worse. He is the third wall. As its an elder dragon assigned quest, there is still the issue of not having any other monsters on the field, and once again its in an area with little in the way of environmental traps, having poisoncups and 1 falling boulder. the poison cups could potentially carry me, if however blackveil wasn't highly resistent to poison. not only does it take an insane amount of buildup, often 10-11 smoke bombs to poison him once at max tolerance, but he only takes at base 160 damage from poison, 320 with the pink rathian set bonus, so not only is it difficult and slow to poison him, you get next to nothing out of it. to make matters worse he is a slow moving ranged monster making him a time wasting hassel to lure around with the challenger mantle and more likely to just get sniped, and taking next to no damage from torch pods, and blackveil almost perfectly counters every single option I have as a player. there are still some things I can do however, and I will go over them. I brought back the snowman to boost meowcanos, but, while easier to land on blackveil compared to coral and nightshade, it wasn't enough to completely carry the run. I also continually reloaded the quest and only did proper attempts when I got a map spawn with gajalaka allies and 2 gajalaka shellshocks on the map, or the same thing but with boaboa. I boosted all my allies continually using not just the hunting horn, but also with mega demon drug and might seed through the wide range skill, which is capped now using gems instead of just at level 3. it all still wasn't enough, so I went online, scouring ideas and made a community post on my channel asking for new ideas. someone suggested the geralt set and spamming the flame rune, but that would require clearing the witcher quest as geralt without swinging a weapon and also without my stache of smoke bombs, against the leshion which already takes a while to kill. it clearly just wasn't a possibility mathematically. it would probably be easier to slay vaal than it would be to slay leshion. another comment suggested using the challenger mantle to get vaal to the damn in the rathalos nest at the top of the map. I wasn't sure if elder dragons could be affected by landslides or not, so I gave it a try in an experimental run to see if it was possible only to find out that it doesnt matter because the rathalos nest is like the singuar area in the entire ancient forest that is off limits for vaal, so there goes that option too. I struggled with this for a few days, had no more feasible ideas, and came to the conclusion that I don't think it's mathematically possible to slay vaal in this assigned quest in 50 minutes.
in an official manor, the run technincally ends here. But i felt unsatisfied with this, as I wanted to at least see if the rest of the monsters were possible, especially when I was so close to the end. so officially, the run is over and the answer is no. but I'm going to make another attempt using barrrel bombs, and then continue without bombs again to see if he is the only impossible monster, for my own sake and for a more satisfying ending to the video.
with bombs and snowmen, the meowcano shreds, and 3 points in bombradier allows for much more damage, and even with all of this, it took until there were only a few minutes left to slay him, since he is so god damn tanky. man is it cool and fun to see bright explosions though :)
after that unhapy moment of defeat, we press on against namiele! once again bombs are not allowed, but as mentioned before, this monster is 3 star weak to poison, and the jellyfish dragon goes down on my second attempt with about 5 minutes to spare, with just poison smoke bombs and the meowcano
with that we approach the final 2 monsters, starting with ruiner nergigante
what can I say about ruiner nergigante... who would have thought that of all monsters, low, high, AND master rank, that ruiner nerigante would be my fastest kill time. I'm not joking. ruiner is so agressive and straight forward, even being more resistant than namiele he was a dream to poison. I just pinned myself against a wall at the edge of the arena, kept all my palico buffs active, meowcano'd (without snowmen i might add) and smoke bombed and he NEVER moved away or forced me to move away as long as I just repetedly spammed superman dives in the corner. it was a close of a direct fight and slugfest as is possible in this kind of run, and I felt my blood pumping throughout the entire hunt as I tried not to get hit while maintaining all the buffs I could. this was not only the fastest, but the most fun and most unique hunt in this entire run thanks to the small arena that ensured he never ran away. he went down in just 23 minutes, 23 MINUTES, and I was already at shara ishvalda
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