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Thomas Kaira

AFK Mods
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About Thomas Kaira

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    Slayer of Bunnies
  • Birthday 07/28/1990

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  1. Thomas Kaira

    TK's Muses

    Stuff. Enough said.
  2. Hate to say it but your save is probably damaged beyond repair. Your Papyrus log is just out of control. You can try to use the script cleanup utility to get rid of all the junk data, but I doubt it will help you at this point.
  3. Thomas Kaira

    The Big Fallout 4 Thread

    Perhaps Preston is actually... ... ... ... ... a synth?
  4. Thomas Kaira

    The Big Fallout 4 Thread

    http://i.imgur.com/IiDCEn6.jpg Every power armor variant there is in Fallout 4 minus the jury-rigged Raider armor. From left to right: -T60e -T45d -T51b -X01 Mk 6 A bit of history on each: T60: The latest variant to be added to the franchise, seen only in Fallout 4, this model was beginning to be mobilized throughout the USSA just before the Great War, and is the final pre-war variant to have ever been developed. T45: First seen in Fallout 3, and present in all subsequent releases, the T45 model was in widespread circulation in the time period between open warfare with China began and the Chinese invasion of Alaska. The t60 model, as you can see, is an update on this design. T51: First deployed in the Battle of Anchorage, it quickly gained popularity and remained in service all the way until the Great War. This was the original armor design present since the very first Fallout, and has been seen in every canon game since. X01: Also known as the Advanced power armor, this set was developed after the Great War by the Enclave. First seen in Fallout 2, it has made an appearance in every canon game except Fallout 3.
  5. Thomas Kaira

    The Big Fallout 4 Thread

    Gotta get this out there, dialog comparison: A baby is drowning in a pool of radioactive water and the father needs you to help. What do you do? Fallout 3: -I'll save the baby. -No way I'm risking my life like that! -[speech 36%]I'll save him if you pay me. -[Endurance]Shouldn't be too bad with some Rad-X. Fallout New Vegas: -I'll save the baby. -No way I'm risking my life like that! -[speech 15/45] Well, uhh, help doesn't come cheap, right? -[survival 40] The radiation isn't that bad, just take some Rad-X. And here's some Radaway for your son. -[Explosives 35] I've got a pretty good arm, I could lasso him back to shore if you've got some rope. Fallout 4: -Yes -No -Sarcastic -What baby? I'll leave it up to you if you feel it was worth it to have a voiced protagonist.
  6. Thomas Kaira

    Son of Random Stuff

    GAAAAAAUUUUUUUUL!!!!!! (You were asking for it)
  7. No.

    1. Show previous comments  7 more
    2. JayCrane

      JayCrane

      .... will do a spirit bomb, it may take me some time to gather the energy ...

    3. MadCat221
    4. MadCat221

      MadCat221

      ...Awww, linkphael.

  8. Caravan can be very confusing, so I've attempted to better organize the rules of the game. Please tell me if this helps you better understand how to play: ---Before you play... You must own at least 30 cards to play. A 54 card starter deck (The Tops set) can be obtained from Ringo during the tutorial. ---Building a deck Identical cards are allowed, but they must be from different sets of cards. IE: You can place an Ace of Spades from The Tops set and an Ace of Spades from the Gomorrah set into your deck, but not two Aces of Spades from The Tops set. 30 cards per deck. ---The Goal Build three lines of cards, competing to have each "caravan" contain the highest bid (numeric value) without going under 21 or over 26. The player who sells the most caravans (see endgame rules) wins the pot. ---Opengame Rules To start, draw 8 cards and place one numeric card or ace of any suit on the table to start your caravans. Discarding is not allowed during the initial round. [bUG] The player can actually make unlimited discards during the initial round because the game does not properly block the discard function and fails to give the opponent a turn if you do. ---Midgame Rules Once the bids are started, you can spend your turn in three ways: 1. Play one card into your caravans and draw one card 2. Discard one card from hand and draw one card 3. Disband a caravan, removing it from the table The second card placed on the caravan sets the direction, higher means all subsequent cards must be higher, and vice versa for lower. You may also place any card that matches the suit of the previous card so long as it is not the same card (IE, you can't play a 3 of spades on another 3 of spades, but can on a 10 of spades). You may also change the direction of the caravan by doing so (IE: 9 of hearts, 7 of diamonds, 3 of spades, 5 of spades, and the descending caravan is now ascending). Face cards are not played normally, they are instead attached to the top card in an existing caravan (placed to the side of it) to provide a special effect. Face cards may be played on the opponent's caravans as well as your own. See the card rules for more info. ---Endgame Rules Once a caravan has reached a value between 21 and 26, it is "sold" and can no longer be modified. However, face cards may still be attached, by either yourself or your opponent. If the opposing player manages to obtain a higher numeric value on his opposite caravan than the one you sold without going above 27, then you are outbid and the caravan sale becomes his. The player who sold the most caravans when all caravans have been sold wins the pot. If a caravan ties, the game continues until either player can sell it. If either player runs out of cards, they lose automatically. ---Card rules Numeric cards are worth exactly that number (10 of spades adds 10 to a caravan bid). Aces are worth 1. Attaching a Jack to a card removes that card and any other cards attached to it from the table. Attaching a Queen to a card changes the caravan's direction and switches the current suit to the Queen's suit. Attaching a King to a card doubles its value. This effect stacks (two Kings triples the card, and so on). Attaching a Joker to a card 2-10 removes all other cards of that number (and their attachments) from the table. The card the joker was attached to, however, stays put. Attaching a joker to an Ace removes all non-face cards of the Aces suit and their attachments from the table (IE: placing it on the Ace of Spades removes all 2-10s of spades from the table), save the ace it was played on.
  9. Miraak is an asshole.

    1. Arthmoor

      Arthmoor

      You only just now noticed this? :P

  10. Thomas Kaira

    [WIP] Shout Like A Dovah

    Musing: The Shouts as I am changing them are to be considered this game's "Ultimate Abilities" in a way. At their final, most powerful tiers, they are meant to be game-changers, used in clutch situations to change the course of battle completely and entirely. The first two tiers are the warm-up, and what you will want to use if the battle at hand does not require much extra intervention, and will also allow you to Shout much more frequently. The final tier, the most powerful iteration of the Shout, can sow mass destruction and is not to be used lightly. As such, almost all final-tier Shouts (only the completely passive ones will be unaffected) will have VERY long cooldown times of at least 3 minutes. Every RPG needs its Ultimates. Skyrim's are Shouts, and I intend to make them so.
  11. Thomas Kaira

    Light Moss Hall (RELz/WIPz)

    "NavMesh Bounds missing" means that an exterior NavMesh that was on a cell border got flagged as deleted, which is very bad because if any mod tries to edit a NavMesh that an earlier-loading mod deleted the game will crash attempting to load the cell. This most often occurs when two separate NavMeshes get merged, the CK will delete them both and generate a new FormID for the NavMesh that is indexed to your mod. The simple rule: NEVER merge vanilla NavMeshes. Instead sink the smaller one a couple million feet into the ground (so it will never be used) and extend the other NavMesh to take its place. This keeps the FormIDs of the NavMeshes intact.
  12. Thomas Kaira

    Light Moss Hall (RELz/WIPz)

    Just in case you aren't aware, a severe conflict has been reported between this mod and Touring Carriages that causes the carriage ride to break and become permanently stalled when trying to travel past the manor. Probably a NavMesh issue.
  13. Thomas Kaira

    [WIP] Shout Like A Dovah

    Update: unfortunately the damage reduction for Frost Breath had to be scrapped due to engine limitations (NPCs cannot receive new perks at runtime and perks are the only way to give out damage multipliers).
  14. Thomas Kaira

    Elder Scrolls Online Beta

    Actually, the official word is that you are permitted to state you got in, but no more than that. You can check the ESO General Discussion board in the Bethesda forums and that's what all the moderators are stating. If all the threads of people celebrating getting in were indeed in violation of the NDA they would have been deleted outright, not simply closed.

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