May. 5th, 2024

crossover_chick: Doc looking very sarcastically over his shoulder (BTTF: in a sarcastic mood)
Mostly because I had a real motivation problem today, given it was the second full day of my period and my brain didn't want to come fully online for most of it. *sigh* Plus I kept getting distracted by things left, right, and center (my tumblr dash has been a LOT busier than usual for a start), and finding myself in a mood about things, and -- yeah. I still got stuff done -- mostly Fallout-related, today was a true Fallout Sunday let me tell you -- but I'm really running behind on my write-ups --

So, uh, you're gonna have to wait until tomorrow. I am NOT staying up half the night and then going to bed all stressed out and not being able to sleep because I wasn't able to write up a summary of Jon's latest Sim Settlements 2 episode quickly enough. Everything's ALMOST done, but -- yeah, it just makes more sense for me to pick this up tomorrow and give you the update then. Until then, I'm going to bed so I'm not even more tired and cranky tomorrow. Night all!

The Next Night, 5/6/2024: Okay, it is tomorrow, I'm feeling a little bit better about life, and I have finished my write-ups -- here's how my Sunday went in more detail:

Tumblr: Didn’t have as productive a day as I’d hoped on one, and had a more productive evening on the other than I was expecting, so I guess it all evened out in the end –

Victor Luvs Alice – The period distraction/malaise hit me hard here, but I did manage to complete the rough drafts of the four “Victor’s, Alice’s, and Smiler’s Wonderland/Otherland residents all interacting with each other” scenes in the second “Smiler’s Otherland: Not-Incorrect Quotes” collection. *shrug* Something! I also ended up uploading a Sims 4 video to YouTube (my first upload in – at least over a decade?) and embedding it into a draft because I wanted to share a clip I recorded in my Chill Valicer Save recently to let people know what Smiler sounds like (it’s them telling a story to Victor and Alice during their trip to Chestnut Ridge to celebrate SimCity Founding) for my Wednesday post, but the format that Sims 4 records videos in, AVI, wasn’t a file type I could upload to tumblr directly. You can watch it here if you like! Sorry the quality’s a bit shit, but it’s only 16 seconds, so. . . *shrug*

Valice Multiverse – Had two thread replies (for Maddie singing with Alice and Maddie complaining to Alice about stuff) and two asks (Maddie playing with her new girlfriend Jean’s hair and Maddie wishing Alice a happy birthday) from Brynlee Marie, who was back with a vengeance (I say, well aware that this is not much activity at all, but still). I finished off the thread replies on Sunday, but I had to go in Monday morning to do the asks, as I was too annoyed/stressed to think straight last night. As you know, because I made it clear above this whole thing was edited into my original Sunday post Monday night. :p

Fallout 4: Had a pleasantly productive day in the Glowing Sea with Victor and Ada today, managing to find and hit that secret government facility with X-01 power armor in the basement of an abandoned shack today! :D Though unfortunately it didn’t have exactly what I wanted. . .here are the deets –

A) Started with Victor and Ada venturing back out into the Glowing Sea after their little trip to the half-buried Red Rocket – I had Victor climb up onto a busted-up bit of elevated highway nearby to get a better look at the surrounding landscape, then decided to have him head northwest toward a bunker symbol on his compass. As he and Ada proceeded along the wrecked landscape, through the remains of cars and roads, they were set upon by a group of stingwings – fortunately, they were easily taken out with a combination of Ada’s lasers and Victor’s Mighty Sniper. And one of them had a roll of duct tape on it for some reason, which was nice. :) Further along their chosen path, Victor spotted some more bugs hanging out near another one of those toxic puddles to his left and sniped them with the Sniper (as you do) – this caused a few more bugs, like another stingwing and some radroaches, to come after him and Ada, but they were all easily put down. I was pretty pleased with his progress and laid down a quicksave before continuing onward –

B) And then I got the “Victor needs to use the bathroom” message. Uh-oh. Well, he had his port-a-potty on him, and they were in a relatively quiet, flat area, so I figured, “Okay, this won’t take more than a minute, let’s just do it here.” So I had him stop, get out of his power armor, drop the port-a-potty –

And cue an albino radscorpion bursting out the ground beside them to attack Ada. -.- Victor and Ada were able to put paid to it, fortunately, but as Victor tried again to use the bathroom, ANOTHER radscorpion burst out of the ground right next to him – and this one was a HUNTER. AKA one of the nastier ones. Victor did his best, dodging and weaving as it attacked him with claws and stinger, but he was stumbling around in a thin hazmat suit that offered no protection from anything but radiation, and – yeah. He fell pretty quickly, having not landed a single shot from my panic-firing.

C) Good thing I’d JUST quicksaved, huh? This time, instead of doing the stupid thing and stopping in the middle of the irradiated hellscape, I instead had Victor pick up the pace and continue forward when he got the “you need to poop” message, bringing him to the bunker he’d been trying to find – Federal Supply Cache 84NE! Unfortunately, opening the door proved that it wasn’t one of those locations with a separate, rad-free interior – instead, it was just a one-room military installation with a few beds and lockers on one side, and a bunch of computer equipment and a supply room behind a security door on the other. Meh. Still, it was an enclosed space that was NOT likely to be invaded by radscorpions, so I had Victor park his power armor by the beds, drop his port-a-potty, and take a quick toilet break right then and there. Yes, he picked up a few rads during the brief time his hazmat suit was off, but it wasn’t anything a quick dose of Rad-Away couldn’t fix! *thumbs up* We love being able to use the bathroom without having to fight for our lives!

D) With that sorted, Victor claimed an aluminum can out of the lockers, then popped back into his power armor and started looking around the area for anything interesting he could grab. There was plenty of ammo in the footlockers by the beds; another aluminum can on one of the desks; a toy rocketship atop some of the computer equipment (next to two inert protectrons in their pods); and a terminal near the supply room that I had Victor pop out of his power armor to hack (the password to which was SUICIDALLY, which – depressing much?) I thought it would control the protectrons AND the security door, but nope, the only option was to pop the door. All right then. . .I did so and had Victor head inside the supply room, where he found some military-grade duct tape (nice), some more ammo, and a weapons bench. Unable to resist the allure of crafting, I had him use the bench to once again see if there was anything I could do to his weapons –

And finally went “screw it, let’s give the Two-Shot Combat Rifle a long ported barrel so it has more range. And a long scope to go with the barrel. And a suppressor for better shot recoil control and quieter shots.” Had to go to Ada and get a desk fan to complete all these upgrades, but I think they will be worth. The Two-Shot is one of my favorite weapons, after all! Anything that gives it better range and more accuracy can only help it!

E) With that sorted, I had Victor go and get in his power armor again, take a look around for any last bits of junk he wanted to take, then prepare to head out – only to spot a circuit breaker panel on the pillar in the middle of the room, next to one of the desks. One that could be activated. Curious, I had Victor flip the switch –

And oh, that’s what controlled the protectrons! They woke up as the lights flickered back on in the building, and of course they weren’t happy to see Victor or Ada. However, the pair were easily taken care of with the Mighty Sniper and Ada’s laser fire – three shots and they both went down. Victor grabbed their circuit boards as trophies, did a little more inventory rearranging with Ada (the carry weight situation remains dire – it’s so hard for me to hold back my looting tendencies!), then headed out the door.

Where he had to take out a laser turret above said door that had ALSO activated when he switched on the circuit breaker. It wasn’t hard to explode, but still. Victor really shouldn’t have touched that thing. XD

F) With Federal Supply Cache 84NE raided, it was time for Victor and Ada to head on – not in the least because Victor was now tired, so they needed to find a safe place to bunk for the night. Fortunately there was a little house on the compass that wasn’t far from the Cache, so I decided to have them check that out, in the hopes that it was the shack above the secret facility that I was looking for. The two thus proceeded into the growing darkness (Victor switching to the Deliverer from his Mighty Sniper due to its lower AP cost – very important now that his AP meter had been so drastically reduced), cutting through the broken remains of a neighborhood with the barest shells of houses sticking out of the blasted dirt, busted billboards and highways lying atop them. One of those house shells happened to be absolutely INFESTED with mole rats (including a large group of glowing ones) – fortunately, they didn’t notice Victor and Ada right away, and I was able to put Victor and Ada into sneak mode and slip by. . .

Only to see a trio of radscorpions burst out of the ground and attack the mole rats, killing them all as the two passed. And a couple of moments later, those same radscorpions tunneled over and attacked Victor and Ada as they tried to climb a hill. And one of them was a Legendary Albino. *sigh* Fortunately the other two were regular radscorpions and thus easily taken out, and while Victor certainly took a bit of a licking from the Legendary, he WAS able to kill it by abusing how many shots he was able to get off with Deliverer. He picked up his prize (a Hunter’s Leather Left Arm – greaaaat), and he and Ada continued on, working their way up the hill and to their target –

G) The Abandoned Shack! The secret entrance to Installation K-21B! :D I had Victor ignore Bill and his suitcase by the hatch in favor of picking the lock on said hatch (Novice, no problem) and going inside into the lobby area. And the minute they got down there and I was able to verify no enemies were immediately around, I had Victor stop, get out of his power armor, pitch his tent, and go to bed right next to the reception desk. XD What, he was tired, he needed to heal, and he was far enough from any roaming synths that the game wouldn’t give him lip about sleeping. You gotta sneak in your eight hours when you can in this game sometimes!

H) Victor awoke the next morning in-game refreshed and ready to go – I had him pack up his tent, then noticed a personal log from employee “011985TP” lying on the desk nearby. Curious, I had him pick it up and pop it into his Pip-Boy – turned out to be a log from Jeff Buzensky, who was working here when the bombs fell, talking about how he heard his coworker Stevens screaming when they had to lock him out (the poor bastard had gone to his car to get something and hadn’t made it back in time – I wonder if he was the unfortunate Bill upstairs?), and how, due to budget cuts, their facility was already running out of food. His last request to anyone listening was to tell his wife Wilma he loved her. :( Fallout 4 choosing to make us all feel bad again, I see.

I) However, I didn’t come to this facility to feel bad for the employees – that was just a fun bonus. I came to this facility to see what kind of power armor had spawned downstairs! And so Victor got back in his current set, and he and Ada headed into the facility proper, activating the circuit breaker to open the door and let them get a good look at the place –

And discovering the small synth patrol that was already roaming around. Fortunately, they were all below Victor, which made stealth-sniping them with the Mighty Sniper really easy. He just took his shot, moved position to make sure the other synths couldn’t immediately find him, then got back into position and shot the next one. XD Soon all three were dead, and Victor was free to wander around, looking through all the various little offices (all full of good junk – damn carry capacity limits!), looting the ammo and synth components off the bodies of the synths he’d killed (because both happen to be weightless), and accidentally managing to avoid a trap by going through it the wrong way around and only activating it while he was leaving the side office it was set up in. XD He eventually worked his way down to the bottom floor, and I bee-lined to where I knew the power armor station was –

And while it had a set of X-01 armor in it, the damn thing was missing the right leg – the very part that Victor needed! Damn it. >( I was so hoping I could complete his set!

J) Ah well – if I couldn’t upgrade his power armor any further, I could at least repair it. After a little wander around the area (including a look in the “hey, you cleared this place out, good job” chest – ammo, pre-War money, and a sequin dress for some reason), I had Victor move the incomplete X-01 set out of the way, steal its fusion core, then back his power armor into the station and make a few repairs to the various bits (only one leg had suffered any serious damage, I was surprised to see). I then had him run around the facility in his hazmat suit for a while, grabbing ammo and duct tape (because you ALWAYS take the duct tape) while looking to see if I could find a perk magazine. I was sure there was one around here somewhere (you’d expect at least a Covert Ops mag), but I didn’t see it anywhere. Maybe it’s up in the Abandoned Shack? *shrug* At any rate, I eventually had Victor return to the bottom floor, do a little cooking on his portable workbench to use up all his new meat and lighten his load slightly, then get back in his power armor and find Ada on the stairs to get a few melons off her for later cooking purposes. I ended with Victor standing on the stairs, looking over the floor below as he prepared to leave –

And spotting a terminal he hadn’t messed with yet tucked away by some computer equipment. Well, we’ll have to check that out next time, won’t we? I mean, it probably just activates the protectrons that are down there, meaning Victor and Ada will have to hastily kill them, but still – never hurts to get potential hacking XP! And kill XP from the protectrons. :p

Writing: Another Sunday, another update to the FO4 Playthrough Progression document – which, as per usual, was roughly identical to what happened above, with the following minor changes –

A) Victor did NOT stop and try to have a poop in the wastelands of the Glowing Sea, as he realized immediately it would be a spectacularly bad idea, unlike me (good for him)

B) Victor turned on the circuit breaker (and the protectrons) in Federal Supply Cache 84NE BEFORE hacking the door to the supply room – I thought it made more sense for the computer to be off before he turned the power back on. Don’t worry, he and Ada still took care of the protectrons without incident, allowing him to loot duct tape and improve his Two-Shot Combat Rifle at his leisure :p

C) No mention of the albino radscorpion that attacked them on the way to the abandoned shack having any special gear on it, simply because it gave me a pretty shit Legendary item *grumble*

D) Victor, rather than stealth-sniping the synths in Installation K-21B, instead dithered about whether or not he should try and call out to them to see if they wanted freedom until they spotted him and opened fire. XD Sorry, Victor, but I do prefer you firing in self defense!

E) And I made the purpose of Installation K-21B specifically about developing the X-01 armor to explain its presence there (and generally in the Commonwealth – they were producing suits for testing)! Which makes it even sadder Victor didn’t get his missing leg, aw. Sorry the suit spawned without the one piece you need, buddy!

But yeah, other than that, see the above if you want a sum-up of what happened to Victor and Ada. Next time, Victor will check out the terminal he just spotted and see if it activates some protectrons that might need exploding. And then, think it’s time to start finding his way to Virgil. . .

YouTube: Welp, I remain behind on GrayStillPlays, mostly because, after watching a Fallout 4-themed MATN video with my workout (see below), I decided to make today a True Fallout Sunday and just watch Fallout-related videos. So my Sunday Two this week consisted of –

A) First, from the Watch later, “Ultimate Fallout Quiz: So You Think You Know Fallout? | Test Your Knowledge of the Fallout Games” from OXBox! Yes, with the Fallout TV show all over Prime rekindling interest in the games, Andy decided that he wanted to see which of his coworkers, Mike or Jane, knew the most about the games! So he put them to the test, giving them each a buzzer (Mike had a FO3 brahmin’s moo, while Jane had FO4 Dogmeat’s bark) and having them go head-to-head in the following categories:

Round One: DJs – The contestants had to identify the various Fallout DJs from their voice clips! The pair struggled a lot with this one, with Three Dog from FO3 being the only one either of them DEFINITELY knew – and, of course, Andy had to confuse the issue slightly by including both versions of Travis Miles from FO4, the Nervous Nellie from before the “Confidence Man” quest and the smooth-talker from after. Mike ended up limping ahead with two lucky guesses, leaving the scores at Mike 2, Jane 0.

Round Two: Cults – The contestants had to identify the various “deals” of various wasteland cults and gangs. Jane streaked ahead here, correctly guessing four out of the five (including The Kings, who think Elvis was some sort of holy person, from F:NV, and Sudden Death Overtime, the gang that thinks hockey was a massive blood sport, from FO3), and took the lead with the scores now Mike 3, Jane 4.

Round Three: Acronyms – The contestants had to figure out the various acronyms of the Fallout verse! Mike pulled ahead here again, despite nearly misspelling SPECIAL while naming all the stats and missing GOAT on a technicality (it’s “Generalized” not “General” for the G), putting the scores at Mike 8, Jane 5.

Round Four: Which Of These Isn’t A Real Vault? – The contestants had to figure out which of the vaults Andy told them about was one he’d just made up – a task made more difficult by the fact that Vault-Tec likes its fucked-up vaults. Foolishly, though, Mike decided that Vault 21, which was a vault for compulsive gamblers in which everything was decided by games of chance, was too on the nose and thus not real – nope, that is a real place in New Vegas! Jane thus took the win by correctly guessing that Vault 9, a vault with the ability to rearrange itself nightly, was not the real vault, bringing the scores to Mike 8, Jane 6.

Round Five: Lightning Round (included sub-rounds about “Boys” and “Mutated Animals”) – The contestants had to answer a variety of questions about the games, including what was the original vault your character emerged out of in the original game (13 – Mike was close with 19, but no cigar), the name of Vault-Tec’s mascot (Vault-Boy, good job Jane), and what a Deathclaw originally was (a Jackson Chameleon, which both Mike and Jane were confused by). This one proved to be the round for Mike, as he was VERY fast on his buzzer and knew a lot of the questions – and after naming all five of the Fallout 3 DLCs, he ended up winning 22 to 12 – a full ten points over Jane! O.O I guess Jane is too busy playing Starfield to worry about the nuclear apocalypse. :p But yeah, congrats Mike, good job there. :)

B) And second, from Many A True Nerd, we had “Fallout 4: Sim Settlements 2 - Part 33 - It's A Fair Cop!” by Jon! Because he made sure to pre-record a few episodes before the Next-Gen update hit so he’d have a buffer while shit got updated. *nods* This episode was all about Mayor Bob finishing up his current business with the Commonwealth Police Department and heading back to Gunner Plaza to check in with Jake, and consisted of the following –

I. Bob going with Simon to check out the actual Hellhound camp, and not the hideaway of a pair of cooks that this particular pack of Gunners tried to pin their crimes on. This was made a lot easier by the Brotherhood of Steel showing up in the background while Simon was telling Bob that they didn’t necessarily want to go in guns blazing and going in guns blazing. XD The pair did end up killing a couple of Gunners themselves, though, clearing the camp so they could have a look around. Leading Bob to find a holotape from Elisher tucked away near a microphone on a podium and play it on his Pip-Boy –

And learn that this whole thing – planting false leads and luring the CPD out to try and arrest Patty and Pete – was a ruse so that the Hellhounds could descend on the new CPD headquarters in the BADTFL building! D: Simon and Bob were naturally like “shit!” (The BOS vertibirds blowing up for no discernible reason nearby shortly thereafter did not help!)

II. Bob and Simon heading as fast as they could to BADTFL, with Bob making a quick stop at Taffington to drop a safety save nap and do a bit of cooking, and then skirting around the beginning of Automatron because he is NOT about the robot life right now. XD They cleared out the Hellhounds out front pretty easily, fortunately – but UNFORTUNATELY, Shhandy told them that Elisher and his men had Lena inside. And were not treating her kindly. Simon was of course keen on saving his sister, and Bob helped him rally the other cops into joining them to storm the building and save their fellows. They thus shot their way through the building, working their way down and around the wreckage to find Lena and Elisher. Along the way, they found Patty and Pete locked in a cell – Bob was all for leaving them in there just for their own safety, but Simon gave them the key and told them to get outside as fast as they could, which he was also fine with. They eventually found Elisher and his last couple of Hellhounds standing guard over a bound Lena in the evidence locker, with Elisher being a dramatic dickhead about how much he loved the hunt and the kill and how he might recall all his victims if Simon told them how much they screamed, and Simon essentially hissing out the guy’s Miranda rights as he clearly struggled with his urge to just shoot Elisher in the head. Bob stepped in to try and see if he could negotiate Lena’s release, at least –

And Elisher yelled “spring the trap!” and yanked out his gun, forcing Bob to murder him and his men with his combat rifle. Fortunately they were all taken care of pretty easily, and Lena was successfully saved! Well, from the bad guys, anyway – she was not saved from the wonders of Bethesda physics, as proven when she slowly but surely glitched into a wall in the resultant cutscene. XD But yes, Lena was okay (if rather shaken, asking her brother to never let her get like Elisher), and Simon told Bob that now that the Hellhounds were dealt with, they were going to work on cleaning up the building and turning it into a proper headquarters. And that maybe they could start getting some stations in some of his settlements! Unlocking a few new defense plots for Jon to use, nice. :) Even better, when Bob headed outside afterward, Patty and Pete were waiting there, and he discovered that they were available to be recruited as new settlers! So he sent them out to Spectacle Island to be like the initial colonists. XD I mean, somebody has to start building that place up! About the only bad part about this whole thing was that Bob had forgotten to turn in all his Gunner tattoos to Lena for caps, and now he was stuck with them in his inventory as they weren’t anything he could actually drop. Whoops. I mean, I guess they go well with the other war crimes you’ve committed, Bob. :p

III. Bob taking a brief break from mod stuff to actually do main quest mission stuff – specifically, using his Brotherhood vertibird taxi service to get a ride to the Glowing Sea so he could talk to Virgil and get his makeshift teleporter plans so he could get into the Institute; then over to the Prydwen to restock on signal grenades and talk to Ingram about building the teleporter; then over to the Marina to actually start setting up the teleporter in the town square (though there was only so much he could make before Ingram showed up to help). He also took a moment to get fed, watered, and upgrade his combat rifle to .308 ammo. *nods* Nice.

IV. Bob officially starting the “Moving Day” quest by heading over to the FORMER Gunner Plaza, now just GNN HQ (even the map marker said so!), and meeting up with Jake, who excitedly told Bob that the Gunners had actually made some improvements to the Comm Hub that were likely to make their lives easier. And that he thought they should make the plaza their new headquarters, because the place already had much better radio equipment than they had back in Concord (giant antenna on the roof for a start!). Bob, who’d already thought this was the plan, was totally game, and Jake proudly took him around to see the new Comm ARRAY (covered in cool buttons and dials and whatnot that Bob had to actively stop himself from poking) and connect his Pip-Boy to it to upgrade its firmware! What did that do?

Well, Jake never actually got a chance to say, because around that time there was gunfire from upstairs. O.o Which turned out to be Aiden testing a turret for future defensive purposes. Which lead to him and Jake arguing about him doing that inside and getting power for it by patching directly into the wires for the lights (which, I’m with Jake on that one, good way to get yourself ELECTROCUTED, Aiden). The whole issue seemed to be that Aiden didn’t want to take orders from Jake, while Jake was like “SOMEONE needs to give the orders” –

And then Bob popped in with his Local Leader perk to go “guys, calm down, you’ll figure it out,” causing both of THEM to go, “hey, actually, you’re good at this sort of thing – you wanna be leader?” Bob was down, and asked what they thought he should do first. Aiden immediately pointed out that both his and Jake’s custodial skills were lacking (which, Bob had noticed) and that they needed someone to help get this place cleaned up and looking like a proper headquarters. And he had just the guy in mind – Deputy Overseer Mansfield from Vault 81! He was pretty sure the guy would jump at the opportunity to “oversee” this place, and Bob was like “I think you’re absolutely right about that.”

And so the episode ended with their course clear – namely, recruiting some staff to help turn the former Gunner’s Plaza into a real home base for Jake and his crew. So next Sunday, we get to watch Bob collect Mansfield from Vault 81, and then see who else will be joining the team! I am looking forward to it. :)

Workout: Back on the bike tonight, but not back to the GrayStillPlays compilations – instead, I had a different video to watch: “Fallout 4: The Next Gen Update - One Step Forwards, Two Steps Back” by Jon of Many A True Nerd! He released this video yesterday, and upon learning that it hadn’t replaced today’s SS2 update, I decided the best thing to do was watch it with my workout! As you might guess from the title, this was all about Jon looking at some of the stuff the Next Gen update added to the PC version of the game (namely, he looked at the quests surrounding the newly-integrated Makeshift Weapons and Enclave Remnants Creation Club content) –

And, again as you might guess from the title, he wasn’t particularly impressed. The quests were not well-integrated into the story (they’re of the type that just automatically add themselves to your quest log the minute you step out of Vault 111, no discovery needed) and weren’t very interesting in general (very much in the “go here, kill all these enemies, maybe read a few notes, then go here and kill some more enemies” vein). And the weapons and armor you could pick up from these quests (which even very low-level characters could do) weren’t balanced at ALL. I mean, okay, the Tesla cannon you could get from the Enclave troops required some “Science!” perks to fully upgrade, and you couldn’t get it without risking a trip into the Glowing Sea, so that wasn’t so bad. But the makeshift weapons were COMPLETELY overpowered – ESPECIALLY a particular baseball launcher that Jon loved for the silliness factor, but which he noted fired more baseballs than were actually loaded into it, meaning that every time you fired it and then went to collect your ammo back, you got MORE baseballs back than you’d started out with! Add in a sawblade-shooting sniper and a piggy-bank-mine-throwing Fat Man with HUGE amounts of base damage even before upgrades, and which didn’t require much in the way of perks to max out, and – yeah. Talk about making things just a little too easy! I mean, I like super-powerful weapons too, don’t get me wrong (Mighty Sniper and Two-Shot Combat Rifle beloved), but this was rather beyond the pale. And no matter how much you might like throwing around the world’s deadliest piggy banks, or mass-producing deadly baseballs in every fire fight, Jon didn’t think it worth the update breaking almost every freaking FO4 mod out there. *shakehead* Bottom line, he thought Bethesda could have done a LOT better with this update, especially since they first announced it two years ago. But then again, when’s the last time Bethesda released something and it wasn’t a total bug-filled mess? *sigh* Just makes me glad I learned about the update in time to protect myself from its evil, evil ways. ...even if I do kinda want that baseball launcher. XD

There, that's better. And now it's time to write up everything for Monday. See you shortly!

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