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<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="4.3.3">Jekyll</generator><link href="https://www.theinternetvagabond.com/feed.xml" rel="self" type="application/atom+xml" /><link href="https://www.theinternetvagabond.com/" rel="alternate" type="text/html" /><updated>2024-09-29T10:41:57-05:00</updated><id>https://www.theinternetvagabond.com/feed.xml</id><title type="html">The Internet Vagabond</title><author><name>Bill Niblock</name></author><entry><title type="html">My Return to the Wasteland: A Review of Fallout 3</title><link href="https://www.theinternetvagabond.com/2024/09/26/fallout3.html" rel="alternate" type="text/html" title="My Return to the Wasteland: A Review of Fallout 3" /><published>2024-09-26T00:00:00-05:00</published><updated>2024-09-26T00:00:00-05:00</updated><id>https://www.theinternetvagabond.com/2024/09/26/fallout3</id><content type="html" xml:base="https://www.theinternetvagabond.com/2024/09/26/fallout3.html"><![CDATA[<h1 id="my-return-to-the-wasteland">My Return to the Wasteland</h1>
<details>
<summary>Contents</summary>
<ol>
<li><a href="fo3_review">Game Review</a></li>
<ul>
<li><a href="#fo3_review_main">Main Story</a></li>
<li><a href="#fo3_review_env">Environmental Storytelling</a></li>
<li><a href="#fo3_review_npcs">Characters</a></li>
<li><a href="#fo3_dlc">DLCs</a></li>
<ul>
<li><a href="#fo3_dlc_pitt">The Pitt</a></li>
<li><a href="#fo3_dlc_oa">Operation: Anchorage</a></li>
<li><a href="#fo3_dlc_pl">Point Lookout</a></li>
<li><a href="#fo3_dlc_zeta">Mothership Zeta</a></li>
<li><a href="#fo3_dlc_steel">Broken Steel</a></li>
</ul>
<li><a href="#fo3_review_gp">My Experience</a></li>
<li><a href="#fo3_review_end">Conclusion</a></li>
</ul>
<li><a href="#fo3_mods">Mods</a></li>
<ul>
<li><a href="#fo3_mods_necessities">The Necessities</a></li>
<li><a href="#fo3_mods_pretty">The Pretty Ones</a></li>
<li><a href="#fo3_mods_content">The Content Ones</a></li>
<li><a href="#fo3_mods_gameplay">The Game Play Ones</a></li>
</ul>
<li><a href="#fo3_setup">Setup and Configuration</a></li>
<ul>
<li><a href="#fo3_setup_linux">Installation on Linux</a></li>
</ul>
</ol>
</details>
<p>Earlier this year (2024) I played through Fallout 3 again. My objective was to
play through the main story and all the main objectives of the DLCs. In total,
this took me roughly 130 hours, played over about 2 months. I did install some
mods, though I wanted a “Vanilla+” setup, so mostly fixes, a few improvements,
but nothing too game-changing. I also played the game on Linux, which was less
of a problem than it wouldve been previously thanks to Valve/Proton.</p>
<p>Ill cover the setup, modding, and any additional configuration I did later.
First, Id like to give my review.</p>
<p><span id="fo3_review"></span></p>
<h2 id="review">Review</h2>
<p>Fallout 3 gets a lot of flack. To a degree, I understand it. Fallout 1 and 2 are
beloved games. To suddenly have the franchise given to a completely new company,
with completely different writers, will already spark concern. Now take the game
play from an isometric real-time-with-pause RPG to an open-world, 3D action RPG,
and youll have committed an unforgivable sin! Well, at least thats how some
would put it. Again: I understand this; I feel a similar sentiment (though
significantly less-so) with regards to the Baldurs Gate franchise. Baldurs
Gate 1 may be my favorite RPG of all time, and Baldurs Gate 2 is right beside
it. I remain very hesitant of Baldurs Gate 3, despite the glowing reception and
overwhelmingly positive reviews of the game, only because it isnt the same
franchise I know. Whether the same sentiment applies to those who rail against
Fallout 3, I cant say for certain, but I suspect its pretty close.</p>
<p>I often hear complaints about the story and the writing the most. Having grown
up with some of the most iconic RPGs ever made, I can understand the rose-tinted
glasses of past good writing. It amuses me how much Fallout 3 gets put down for
its writing, and then New Vegas gets enthroned for its writing. New Vegas is
great, from what I remember, and Im looking forward to a play-through of it
soon; but Fallout 3 was no slouch! The main story, though it has some flaws, is
engaging and compelling. The side-stories and characters all feel well-written,
and help immerse players into the desolation that surrounds them. The best
stories, though, are told through the environment. Something that isometric
games just can never capture is the exploration in a first-person perspective of
a ruinous metro tunnel, with derailed train cars filled with briefcases of
whiskey and teddy bears, littered with the skeletal remains of riders, and all
without a single word. What happened here is a question left for the player to
deduce. This is what Fallout 3 brought to the franchise.</p>
<p>The setting of Fallout 3 is the Capitol Wasteland, a fictionalized, augmented,
scaled-down region around modern-day Washington DC, northern Virginia, and
Maryland. The “sights” are there, all the monuments and museums (well, some
<em>arent</em> there, like the White House). There are two “layers” to the map. The
first is the surface. Theres the big, open-world Wasteland, which spans almost
the entire map, excluding some smaller, independent cells. Then, theres the
underground collection of metro tunnels. All of these connect, mostly, and it
is fascinating that, once underground, its almost possible to stay underground,
at least when around the Mall and within DC proper.</p>
<p>Fallout 3 is the first open-world game in the franchise. The player is free to
explore, pursuing quests or ambitions as they whim. There are game mechanics to
aid with decisions, generally quest markers and points-of-interest. The entire
play time of a character could be spent on everything <em>except</em> the main story,
and it would still be a rewarding and enjoyable experience. However, my
objective was to play the story of Fallout 3, and so I kept that as my main
guiding star. This is not to say I didnt do any side-quests. I wandered far
and wide; I actually discovered every location on the map! I enjoyed exploring
the abandoned and ruined metro lines, finding small settlements or outposts, and
coming across other wanderers and survivors who had setup their own little
slices of the wasteland.</p>
<p><span id="fo3_review_main"></span></p>
<h3 id="main-story">Main Story</h3>
<p>I think the main story of Fallout 3 is strong until the very last beat. The
beginning tutorial, which is the first 10 to 40 minutes of play, takes place
entirely within the starting Vault. It does a good job of the standard tutorial
phase: teach the player how to interact with the game; walk the player through
character creation; setup a few characters to care about. Then, the beginning
ends, and theres the second phase of play: open world. Arguably, this is the
remaining phase of all game-play.</p>
<p>EXPAND THIS MORE</p>
<p><span id="fo3_review_env"></span></p>
<h3 id="environmental-storytelling">Environmental Storytelling</h3>
<p>One of, if not <em>the</em>, strengths of Fallout 3 is the environmental storytelling.
In a game thats surprisingly full of content for being a nuclear wasteland,
Fallout 3 does not have a lot of overt narration. For some of the bigger quests,
especially those involving NPCs, you will get some narration, and relevant
details may be explicitly told to you. For all the rest, there is the
environment. I include things like old terminals and audio logs as part of
the environment too. Some that come to mind:</p>
<ol>
<li>
<p>In a part of the metro near the White House (well, the crater), there is a
sloped causeway. It dips down, and at the bottom is an old busted car.
Someone, sometime, put some sweet ramps up along the car. Following from
where you enter, down the slope, and past the car, up the opposite side, you
find a motorcycle, also ruined. A conclusion: someone did a sweet jump over
this car on the motorcycle. Returning to the car, and looking up, youll find
a skeleton hanging from a light fixture, wearing a helmet. Seems the
motorcycle did the sweet jump, and the rider did not.</p>
</li>
<li>
<p>One of the office buildings has several terminals that recount the sudden
panic at the government raiding their office. In actuality, the events
happening outside their building was the rain of nuclear death, but all the
office workers were prepping themselves to fight off the raid and protect
their freedom to business! I forget the exact details of what the office did,
but the entire building has desks placed like barricades, filing cabinets
blocking doors, and every desk has guns and ammo.</p>
</li>
<li>
<p>At Raven Rock (the Enclave base), you can find a mess hall. You can also get
under the floor grates, and there youll find many utensils. Presumably
eating on a floor with gaps large enough for silverware to fall through is
quite enraging.</p>
</li>
</ol>
<p>EXPAND THIS MORE</p>
<p><span id="fo3_review_npcs"></span></p>
<h3 id="characters">Characters</h3>
<p>TALK ABOUT THEM HERE</p>
<p>Moira
Liberty Prime
Desmond from Point Lookout
The various characters from Zeta
Fawkes</p>
<p><span id="fo3_dlc"></span></p>
<h3 id="dlc">DLC</h3>
<p>While I had played the base game before, I had never played the DLCs of Fallout
3 before. Looking at the release timeline for this write-up, I was surprised to
see that Broken Steel was released third of five, and that Mothership Zeta was
released last.</p>
<p><span id="fo3_dlc_pitt"></span></p>
<h3 id="the-pitt">The Pitt</h3>
<p>The Pitt was the first of the DLCs that I played. It was advised as a good
early-game DLC, if only because it gives some great guns. I hadnt made the
connection between “Pitt” and “Pittsburgh” until I saw the name of the DLC
spelled out (as opposed to hearing it simply as “the pit”). I love the hook into
the DLC: a man, looking like Snake Plissken from “Escape from New York”, sends
out an SOS signal that your Pipboy can pick up. Traveling to the
northern-reaches of the map, theres a hand-powered rail car that you use to
travel to “The Pitt.” There, according to <del>Snake</del> Wernher, the people are
oppressed and sick, and their tyrannical leaders hold the cure for their disease
but refuse to hand it over. Wernher escaped from the slave pits, seeking help in
their revolution. Granted, its not all that straight-forward. There are a few
hours worth of story, during which you learn a bit more about the setting, the
disease, and the characters. You fight through the slave pits to earn your
freedom and a meeting with the tyrant, a former Brotherhood of Steel member
named Lord Ashur. The cure is actually a child that was born with immunity to
the disease. Conveniently, its Ashurs kid. His wife, (conveniently) a
scientist, is working on bio-engineering a cure from the kid. Wernher wants to
take the kid, harvest it, and distribute the cure himself. Thus the main moral
conflict of the DLC: do you side with Ashur, saving the kid, but continuing the
status-quo, and having only Ashurs word that hell do the right thing when the
cure is ready? Or do you side with Wernher, kidnapping and probably dooming the
child, to let him play his power-trip and essentially take over The Pitt for
himself? I sided with Ashur, killed Wernher, saved the kid, and got some sweet
guns.</p>
<p>Overall, I enjoyed The Pitt. The setting is phenomenal, the story is engaging
enough. The characters are good. It has that 80s action-film vibe. The moral
choice at the end is a good twist, though by no means unforeseen. I do like that
the game has no karma tied to the final decision; neither one is obviously good.
I tend to enjoy that in moral decisions, as rarely are any decisions obviously
“right” or “wrong.”</p>
<p><span id="fo3_dlc_oa"></span></p>
<h3 id="operation-anchorage">Operation: Anchorage</h3>
<p>Apparently this one is polarizing. (Oh snap, no pun intended). I really liked
it. It hooked me in, it didnt overstay its welcome, and it gave me some cool
loot.</p>
<p>The gist: your Pipboy lets you operate a virtual reality training simulation of
the invasion of Anchorage, Alaska by the Chinese forces. You start off on a
cliff, having been one of a few surviving special forces members sent to
infiltrate and destroy the artillery shelling the United States forces. Right
away, it set a really fun tone with me. I loved the little infiltration angle.
After you save the day, you return to base camp, where you are given several
more missions to destroy key resources, before repelling the Chinese forces and
retaking Anchorage proper.</p>
<p>The stealth mission at the beginning really swings this content in a favorable
direction, as does the cool rewards. The Gauss Rifle is just fun to use, and the
player gets the Power Armor Training trait and access to a suit of Power Armor.
One of the mods I had included several additional sets of armor in the reward
vault, and I enjoyed them as well. An understandable complaint is how short this
one feels. The Pitt was probably around 5 hours of content, whereas this one
could be finished up in 1-2 if rushing. Also, while The Pitt is a persistent
location that the player can return to, and it has reason to - the ammo
fabrication - the VR-training simulation is a one-and-done deal. I understand
why it was unfavorably received, but since I got it as part of the Game of the
Year edition, I didnt feel like I was scammed.</p>
<p><span id="fo3_dlc_pl"></span></p>
<h3 id="point-lookout">Point Lookout</h3>
<p>This one grew on me. When it started, due to the nature of the DLC being more
open-world and less driven, I felt thrown into another region that I had to make
my own fun in. However, I was able to relatively quickly find some engaging
storylines, intriguing storytelling, and the main quest was fun.</p>
<p>Arriving in the Land of the Punga, you have two objectives: one, you were asked
to find a girl by her mother; two, you are advised to investigate why a manor on
a hill is smoking. The swamp wasteland is inhabited by inbred swamp-people,
mirelurks, and the expected cretins. Theres plenty of history scattered both
told and unsaid throughout abandoned tents, terminals, hotel rooms, and ruins.
This location does a lot to invoke an eldritch horror vibe, and it does so quite
well at several points. Theres a specific side-quest dealing with a tome, The
Krivbeknih, which is obviously a reference to tomes like The Necronomicon. The
characters throughout the location are well-written and fun to interact with.
The main quest covers a lot of ground, sends you on a psychedelic dream-vision,
and gets you lobotomized! Plus <em>an entire building explodes</em>, and thats pretty
rad. Oh, and the secret Chinese spy submarine!</p>
<p>By the end of this DLC, I was happily impressed, and it took the new top spot on
my list. Theres some cool loot, plenty of neat lore, and more Punga than you
can shake a shotgun at. The NPCs are well written and voiced, the quests are
engaging, and you can make moonshine. Of all the DLCs, this one felt like a
proper expansion. Desmond earns a high spot on the list of best NPCs in the
game.</p>
<p><span id="fo3_dlc_zeta"></span></p>
<h3 id="mothership-zeta">Mothership Zeta</h3>
<p>Another DLC apparently looked at unfavorably. While exploring the wasteland, you
follow a mysterious signal to a crashed alien ship, and get abducted by the
mothership in orbit. As is tradition, you get probed, and then dumped into a
holding cell with another wanderer from the wastelands. After some mischief, you
free yourselves, then free some other captives, and begin fighting your way
through alien jerkwads to claim the ship and save the planet! There are a <em>ton</em>
of audio logs, many of which I didnt listen to, but all of which deal with the
various abductees on the mothership. All the aliens, as well as most of the
pick-ups, are cool energy weapons, and if the Metal Blaster wasnt so gosh
darned over-powered, I would have used the weapons from this DLC for the
remainder of the game.</p>
<p>I enjoyed the setting, and the story. There are some allusions to other
alien-themed media. You find some NPCs from other time periods that were
abducted, and interacting with them is pretty fun. It definitely has a
pulp-science fiction feel to it, and it runs with it hard but well. You get to
space-walk. You also get to shoot the massive spaceship laser beam and save the
planet, by blowing up another alien mothership. And that is most definitely rad.
Once its all done, you get a home base, of sorts.</p>
<p>Overall, it was fun. It fell well short of the other DLCs, but was still worth
the time. Getting it as part of the Game of the Year bundle is great; I dont
know that I would regret buying it, though, especially if the price was fair. It
was very pretty, but also a bit repetitive. Aside from the kind-of home base,
theres no reason to return to the ship. Plus, after the finale, most of the
ship is closed off. Restoring free-roam of the ship would be a great mod,
because there is a lot of content that can be missed, and its also really quite
pretty!</p>
<p><span id="fo3_dlc_steel"></span></p>
<h3 id="broken-steel">Broken Steel</h3>
<p>The post-game DLC. Broken Steel changes the ending and continues the story of
the wasteland wanderer to clean-up the remnants of the Enclave. It also raises
the level-cap to 30, from the start, which is great. By the time I started
Broken Steel, I was in mid-to-late 20s, and Broken Steel brought me to 30
comfortably.</p>
<p>Of all the DLCs, this one feels most like a mission. You start off at the
Brotherhood of Steel base in DC, with the first mission to follow Liberty Prime
to an Enclave outpost and destroy it. While there, Prime gets blasted with space
lasers, and the focus shifts to finding and stopping the orbital cannons from
firing again. Along the way, you get a Tesla Cannon, essentially the same weapon
as Liberty Primes face-laser. You assault the Andrews Airforce Base, find a
massive mobile-platform Enclave base, and eventually blow it all up using the
space lasers from before.</p>
<p>What I remember most from this DLC is combat. So much combat. Thats not a bad
thing, but its unremarkable. Theres some good lore, and fun story, but overall
its just an assault mission. Everything else that the DLC adds - the level-cap
increase, some perks, the fricken LASER - counts for much more. Well, and any
chance to hang with Liberty Prime.</p>
<p><span id="fo3_review_gp"></span></p>
<h3 id="my-experience">My Experience</h3>
<p>Did I have fun? Was my experience a positive one? How did I play?</p>
<p>Exploring the wasteland, discovering the hidden stories in the environment, and
experiencing the more obvious ones of the inhabitants or the remnants was
incredibly enjoyable. Part of why I returned to Fallout 3 was because I had not
actually played the DLCs, and so in addition to my memories from near-launch of
the base game, I had many new adventures. Despite playing on my decade-old
desktop, I could stream the game to some friends on Discord, and that enhanced
the experience overall as well.</p>
<p>My play-style was almost the most stereotypical of Bethesda game experiences:
the “stealth archer.” I really wanted to use “small guns,” and eventually
pivoted into energy weapons. I was stealthy, and overall Id say my theme was a
special forces infiltrator. I didnt fast travel, and some mods made this
manageable. I was basically addicted to Nuka Cola. I played solo, without any
companions, until relatively late game. I didnt explore the junkyard where
Dogmeat is until late, and then shortly thereafter I got Fawkes.</p>
<p>Talking specifics: playing <em>The Pitt</em> relatively early got me “Infiltrator”, and
then “Perforator”, which I used for probably two-thirds of the game; and the
“Metal Blaster”, which I used for the entirety of the game, because it is
<strong>broken powerful</strong>. From <em>Operation: Anchorage</em> I got the “Gauss Rifle,” and
the Stealth Armor from one of the mods I installed. I also got the Winterized
T51-b Power Armor, which I did use for a bit, specifically the helmet (with a
mod) for nightvision (and thermal vision, though I rarely used it.) Eventually I
found the Stealth Armor helmet, and completed my look. Perk-wise I opted for a
build that emphasized small-guns damage, action points for VATs, and eventually
some extra VATs goodness like “Grim Reaper Sprint.”</p>
<p>Generally, combat was: if Im far away, Gauss Rifle sneak attack victory. If Im
close and still undetected, Perforator VATs. Else: Metal Blaster. It worked out
well.</p>
<p><span id="fo3_review_end"></span></p>
<h3 id="conclusion">Conclusion</h3>
<p>Fallout 3 is still a gem. Its a game well worth revisiting if you havent in a
while, and if youve never played it, it will be a treat. The environment is
still awe-inspiring and captivating, the NPCs are engaging and charming, the
combat can be hectic, and the stories are memorable. Its a game thats best
when played without a guide or goal, just allowing yourself to wander the wastes
and discover what it holds. Whatever aspersions you may have heard of it, Id
wager youll still have fun, and arguably thats most important. Plus, these
days, even a decade-old <del>potato</del> computer can run it, and its often on sale
for around $10 (for example: at time of writing, GoG is selling it for $7!).
Plus, to make even the most current super-computers bend knee, there are mods
that can make the game look absolutely stunning. Not to mention the remainder of
the thriving mod community. Speaking of which…</p>
<p><span id="fo3_mods"></span></p>
<h2 id="mods">Mods</h2>
<p>If you were to ask an outside observer what my preferred way to play Bethesdas
open-world games is, they would tell you I dont play them. They would explain
that I spend an inordinate amount of time <em>preparing</em> to play them: modding
them, configuring them, etc.. And that, by the time Im done preparing, I have
satisfied whatever urge it was that brought me to the game in the first place,
and I move on. That didnt happen with this play-through, specifically because I
had a goal to actually play the main story and DLC stories. Further, as I wanted
to keep things “Vanilla+”, my mod list is quite reasonable. Also, I played on my
decade-old <del>potato</del> desktop, and so eschewed the more heavy-weight graphics and
overhaul mods.</p>
<p><span id="fo3_mods_necessities"></span></p>
<h3 id="the-necessities">“The Necessities”</h3>
<p>As with every Bethesda game, there are the patches and optimizers and
cut-content-restorers. I would wager that these dont need any explanation
beyond what the mod pages offer. One I will highlight is the “Stupid bullet
sponge enemies nerf” mod, which is essential for late-game and DLC enemies; Im
looking at you albino radscorpion.</p>
<ul>
<li><a href="https://www.nexusmods.com/fallout3/mods/19122">Updated Unofficial Fallout 3
Patch</a></li>
<li><a href="https://www.nexusmods.com/fallout3/mods/25239">Goodies</a></li>
<li><a href="https://www.nexusmods.com/fallout3/mods/25750">“Stupid bullet sponge enemies
nerf”</a></li>
<li><a href="https://www.nexusmods.com/fallout3/mods/23979">Fallout 3 Ending Restored</a></li>
<li><a href="https://www.moddb.com/mods/vanilla-ui-plus/downloads/vanilla-ui-plus-fo3">Vanilla UI
Plus</a></li>
</ul>
<p>There is a “Script Extender” for Fallout, and some additional mods that depend
on it:</p>
<ul>
<li><a href="https://www.fose.silverlock.org/">Fallout Script Extender (FOSE)</a></li>
<li><a href="https://www.nexusmods.com/fallout3/mods/23561">IStewieAIs
Tweaks</a></li>
<li><a href="https://www.nexusmods.com/fallout3/mods/23682">Command Extender</a></li>
<li><a href="https://www.nexusmods.com/fallout3/mods/20183">Enhanced Camera</a></li>
<li><a href="https://www.nexusmods.com/fallout3/mods/24995">Iron Sights Plus</a></li>
</ul>
<p>If using the Steam version, youll want <a href="https://www.nexusmods.com/fallout3/mods/24913">Fallout Anniversary
Patcher</a>. I should
also note that something with Stewies Tweaks gave me trouble, and I had to
disable it at times for the game not to crash, but generally nothing here caused
trouble.</p>
<p><span id="fo3_mods_pretty"></span></p>
<h3 id="the-pretty-ones">“The Pretty Ones”</h3>
<p>Im not generally too concerned with making Bethesda games look pretty. That
being said, I love when I can enhance the environment. In Oblivion, for example,
I love the mod that adds light posts along the main road ways. In a similar
vein, these mods enhance the environment. Of note: Fellout removes the green
tint from the game; thats a personal preference, but I preferred seeing
clearly. The Street Light mods add (mostly) working street lights throughout the
wasteland, which significantly enhanced the ambiance for me. Combined with the
incredibly dark nights that Fellout gave me, these lights became actual beacons
in the night, and some of the only sources of light during the night. The
Megaton mods make the settlement a bit more visually interesting and also easier
to navigate.</p>
<p>The two audio mods I included added quite a bit of ambiance as well, and on
several occasions would put me on alert while I traversed the wastes.</p>
<p>Then, the truly ostentatious mods: Fallout 3 Redesigned makes the models look
better, specifically the faces; FO3 Flora Overhaul is highly customizable, and I
used it to litter the wasteland with dead trees and shruberies and such.</p>
<ul>
<li><a href="https://www.nexusmods.com/fallout3/mods/2672">Fellout</a></li>
<li><a href="https://www.nexusmods.com/fallout3/mods/8069">Fallout Street Lights</a> and
<a href="https://www.nexusmods.com/fallout3/mods/10045">Fallout Street Lights -
Wasteland</a></li>
<li><a href="https://www.nexusmods.com/fallout3/mods/25267">Megaton Walkway</a> and <a href="https://www.nexusmods.com/fallout3/mods/7875">Lighting
Overhaul</a></li>
<li><a href="https://www.nexusmods.com/fallout3/mods/12602">Ambient Wasteland</a> and <a href="https://www.nexusmods.com/fallout3/mods/24574">ATMOS
Ambient Sound Overhaul</a></li>
<li><a href="https://www.nexusmods.com/fallout3/mods/6341">Fallout 3 Redesigned</a> and
<a href="https://www.nexusmods.com/fallout3/mods/25785">patches</a></li>
<li><a href="https://www.nexusmods.com/fallout3/mods/19864">FO3 Flora Overhaul</a></li>
</ul>
<p><span id="fo3_mods_content"></span></p>
<h3 id="the-content-ones">“The Content Ones”</h3>
<p>Since Im aiming for a “Vanilla+” play-through, I went very light on the content
mods. The only two I included were D.C. Interiors and Metro Carriage Interiors.
Both add not only some content, but really enhance the immersion by making more
buildings in the overworld, and all the train cars in the metro tunnels, actual
places to explore. I find they do a great job keeping with the environmental
storytelling.</p>
<ul>
<li><a href="https://www.nexusmods.com/fallout3/mods/5573">D.C. Interiors Project</a></li>
<li><a href="https://www.nexusmods.com/fallout3/mods/19988">Metro Carriage Interiors</a></li>
</ul>
<p>I also added this neat armor, because I was playing a bit of a sneaky character.
It didnt seem imbalanced or over-powered, and it looks pretty rad. The
nightvision mod turned out to be essential for the surprisingly dark nights and
tunnels. The T51-b mod just adds nightvision to that helm, as the other power
armor helmets have.</p>
<ul>
<li><a href="https://www.nexusmods.com/fallout3/mods/2654">Advanced Recon Stealth Armor</a>,
<a href="https://www.nexusmods.com/fallout3/mods/15653">Advanced Recon Thermal
Nightvision</a>, and <a href="https://www.nexusmods.com/fallout3/mods/20750">Advanced
Recon T51-b Winterized Helm</a></li>
</ul>
<p><span id="fo3_mods_gameplay"></span></p>
<h3 id="the-game-play-ones">“The Game Play Ones”</h3>
<p>Interestingly enough, the mod which inspired me to play Fallout 3 again is
Fugacity. Advertising itself as a “vanilla-plus balance and difficulty” mod
basically does much of the work for me. I used it as the starting point, and
built my mod list up around it. Conveniently, the mod page includes a list of
mods recommended by the mod-author; it may look quite similar to this list!</p>
<ul>
<li><a href="https://www.nexusmods.com/fallout3/mods/25558">Fugacity</a></li>
</ul>
<p>The remaining mods helped to complete my immersion. I had already decided
against fast-traveling throughout the wasteland, and the caravan-based
fast-travel helps make this much more manageable. Having recently played
Morrowind, I think it does fast-travel by default best of the Bethesda
open-world games. This mod implements what I would consider to be basically that
system in this world. Finally, I prefer food slowly regenerating health over
time, instead of eating 20 cabbages with alarming speed and instantly restoring
health. Notably: stim-paks still restore instantly, and so it provides a nice
game play decision - can I take the time to heal, or do I spend a rarer
resource?</p>
<ul>
<li><a href="https://www.nexusmods.com/fallout3/mods/24972">Caravan Fast Travel with Random
Encounters</a> (Requires FOSE)</li>
<li><a href="https://www.nexusmods.com/fallout3/mods/24477">New Vegas-Style Food
Mechanics</a></li>
</ul>
<p><span id="fo3_setup"></span></p>
<h2 id="setup-and-configuration">Setup and Configuration</h2>
<p>As with the other Bethesda games, getting everything modded, configured, and
functional can become the real game. Luckily, with a moderately small mod list,
this was not the case. This time. The process for running on Windows or Linux
are almost the same, except for some Proton shenanigans. I used <a href="https://github.com/ModOrganizer2/modorganizer">Mod Organizer
2</a> to handle all the installation
and management of the mods themselves. For the game version, I did use the Game
of the Year version from Steam. However, any version should work. When I do
eventually play Fallout 3 again, Ill plan to try the GoG version with Wine
instead of Steam and Proton.</p>
<p>Full list of non-game applications (that is, non-mods):</p>
<ul>
<li><a href="https://github.com/ModOrganizer2/modorganizer">Mod Organizer 2</a></li>
<li><a href="https://www.fose.silverlock.org/">Fallout Script Extender (FOSE)</a></li>
<li><a href="https://www.nexusmods.com/fallout3/mods/24913">Fallout Anniversary
Patcher</a></li>
</ul>
<p><span id="fo3_setup_linux"></span></p>
<h3 id="installation-process-on-linux">Installation Process on Linux</h3>
<p>To make running the various Windows-only applications easier, I made an alias
for myself. Youll need to replace <code class="language-plaintext highlighter-rouge">&lt;YOUR STEAM INSTALL PATH&gt;</code> with the
directory path for your Steam Library, aka where you installed Fallout 3 through
Steam. By default it is <code class="language-plaintext highlighter-rouge">~/.local/share/Steam</code>.</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>alias fo3-run='STEAM_COMPAT_DATA_PATH=&lt;YOUR STEAM INSTALL PATH&gt;/steamapps/compatdata/22370 STEAM_COMPAT_CLIENT_INSTALL_PATH=&lt;YOUR STEAM INSTALL PATH&gt; ~/.local/share/Steam/compatibilitytools.d/GE-Proton8-6/proton run'
</code></pre></div></div>
<ol>
<li>Download <strong>ALL THE THINGS!</strong></li>
<li>Run the game at least once to generate the initial configuration files. Take
this opportunity to also configure graphics. Start the game fully, then exit.</li>
<li>If installing the Game of the Year version from Steam, use the “Fallout
Anniversary Patcher”:
<ul>
<li>Extract it to the game directory (<code class="language-plaintext highlighter-rouge">&lt;YOUR STEAM INSTALL
PATH&gt;/steamapps/common/Fallout 3 goty</code>)</li>
<li>Run “Patcher.exe” from the game directory with the above alias: <code class="language-plaintext highlighter-rouge">fo3-run
Patcher.exe</code></li>
<li>It should say the game was patched successfully, and any following runs of
the Patcher should report that the game is already patched.</li>
</ul>
</li>
<li>Extract FOSE to the game directory (<code class="language-plaintext highlighter-rouge">&lt;YOUR STEAM INSTALL
PATH&gt;/steamapps/common/Fallout 3 goty</code>)</li>
<li>Mod Organizer 2 has two options: you can download a 7z archive, or the
installer. Either extract the archive somewhere you want to work from (I
advise <em>not</em> the game install directory), or run the installer with the
alias.</li>
</ol>
<p>At this point, youll do everything through Mod Organizer 2. Again, to simplify
my play a bit, I created an application entry for use with the KDE menu. This
may be different for other window managers/desktop environments. As with the
alias above, replace <code class="language-plaintext highlighter-rouge">&lt;YOUR STEAM INSTALL PATH&gt;</code> with the directory path for
your Steam Library, and <code class="language-plaintext highlighter-rouge">&lt;YOUR MO2 INSTALL PATH&gt;</code> with the directory path for
where you installed Mod Organizer 2. Optionally, if you have a picture to use
for the launch icon, provide it on the <code class="language-plaintext highlighter-rouge">Icon=</code> line; else remove the line.</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>[Desktop Entry]
Type=Application
Name=Fallout 3: Moddeded
GenericName=Fallout 3
Comment=Fallout 3 but with mods too
Keywords=Fallout 3
Exec=STEAM_COMPAT_DATA_PATH=&lt;YOUR STEAM INSTALL PATH&gt;/steamapps/compatdata/22370 STEAM_COMPAT_CLIENT_INSTALL_PATH=&lt;YOUR STEAM INSTALL PATH&gt; ~/.local/share/Steam/compatibilitytools.d/GE-Proton8-6/proton run &lt;YOUR MO2 INSTALL PATH&gt;/ModOrganizer.exe
Icon=&lt;AN OPTIONAL PATH TO AN IMAGE FILE&gt;
Categories=Game;RolePlaying
</code></pre></div></div>
<p>Either launch MO2 with that application entry, or use the <code class="language-plaintext highlighter-rouge">fo3-run</code> alias above
to launch it; or add it as a shortcut in Steam, or to Lutris, or really any
number of other options. Actually <em>using</em> MO2 is beyond the scope of this post,
but its relatively straight-forward. Download the mod archives and install them
using MO2. Some configuration may require editing an INI file, which <em>can</em> be
done through MO2 or any other text editor. Most importantly: <strong>youll run
Fallout 3 from Mod Organizer 2</strong>. You will no longer launch the game via Steam,
or whatever other game manager you may have used to install it. Assuming all
works as intended, youll now have a means for interacting with the Fallout 3
install (via the alias above), an easy-to-access application menu entry (via the
Desktop entry above, or a similar launcher setup), and a hostile wasteland
awaiting your exploration. Good luck out there!</p>]]></content><author><name>Bill Niblock</name></author><summary type="html"><![CDATA[My Return to the Wasteland]]></summary></entry><entry><title type="html">Automatic Backups with RClone, systemd, and Backblaze</title><link href="https://www.theinternetvagabond.com/2023/05/07/rclone-backups.html" rel="alternate" type="text/html" title="Automatic Backups with RClone, systemd, and Backblaze" /><published>2023-05-07T00:00:00-05:00</published><updated>2023-05-07T00:00:00-05:00</updated><id>https://www.theinternetvagabond.com/2023/05/07/rclone-backups</id><content type="html" xml:base="https://www.theinternetvagabond.com/2023/05/07/rclone-backups.html"><![CDATA[<h1 id="automatic-backups-with-rclone-systemd-and-backblaze">Automatic Backups with RClone, systemd, and Backblaze</h1>
<h2 id="quick-note">Quick Note</h2>
<p>Backups are not complicated. They may seem like it, but in reality the
complications arise from restoration. If youre not doing anything fancy with
your data now, then dont do anything fancy with your backups. Follow the 3-2-1
methodology: 3 copies of (important) data, in 2 different locations, 1 of which
is off-site. Many others have written about this in better detail than I ever
can; Jeff Geerling has a great article and several videos about it <a href="https://www.jeffgeerling.com/blog/2021/my-backup-plan">on his
site</a>. The time (and
often money) investment now can reduce worry, stress, and loss should the data
you care about ever become unusable.</p>
<p>(There are no affiliate links in this post, nor was I paid to recommend any
product or service.)</p>
<h1 id="my-needs">My Needs</h1>
<p>Backups are as important as the data you have. If all youve got is a directory
full of meme GIFs that you dont mind losing, then backups may be a waste of
time and money. I have recently taken to buying as much of my music as possible
(especially through Bandcamp, and especially on Bandcamp Fridays!). While much
of the music I buy does exist on a remote server at a company somewhere, the
cost of having to re-download and re-organize all of it well outweighs the cost
of proper backups. Not to mention the music which I cant get anywhere else
anymore. Nor to further mention the other data which I have. All of this is to
say: backups are worth it to me.</p>
<p>Recently I wanted to setup NFS on my home network. I was concerned about messing
something up, and erasing the directory I had intended to share, so I wanted to
backup the data. For a while Ive been intending to setup backups (as everyone
probably does), but it was never a priority. This project helped to prioritze
it. I had read about <a href="https://rclone.org/">RClone</a>, a command-line utility for
interacting with an incredible number of cloud services. I messed around a bit
with it, found it to my liking, and started shopping around for a cloud storage
solution. Enter <a href="https://www.backblaze.com/">Backblaze</a>. The folks that publish
all those hard-drive stats? Turns out they also run a business where they
provide cloud storage. Its inexpensive, reliable, and straight-forward. The
last step was to automate it with systemd timer units.</p>
<h2 id="backblaze-setup">Backblaze Setup</h2>
<ul>
<li><a href="https://www.backblaze.com/">Backblaze Site</a></li>
<li><a href="https://www.backblaze.com/help.html">Backblaze Docs</a></li>
</ul>
<p>First step is to setup Backblaze. Create an account, verify email address, all
that jazz. Id recommend enabling multi-factor authentication on the
<strong>Account</strong> -&gt; <strong>My Settings</strong> page, under <strong>Security</strong>. Next, click on the
<strong>Account</strong> -&gt; <strong>Application Keys</strong> page, and generate a new key. Fill in the
blanks (I gave my key full access to all buckets), copy the important bits, and
store them somewhere safe (like your password vault).</p>
<h2 id="rclone-setup">RClone Setup</h2>
<ul>
<li><a href="https://rclone.org/">RClone Site</a></li>
<li><a href="https://rclone.org/b2/">RClone Backblaze B2 Page</a></li>
</ul>
<p>Download and install RClone. Next run <code class="language-plaintext highlighter-rouge">rclone config</code> and walk through the
prompts. Im using Backblaze, so I select “Backblaze B2” as my storage backend.
Then I add the application key ID and application key secret (key) at the
relevant prompts. For all of this configuration, I named the remote “backblaze”,
though a shorter name can make commands easier. Regardless, verify the
configuration is setup properly by running <code class="language-plaintext highlighter-rouge">rclone lsd backblaze:</code>, which will
list buckets. Unless a bucket was already configured, nothing will show up, and
also there wont be any errors.</p>
<h2 id="backup-configuration">Backup Configuration</h2>
<p>Now, figure out how you want to backup your data. I have a <a href="/2020/06/14/setting-up-btrfs.html">BTRFS RAID setup
with multiple sub-volumes</a>, each for a
different data type: one for Books, one for Music, and so on. Since creating a
bucket doesnt cost anything, I decided to split my backups similarly. I created
the buckets I wanted, and did a “manual” RClone sync of the data.</p>
<p><code class="language-plaintext highlighter-rouge">rclone sync --fast-list --transfers 20 /path/to/Books
backblaze:bucket-for-Books-backups</code></p>
<p>The “fast-list” and “transfers” options are specified on the <a href="https://rclone.org/b2/">RClone
Backblaze B2 page</a>, along with some others that may be
of interest.</p>
<p>At this point, my data was “backed-up”, and I could muck about with it more
confidently. Also, at this point, configuring back-ups is done. Run those RClone
sync commands once a week, and all is set. I dont want to remember to do
things, though.</p>
<h2 id="automating-the-process">Automating the Process</h2>
<p>The first thing to do is create a user-agnostic location for the configuration
file and some additional files. I chose <code class="language-plaintext highlighter-rouge">/etc/rclone</code>, and copied the RClone
configuration file generated previously to this directory as <code class="language-plaintext highlighter-rouge">backblaze.conf</code>.</p>
<p>Next, I created a filter file. RClone has extensive <a href="https://rclone.org/filtering/">filtering
options</a>. For my current needs, a single file
will suffice.</p>
<h3 id="defaultfilter">default.filter</h3>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code># Exclude BTRFS snapshot directories
- .snapshots/**
# Exclude Syncthing configuration directories
- .stfolder/**
</code></pre></div></div>
<p>systemd timer units ( [<a href="https://wiki.archlinux.org/title/Systemd/Timers">Arch
Wiki</a>]
[<a href="https://man.archlinux.org/man/systemd.timer.5">Manual</a>] ) are triggers that
activate on a schedule. That schedule can be dynamic (relative to a
previous/other trigger), or static (at 6:15 every day). A timer unit triggers a
service unit, which does the work. For my backups, I decided to run a sync every
hour, at sometime between the 15 and 45 minute mark of that hour. To simplify
having multiple timer units that all do the same thing, I setup a template unit
(see the <strong>Note</strong> here: <a href="https://wiki.archlinux.org/title/Systemd#Using_units">Arch
Wiki</a>).</p>
<h3 id="rclone-backuptimer">rclone-backup@.timer</h3>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>[Unit]
Description=RClone Backup Timer Template
[Timer]
# Run every hour, sometime between the 15 minute and 45 minute mark
OnCalendar=*-*-* *:15:00
AccuracySec=30min
RandomizedDelaySec=5min
# The %i is whatever value is after the "@" for the configured unit. For
# example, rclone-backup@Books.timer will run the rclone-backup@Books.service
Unit=rclone-backup@%i.service
[Install]
WantedBy=timers.target
</code></pre></div></div>
<p>Then I can <code class="language-plaintext highlighter-rouge">enable</code> and <code class="language-plaintext highlighter-rouge">start</code> a timer for each directory to backup. To
minimize configuration, I also setup the service file to be a template. This
requires a bit of inflexible coordination: the directory name must match to a
part of the bucket name.</p>
<h3 id="rclone-backupservice">rclone-backup@.service</h3>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>[Unit]
Description=RClone Backup of %I
[Service]
Type=simple
ExecStart=/usr/bin/rclone sync -v --config "/etc/rclone/backblaze.conf" --fast-list --transfers 20 --filter-from "/etc/rclone/default.filter" /path/to/%i/ backblaze:bucket-for-%i-backups
</code></pre></div></div>
<p>The <code class="language-plaintext highlighter-rouge">--config</code> option allows us to specify the configuration in the <code class="language-plaintext highlighter-rouge">/etc</code>
directory. I include <code class="language-plaintext highlighter-rouge">-v</code> to have some additional output in the journal.
Again, <code class="language-plaintext highlighter-rouge">--fast-list</code> and <code class="language-plaintext highlighter-rouge">--transfers</code> are used to speed up the process and keep
costs lower. Then I <code class="language-plaintext highlighter-rouge">--filter-from</code> the “default.filter” file.</p>
<p>Place each of these files (<code class="language-plaintext highlighter-rouge">rclone-backup@.timer</code> and <code class="language-plaintext highlighter-rouge">rclone-backup@.service</code>)
into <code class="language-plaintext highlighter-rouge">/etc/systemd/system</code>. For each directory, enable and start the timer
unit; <code class="language-plaintext highlighter-rouge">systemctl enable rclone-backup@Example.timer</code> and <code class="language-plaintext highlighter-rouge">systemctl start
rclone-backup@Example.timer</code> will backup <code class="language-plaintext highlighter-rouge">/path/to/Example/</code> to the
<code class="language-plaintext highlighter-rouge">bucket-for-Example-backups</code> bucket.</p>
<h1 id="next-steps">Next Steps</h1>
<p>I would like to get some sort of metrics and dashboards setup to track backup
status and statistics. It could be very useful to be notified if a backup ever
fails.</p>
<p>Eventually, Ill upload this to a repository somewhere for ease of access and
backup. When I do, Ill update this post.</p>]]></content><author><name>Bill Niblock</name></author><summary type="html"><![CDATA[Automatic Backups with RClone, systemd, and Backblaze]]></summary></entry><entry><title type="html">Funkwhale on Linode with Object Storage</title><link href="https://www.theinternetvagabond.com/2022/09/27/linode_funkwhale.html" rel="alternate" type="text/html" title="Funkwhale on Linode with Object Storage" /><published>2022-09-27T00:00:00-05:00</published><updated>2022-09-27T00:00:00-05:00</updated><id>https://www.theinternetvagabond.com/2022/09/27/linode_funkwhale</id><content type="html" xml:base="https://www.theinternetvagabond.com/2022/09/27/linode_funkwhale.html"><![CDATA[<h1 id="funkwhale-on-linode-with-object-storage">Funkwhale on Linode with Object Storage</h1>
<h2 id="funkwhale-setup">Funkwhale Setup</h2>
<p><a href="https://funkwhale.audio/">Funkwhale</a> is a decentralized music service,
connecting to the <a href="https://en.wikipedia.org/wiki/Fediverse">fediverse</a> using the
ActivityPub protocol. It is a web-based application, allowing users to upload,
listen, and share music and podcasts. I think its a cool project, and I can
self-host it, so I did. For a while, Funkwhale offered an all-in-one Docker
container, but they shifted focus to a multi-container approach. I had delayed
my transition from all-in-one to multi-container, but finally this past weekend
I found myself with time and motivation to get it done. The installation of
Funkwhale using Docker is very straight forward. The community has developed a
series of templates that can be fetched, modified, and used to get started very
quickly and easily. Those instructions are
<a href="https://docs.funkwhale.audio/installation/docker.html#multi-container-installation">here</a>.
The only significant modification I made was using <code class="language-plaintext highlighter-rouge">/opt/funkwhale</code> as my
default data and media root. I keep all my Docker configuration in directories
in my home directory as well. Much of these changes can be established in the
<code class="language-plaintext highlighter-rouge">.env</code> file discussed in the installation instructions, but I also scrubbed the
template files created and used during installation to make sure the directories
were as I wanted them. I also proxy Funkwhale and many other services behind
nginx, and there were a few <a href="https://docs.funkwhale.audio/installation/index.html#nginx">additional
steps</a> I had to
take. With all that complete, I had transitioned successfully. I already had SSL
certificates, but if thats also a requirement, they can easily be provisioned
using <a href="https://certbot.eff.org/">Certbot</a>.</p>
<h2 id="object-storage-setup">Object Storage Setup</h2>
<p>In my old setup, I leveraged Funkwhales ability to <a href="https://docs.funkwhale.audio/admin/importing-music.html">in-place import
music</a>. I transferred
about 70GB worth of music to my VPS (using Syncthing &lt;3), filling the disk
almost entirely (<em>98%</em>). It was a temporary solution for a road trip, and I
knew I couldnt keep it that way for long. Funkwhale has the ability to leverage
S3-compatible object storage, and Linode, the provider I already use for my VPS,
offers object storage. Any of the other major cloud providers will also do the
trick; I just went with what was easiest. On the Linode side, theres not much
to it. I created a new bucket, labeled it accordingly, created an access key,
and that was it. The Funkwhale side proved to be a bit challenging, but not, it
turns out, due to configuration. Well, <em>technically</em> it was.</p>
<p>The relevant configuration options on the Funkwhale side, in the <code class="language-plaintext highlighter-rouge">.env</code> file:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>## External storages configuration
# Funkwhale can store uploaded files on Amazon S3 and S3-compatible storages (such as Minio)
# Uncomment and fill the variables below
AWS_ACCESS_KEY_ID=
AWS_SECRET_ACCESS_KEY=
AWS_STORAGE_BUCKET_NAME=
# An optional bucket subdirectory were you want to store the files. This is especially useful
# if you plan to use share the bucket with other services
# AWS_LOCATION=
# If you use a S3-compatible storage such as minio, set the following variable
# the full URL to the storage server. Example:
# AWS_S3_ENDPOINT_URL=https://minio.mydomain.com
AWS_S3_ENDPOINT_URL=
# If you want to serve media directly from your S3 bucket rather than through a proxy,
# set this to false
# PROXY_MEDIA=false
# If you are using Amazon S3 to serve media directly, you will need to specify your region
# name in order to access files. Example:
# AWS_S3_REGION_NAME=eu-west-2
# AWS_S3_REGION_NAME=
# If you are using Amazon S3, use this setting to configure how long generated URLs should stay
# valid. The default value is 3600 (60 minutes). The maximum accepted value is 604800 (7 days)
# AWS_QUERYSTRING_EXPIRE=
# If you are using an S3-compatible object storage provider, and need to provide a default
# ACL for object uploads that is different from the default applied by boto3, you may
# override it here. Example:
# AWS_DEFAULT_ACL=public-read
# Available options can be found here: https://docs.aws.amazon.com/AmazonS3/latest/userguide/acl-overview.html#canned-acl
AWS_DEFAULT_ACL=
</code></pre></div></div>
<p>Ive included the comments. The entire file is commented, and generally easy
enough to figure out. On the Linode side, when I generated the access key, it
provided me an <em>Access Key</em> and a <em>Secret Key</em>. I had already created a bucket,
and so I had the <em>Bucket Name</em>. The challenge for me was what the <em>Endpoint URL</em>
was, and if I needed to set a <em>Region Name</em> and <em>ACL</em>. Linodes documentation on
their object storage offering is a bit anemic, and so I made use of their setup
instructions for <a href="https://www.linode.com/docs/products/storage/object-storage/guides/s3cmd/">using s3cmd with Linode object
storage</a>.
From this guide, I was able to both setup <code class="language-plaintext highlighter-rouge">s3cmd</code>, and also determine what the
<em>Endpoint URL</em> would be. I also set the <em>Region Name</em> and <em>ACL</em> to match what
the UI was showing, but Im still not certain their necessary. Heres the trick,
and the cause of a few hours-worth of confusion: restarting the Docker
containers wasnt re-reading the <code class="language-plaintext highlighter-rouge">.env</code> file; I had to completely stop and
re-create them. It wasnt until I ran <code class="language-plaintext highlighter-rouge">docker inspect funkwhale-docker_api_1</code>
and noticed the environment variables werent set that I figured this out. Could
be this is common knowledge for Docker-gurus; now I know. With the
configuration in place, and the containers recreated, I was able to upload files
through Funkwhale, and watch them be stored in my Linode bucket. My final
configuration options were as follows:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>AWS_ACCESS_KEY_ID=&lt;stuff&gt;
AWS_SECRET_ACCESS_KEY=&lt;secret stuff&gt;
AWS_STORAGE_BUCKET_NAME=funkwhale-music-bucket-name
AWS_S3_ENDPOINT_URL=https://us-southeast-1.linodeobjects.com
AWS_S3_REGION_NAME=us-southeast-1
AWS_DEFAULT_ACL=public-read
</code></pre></div></div>
<h2 id="next-steps">Next Steps</h2>
<p>The downside of Funkwhales S3-compatible object storage integration lies in how
files are uploaded. One cannot simply <del>walk into</del> upload files to the bucket;
music must be uploaded through Funkwhales API (via web or other means), and
then Funkwhale stores it accordingly (like for local uploads). I have a lot of
music, and I cant be asked to manually upload it all. Thats, like, 2 hours of
half-hearted work. No, instead, the obvious solution is to build a script that
can automatically upload any new music from my local music directory to
Funkwhale automatically. What Im considering now is how I want to do that. I
could leverage systemd to watch my local music directory, and run the upload
script whenever new music is uploaded. Could even expand it to remove music
whenever I delete it locally, though that seems a bit odd. I could instead setup
a cron or systemd-timer to run at a set interval, and check for any new files
since the last run, and upload them. Regardless of the trigger, the upload
functionality should ideally avoid duplicates, run in a non-blocking fashion,
maybe batch upload files, and be low impact on my desktop. So thats next.</p>]]></content><author><name>Bill Niblock</name></author><summary type="html"><![CDATA[Funkwhale on Linode with Object Storage]]></summary></entry><entry><title type="html">Setting up Syncthing on the Steam Deck (Updated!)</title><link href="https://www.theinternetvagabond.com/2022/07/04/steam_deck_syncthing.html" rel="alternate" type="text/html" title="Setting up Syncthing on the Steam Deck (Updated!)" /><published>2022-07-04T00:00:00-05:00</published><updated>2022-07-04T00:00:00-05:00</updated><id>https://www.theinternetvagabond.com/2022/07/04/steam_deck_syncthing</id><content type="html" xml:base="https://www.theinternetvagabond.com/2022/07/04/steam_deck_syncthing.html"><![CDATA[<h1 id="syncthing-on-the-steam-deck-updated">Syncthing on the Steam Deck (Updated!)</h1>
<h2 id="update">Update</h2>
<p>Turns out, when you update the SteamOS, it completely over-writes the operating
system. All of the setup I had originally written was great, if I never update,
which is unacceptable. Not all is lost; the quest simply gets harder. If I cant
rely on system-wide services, then I rely on user services.</p>
<h3 id="the-wrong-way-system-wide-services">The Wrong Way: System-Wide Services</h3>
<p>My first attempt was to setup Syncthing as a system-wide service managed by
<code class="language-plaintext highlighter-rouge">systemd</code>, installed via <code class="language-plaintext highlighter-rouge">pacman</code>. There are several problems with this. First,
it requires disabling the read-only file-system. Next, <code class="language-plaintext highlighter-rouge">pacman</code> is not setup nor
reliable, since every SteamOS update will over-write any changes I make to any
of the read-only file-system, including the directories that <code class="language-plaintext highlighter-rouge">pacman</code> relies on.
Related, the update will also erase the Syncthing package. This means I either
never update (inadvisable, and unacceptable), or I setup Syncthing not in the
read-only file-system.</p>
<h3 id="the-right-way-user-services">The Right Way: User Services</h3>
<p>systemd allows for non-root-based services, called user services. The Arch Wiki
<a href="https://wiki.archlinux.org/title/Systemd/User">systemd/User</a> article describes
this functionality much more than I will. Here are the relevant details:</p>
<ul>
<li>User services can be enabled to start when a user logs in</li>
<li>Service files are stored in the users home directory (specifically
<code class="language-plaintext highlighter-rouge">~/.config/systemd/user</code>)</li>
<li>No root privileges are required. No modifying the read-only file-system</li>
</ul>
<h2 id="syncthing">Syncthing</h2>
<p>Syncthing is incredible. Ive <a href="2020/07/19/syncthing-part-1.html">written about it
before</a>, but the setup here is a bit more
involved. The Steam Deck runs Arch Linux (and have I told you yet today that I
do too?), so the Arch Wiki <a href="https://wiki.archlinux.org/title/Syncthing">article on
Syncthing</a> gives some good insight.
When I initially started this process, I installed the SyncthingGTK application
from the Discover Store. This means it is a Flatpak application, and so doesnt
require elevated user privileges. I also tried the Syncthingy application, which
explicitly calls out Steam Deck users. However, both require running the Flatpak
in the background (like some users do for Discord or Spotify). I dont like
this, it feels off, and thus I sought a different approach.</p>
<h2 id="sshd-still-incredibly-useful">SSHD: Still Incredibly Useful</h2>
<p>I got real tired real quick of using the on-screen keyboard. After
complaining, a friend recommended I enable <code class="language-plaintext highlighter-rouge">sshd</code> and just remote in to the
device. Doing so was a breeze, and I recommend to others who dont have a
physical keyboard they can plug into their device. Drop to desktop mode
(hold the power button for a few seconds, and select the option), and start a
terminal (default is Konsole). Before remotely accessing the device, or using
elevated privileges via <code class="language-plaintext highlighter-rouge">sudo</code>, I need to set a password for the default user,
<em>deck</em>. In the terminal, type <code class="language-plaintext highlighter-rouge">passwd</code> and set it (and then put it in your
password vault so you dont forget. You <em>do</em> have a password vault, right?).
Start the service, <code class="language-plaintext highlighter-rouge">sudo systemctl start sshd</code>, and optionally enable it to have
<code class="language-plaintext highlighter-rouge">sshd</code> automatically started on each boot (<code class="language-plaintext highlighter-rouge">sudo systemctl enable sshd</code>). Get
the device IP with <code class="language-plaintext highlighter-rouge">ip addr list</code>, from my desktop run <code class="language-plaintext highlighter-rouge">ssh deck@ip-address</code>,
type in the password, and now Im a grade-A Hackermans.</p>
<p>This setting is not reset on SteamOS updates, that I can tell. Once enabled,
this will always start at boot, and always be on until explicitly turned off. Be
mindful of that if you decide to wander away from your home network; maybe turn
it off in public if you dont need it.</p>
<h2 id="setup">Setup</h2>
<p>There are 2 things required: a systemd service file, and the <code class="language-plaintext highlighter-rouge">syncthing</code>
binary. Syncthing is written in Go, and a compiled binary can be downloaded that
has no dependencies or installation requirements. It can be downloaded from
the <a href="https://github.com/syncthing/syncthing/releases/tag/v1.20.3">Syncthing
Releases</a> page for
many platforms and architectures. The Steam Deck is a Linux platform, using the
AMD64 architecture (or x86_64), so I grab that one. Ill note here, since I have
SSH access, I do all the editing and downloading on my desktop, and then
transfer the files using <code class="language-plaintext highlighter-rouge">scp</code> to the Deck. All of these steps can be done on
the Deck itself, without SSH access. Once the proper tarball has been
downloaded, extract it, and within will be the <code class="language-plaintext highlighter-rouge">syncthing</code> binary, ready to
rock. I copy/move the binary to <code class="language-plaintext highlighter-rouge">~/.local/bin/syncthing</code> on the Deck. The exact
location is less important than ensuring the binary is within my home directory
on the Deck.</p>
<p>The systemd serivce file can also be taken from the extracted tarball, but
requires modification. In the tarball, it is
<code class="language-plaintext highlighter-rouge">etc/linux-systemd/user/syncthing.service</code>. Copy this file to
<code class="language-plaintext highlighter-rouge">~/.config/systemd/user</code> on the Deck, and edit the “ExecStart” line in the
“[Service]” section from</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>...
[Service]
ExecStart=/usr/bin/syncthing serve --no-browser --no-restart --logflags=0
...
</code></pre></div></div>
<p>to</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>...
[Service]
ExecStart=/home/deck/.local/bin/syncthing serve --no-browser --no-restart --logflags=0
...
</code></pre></div></div>
<p>(or wherever you decided to put the local <code class="language-plaintext highlighter-rouge">syncthing</code> binary)</p>
<p>With everything in place, I can now enable and start the Syncthing user service:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>systemctl --user enable syncthing.service
systemctl --user start syncthing.service
</code></pre></div></div>
<p>Since I dont have a physical keyboard plugged in, I modify my SSH command
slightly to forward the Syncthing web-UI from the Deck to my local machine:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>ssh -L 31337:deck-ip-goes-here:8384 deck@deck-ip-goes-here
</code></pre></div></div>
<p>Now, on my local machine I can open one tab to <code class="language-plaintext highlighter-rouge">localhost:8384</code>, to show
Syncthing on my local machine, and another tab to <code class="language-plaintext highlighter-rouge">localhost:31337</code> to show
Syncthing on my Deck. From here, I add my local machine as a device on my Deck,
and begin sharing folders.</p>
<h2 id="closing-thoughts">Closing Thoughts</h2>
<p>Ive been using this setup for about a week now. Ive synced almost 20GB of
files, including configurations and saves for Retroarch. It works after
restarts, OS and client upgrades, and waking the device from sleep. It sits
quietly in the background, without having to start up applications. The biggest
problem is that it doesnt automatically update to the newest version of
Syncthing. Its also a bit involved to setup. To that end, Ive written a tool
to help with setup: <a href="https://codeberg.org/VagabondAzulien/steam-deck-syncthing">Steam Deck Syncthing
Setup</a>. Im still
finishing it up, but I intend to make use of it to keep my version of Syncthing
up-to-date. If you use it, let me know!</p>]]></content><author><name>Bill Niblock</name></author><summary type="html"><![CDATA[Syncthing on the Steam Deck (Updated!)]]></summary></entry><entry><title type="html">Oblivion on Linux, with Mods! Part 2 - Mods</title><link href="https://www.theinternetvagabond.com/2021/12/09/oblivion-linux-2.html" rel="alternate" type="text/html" title="Oblivion on Linux, with Mods! Part 2 - Mods" /><published>2021-12-09T00:00:00-06:00</published><updated>2021-12-09T00:00:00-06:00</updated><id>https://www.theinternetvagabond.com/2021/12/09/oblivion-linux-2</id><content type="html" xml:base="https://www.theinternetvagabond.com/2021/12/09/oblivion-linux-2.html"><![CDATA[<p>Every players mod list is different. Some will focus on visuals, making the
game as graphically impressive and pretty as possible. Others care primarily
about additional content. I tend towards the later, with a preference for
additional survival or realism mods. I recommend starting with the “Core Mods”
section in the <a href="https://www.nexusmods.com/oblivion/mods/49898">Oblivion Comprehensive Modding Guide by
Dispensation</a> which will cover
some essential performance and enhancement mods.</p>
<p>Below are some specific mods I would like to highlight, and which I enjoy.</p>
<h2 id="survival-related">Survival Related</h2>
<h3 id="basic-primary-needs--personal-hygiene">Basic Primary Needs &amp; Personal Hygiene</h3>
<ul>
<li><a href="https://www.nexusmods.com/oblivion/mods/37088">Nexus Link - Basic Primary Needs</a></li>
<li><a href="https://www.nexusmods.com/oblivion/mods/42038_">Nexus Link - Basic Personal Hygiene</a></li>
</ul>
<p>These two mods cover most of the survival aspects of my mod pack. “Basic Primary
Needs” adds hunger, thirst, and fatigue, while “Basic Personal Hygiene” adds
cleanliness. Managing these will feel tedious to some, but I really like having
to eat and drink, and visiting a bath house after a long time adventuring.</p>
<p>Each mod can make use of <a href="https://www.nexusmods.com/oblivion/mods/34905">additional HUD Status
Bars</a>, which makes tracking the
new needs much easier.</p>
<h3 id="travelers-tent">Travelers Tent</h3>
<ul>
<li><a href="https://www.nexusmods.com/oblivion/mods/49654">Nexus Link</a></li>
</ul>
<p>This mod adds a portable player home, and is supremely comfy. Because I avoid
fast-travel, I wanted some sort of camping mod. I originally used <a href="https://www.nexusmods.com/oblivion/mods/37197">Maskars
Camping Mod</a> before learning of
this mod. By comparison, the tent in Travelers Tent feels almost like cheating,
but sometimes its important to treat yourself.</p>
<h2 id="world-enhancement">World Enhancement</h2>
<p>These I would consider my graphical improvements. Im generally not too
concerned with making the game look good, but I love making the game feel more
realistic. These mods make Cyrodiil feel more alive.</p>
<h3 id="better-cities">Better Cities</h3>
<ul>
<li><a href="https://www.nexusmods.com/oblivion/mods/16513/">Nexus Link</a></li>
</ul>
<p>This is a massive collection of city overhaul and enhancement mods. I was
awe-struck when I walked around the Imperial City for the first time with this
mod enabled. Bravil felt like a dangerous, crowded harbor town. Leyawin looks
like an actual place people live. Though the improvements do come with FPS hits.
Doubly-so if enabling the Open Cities option, which moves cities into the
overworld space, instead of their own individual instances. Its a balancing
act: the immersion of walking directly into a city sometimes isnt worth
crashing to desktop when adventuring around cities.</p>
<h3 id="cobl">COBL</h3>
<ul>
<li><a href="https://www.nexusmods.com/oblivion/mods/21104">Nexus Link</a></li>
</ul>
<p>“Common Oblivion” enriches the world of Oblivion by adding lots of little
things, and helping different mods “talk” to each other. I like to think of it
as filling in a lot of the details that feel missing from vanilla Oblivion.</p>
<h3 id="enhanced-economy">Enhanced Economy</h3>
<ul>
<li><a href="https://www.nexusmods.com/oblivion/mods/25078">Nexus Link</a></li>
<li><a href="https://www.nexusmods.com/oblivion/mods/47184">Lubrons Patch</a></li>
</ul>
<p>This mod and the corresponding patch make the economy of the world more dynamic.
What I really like are the merchant quests that are added. Several merchants in
each town will ask you to find an item in one of the nearby dungeons. It adds
flavor to the game in just the right way.</p>
<p>Lubrons Patch for Enhanced Economy fixes some bugs and cleans up the code a
bit.</p>
<h3 id="lights-of-oblivion---road-lanterns">Lights of Oblivion - Road Lanterns</h3>
<ul>
<li><a href="https://www.nexusmods.com/oblivion/mods/46131">Nexus Link</a></li>
</ul>
<p>A very simple mod that I feel really enhances my travel around Cyrodiil. I avoid
fast-traveling whenever possible, and walking lit roads at night feels comfy.
Im partial to the Imperial model.</p>
<h3 id="natural-environments">Natural Environments</h3>
<ul>
<li><a href="https://www.nexusmods.com/oblivion/mods/2536">Nexus Link</a></li>
</ul>
<p>Arguably the only graphical enhancement mod, Natural Environments provides
options for modifying the weather, water, and vegetation around Cyrodiil. The
weather and vegetation enhancements especially stand out. Overall the mods
dont cause me much performance impact, if any.</p>
<h3 id="cyrodiil-travel-services">Cyrodiil Travel Services</h3>
<ul>
<li><a href="https://www.afkmods.com/index.php?/files/file/263-cyrodiil-travel-services/">AFK Mods Link</a></li>
</ul>
<p>I really enjoyed that in Skyrim there was a dude with a wagon you could pay to
travel to the various cities. This mod adds similar functionality, and then
some. Useful when playing the game without fast-travel enabled.</p>
<h2 id="overhauls">Overhauls</h2>
<p>Arguably, these are the heavy hitters. These mods will alter the mechanics of
the game, often making things more challenging but also more rewarding.</p>
<h3 id="maskars-oblivion-overhaul">Maskars Oblivion Overhaul</h3>
<ul>
<li><a href="https://www.nexusmods.com/oblivion/mods/42780">Nexus Link</a></li>
</ul>
<p>Maskars Overhaul is a massive endeavor. It “[improves] many aspects of the
game, while maintaining the overall feel of the game and ensuring compatibility
with most other mods.” I think it does so with great success! However, be
forewarned, that this overhaul makes the game more challenging.</p>
<p>There is too much to cover about Maskars in this post, but I highly recommend
it. It comes with a PDF instruction manual, which is 61 pages long.</p>
<h3 id="vanilla-combat-enhanced">Vanilla Combat Enhanced</h3>
<ul>
<li><a href="https://www.nexusmods.com/oblivion/mods/45314">Nexus Link</a></li>
</ul>
<p>As the name implies, this overhaul adjusts but does not change the vanilla
combat experience. Whereas other mods add new moves or fatigue systems, this mod
updates the vanilla combat experience to be more challenging and fair. It works
with Maskars after a small modification, which will be covered in the next
part. This is one of the mods that I havent played with for too long, and
there are definitely some additional or alternative combat mods Im considering.
Namely, <a href="https://www.nexusmods.com/oblivion/mods/49873">Dynamic Oblivion Combat</a>
and <a href="https://www.nexusmods.com/oblivion/mods/49939">Combat Additions</a>.</p>
<h3 id="supreme-magicka">Supreme Magicka</h3>
<ul>
<li><a href="https://www.nexusmods.com/oblivion/mods/12466">Nexus Link</a></li>
</ul>
<p>Rounding out the trio is a magic overhaul. Supreme Magicka approaches magic in
Oblivion in a similar way to Vanilla Combat Enhanced with combat: it seeks to
improve and expand, without replacing. To continue similarities, this mod is one
I havent sank my teeth into as much. The characters Ive been playing most
recently havent achieved very powerful magical capabilities yet. An alternative
to this mod is <a href="https://www.nexusmods.com/oblivion/mods/49096">Av Latta
Magicka</a>.</p>
<h2 id="next-steps">Next Steps</h2>
<p>In the last part of this series, I want to walk through a complete install of
Oblivion from scratch.</p>]]></content><author><name>Bill Niblock</name></author><summary type="html"><![CDATA[Every players mod list is different. Some will focus on visuals, making the game as graphically impressive and pretty as possible. Others care primarily about additional content. I tend towards the later, with a preference for additional survival or realism mods. I recommend starting with the “Core Mods” section in the Oblivion Comprehensive Modding Guide by Dispensation which will cover some essential performance and enhancement mods.]]></summary></entry><entry><title type="html">Oblivion on Linux, with Mods! Part 1 - Tools</title><link href="https://www.theinternetvagabond.com/2021/11/20/oblivion-linux.html" rel="alternate" type="text/html" title="Oblivion on Linux, with Mods! Part 1 - Tools" /><published>2021-11-20T00:00:00-06:00</published><updated>2021-11-20T00:00:00-06:00</updated><id>https://www.theinternetvagabond.com/2021/11/20/oblivion-linux</id><content type="html" xml:base="https://www.theinternetvagabond.com/2021/11/20/oblivion-linux.html"><![CDATA[<p>Oblivion holds a special place in my heart. I remember spending a summer in the
town I went to college in, and playing Oblivion almost every day while listening
to Dream Theaters <em>Systematic Chaos</em>. Back then, I wasnt aware of modding, so
it was literally just vanilla Oblivion for hours upon hours. I also used
Windows, so the game would run fine. Now, things have changed. The easier issue
to deal with is playing Oblivion on Linux. Thanks to Valve, Oblivion runs
excellent with Proton out of the box. The more challenging issue is mods, and
thats what this write-up is all about!</p>
<h1 id="vanilla-oblivion">Vanilla Oblivion</h1>
<p>Starting from the beginning, Oblivion is available on many platforms, but my
experiences here will assume the Steam installation. The primary difference will
be with respect to how the tools used to mod Oblivion are run. Ive got the
Game of the Year edition, which is Steam ID <code class="language-plaintext highlighter-rouge">22330</code>.</p>
<h1 id="modding-tools">Modding Tools</h1>
<p>Much of modding Oblivion is done with the help of additional tools. A mod
manager is used for installing and configuring the mods. There are several
options for Oblivion, and the one Ive been suggested and use is called <code class="language-plaintext highlighter-rouge">Wrye
Bash</code>. Mod load order is also important, and the tool Im using to help with
that is <code class="language-plaintext highlighter-rouge">LOOT</code>. Finally, <code class="language-plaintext highlighter-rouge">TES4Edit</code>, <code class="language-plaintext highlighter-rouge">TES4LODGen</code> and <code class="language-plaintext highlighter-rouge">BethINI</code> each helps with
performance and configuration.</p>
<p>I have the following directory structure setup for my mods:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>OblivionMods
|- Archives
|- Backups
|- Tools
|- WryeBash
</code></pre></div></div>
<p><em>Archives</em> is where I store the actual archives of the mods I use. <em>Backups</em> is
where I store any relevant backups for my Oblivion game, such as saves or
configuration files for the mods. <em>Tools</em> is where I put the executables for all
the tools I mentioned above. <em>WryeBash</em> is used to store the unarchived mods
(which it calls “projects”) and mod data that <code class="language-plaintext highlighter-rouge">Wrye Bash</code> uses.</p>
<p>Because each of these tools is run using Proton, I also have a set of aliases
configured. Similar aliases could be setup for using Wine instead. For each
alias, modify the paths accordingly for your setup. I should also note that Im
running Oblivion using <a href="https://github.com/GloriousEggroll/proton-ge-custom">Glorious Eggrolls
Proton</a>, version 6.16. I
havent experimented with different Proton versions to find the most performant
version, but if I do in the future, Ill mention it.</p>
<h2 id="wrye-bash">Wrye Bash</h2>
<ul>
<li><a href="https://github.com/wrye-bash/wrye-bash">Project Link</a></li>
<li><a href="https://wrye-bash.github.io/">Homepage</a></li>
<li><a href="https://www.nexusmods.com/oblivion/mods/22368">Nexus Link</a></li>
</ul>
<p><code class="language-plaintext highlighter-rouge">Wrye Bash</code> is involved. I dont know how to use it fully. There are a few
guides that helped me learn how to use it enough to get mods installed and
configured though. The first, and very relevant, is at <a href="https://www.shrine-of-kynareth.de/wrye-bash-on-linux">Shrine of
Kynareth</a>. I referenced
this guide, and the
<a href="https://www.shrine-of-kynareth.de/wrye-bash-for-beginners-part-1-installation-and-installers-tab">other</a>
<a href="https://www.shrine-of-kynareth.de/wrye-bash-for-beginners-part-2-load-order-bashed-patch-and-savegame-profiles">written</a>
<a href="https://www.shrine-of-kynareth.de/wrye-bash-for-beginners-part-3-ini-edits-tools-and-tricks">guides</a>
to learn how Wrye Bash works and what to setup. I also learned some tricks from
the <a href="https://www.nexusmods.com/oblivion/mods/49898">Oblivion Comprehensive Modding Guide by
Dispensation</a>.</p>
<h3 id="setup">Setup</h3>
<p>The easiest option is to use the stand-alone executable from the GitHub releases
page. Extract the archive, and then use Proton to run the executable in the
<em>Mopy</em> directory. This is the alias I use; replace paths accordingly:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>alias oblivion-wrye='STEAM_COMPAT_DATA_PATH=/path/to/steam/directory/steamapps/compatdata/22330/ \
STEAM_COMPAT_CLIENT_INSTALL_PATH=/path/to/steam/directory/ \
/path/to/proton/proton run /path/to/OblivionMods/Tools/Mopy/Wrye\ Bash.exe'
</code></pre></div></div>
<p>Additionally, I copy the <em>Mopy/bash_default.ini</em> file to <em>Mopy/bash.ini</em> and set
the <code class="language-plaintext highlighter-rouge">sOblivionMods</code> to “Z:\path\to\OblivionMods\WryeBash”, <code class="language-plaintext highlighter-rouge">sBashModData</code> to
“Z:\path\to\OblivionMods\WryeBash\Bash Mod Data”, <code class="language-plaintext highlighter-rouge">sInstallersData</code> to
“Z:\path\to\OblivionMods\WryeBash\Bash Installers”, and <code class="language-plaintext highlighter-rouge">sOblivionPath</code> to
“Z:\path\to\steam\steamapps\common\Oblivion”. In Wine, <code class="language-plaintext highlighter-rouge">Z:</code> references your
local file system. Theoretically, because Wine is awesome, you may be able to
use Linux file system paths in the configuration, but I went with this.</p>
<h3 id="usage">Usage</h3>
<p>The guides above provide a very thorough explanation of use. Of note: <code class="language-plaintext highlighter-rouge">Wrye
Bash</code> in Wine does not like drag-and-drop actions, so dont do them. I dont do
anything special with my usage of <code class="language-plaintext highlighter-rouge">Wrye Bash</code>: run the alias, install mods from
the Installers tab, enable or disable mods from the Mods tab. I generally dont
do anything else.</p>
<h2 id="loot">LOOT</h2>
<ul>
<li><a href="https://github.com/loot/loot">Project Link</a></li>
<li><a href="https://loot.github.io/">Homepage</a></li>
</ul>
<p><code class="language-plaintext highlighter-rouge">LOOT</code> sets the proper load order for mods. There is a native Linux client, but
I ran into <a href="https://github.com/loot/loot/issues/1615">this issue</a> and decided to
just use the Windows version. The GitHub releases page includes a 7z archive
with a stand-alone executable, and thats what I used.</p>
<h3 id="setup-1">Setup</h3>
<p>Download the stand-alone executable, and extract it to <em>OblivionMods/Tools</em>.
This is the alias I use; replace paths accordingly:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>alias oblivion-loot='STEAM_COMPAT_DATA_PATH=/path/to/steam/directory/steamapps/compatdata/22330/ \
STEAM_COMPAT_CLIENT_INSTALL_PATH=/path/to/steam/directory/ \
/path/to/proton/proton run /path/to/OblivionMods/Tools/LOOT/LOOT.exe'
</code></pre></div></div>
<p>On first run, it should auto-detect the Oblivion installation and configure
everything accordingly. If it doesnt, there are instructions on the Homepage
for configuration.</p>
<h3 id="usage-1">Usage</h3>
<p><code class="language-plaintext highlighter-rouge">LOOT</code> is pretty straight forward. It references a master list of mods to
determine the optimal load order for all installed mods. I ran into an issue
where <code class="language-plaintext highlighter-rouge">LOOT</code> couldnt properly download the master list, and so as a work-around
I manually downloaded the master list, and then configured <code class="language-plaintext highlighter-rouge">LOOT</code> to use that
local file instead of the remote Git repository. Those instructions are covered
<a href="https://loot.github.io/docs/help/LOOT-FAQs.html#git-errors">in the FAQ</a>. If
everything works, and the list of mods is there, then you can run a sort, and
apply the changes. <code class="language-plaintext highlighter-rouge">LOOT</code> will inform you of any “dirty” mods, which you can use
the next tool the clear up. I ended up keeping <code class="language-plaintext highlighter-rouge">LOOT</code> open, while stepping
through the cleaning procedure for each mod, until everything looked happy.</p>
<h2 id="tes4edit">TES4Edit</h2>
<ul>
<li><a href="https://github.com/TES5Edit/TES5Edit">Project Link</a></li>
<li><a href="https://tes5edit.github.io/">Homepage</a></li>
<li><a href="https://www.nexusmods.com/oblivion/mods/11536">Nexus Link</a></li>
</ul>
<p><code class="language-plaintext highlighter-rouge">TES4Edit</code> is the Oblivion version of <code class="language-plaintext highlighter-rouge">xEdit</code>, which is an incredible tool. All
I use it for is to clean dirty mods. <code class="language-plaintext highlighter-rouge">LOOT</code> provides a link to the <a href="https://tes5edit.github.io/docs/7-mod-cleaning-and-error-checking.html#ThreeEasyStepstocleanMods">quick cleaning
guide</a>,
which gives us exactly the steps required.</p>
<h3 id="setup-2">Setup</h3>
<p>Download the latest build from GitHub, and extract it to <em>OblivionMods/Tools</em>.
This is the alias I use, which runs the “Quick Auto Clean” function; replace
paths accordingly:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>alias oblivion-tes4edit-quick='STEAM_COMPAT_DATA_PATH=/path/to/steam/directory/steamapps/compatdata/22330/ \
STEAM_COMPAT_CLIENT_INSTALL_PATH=/path/to/steam/directory/ \
/path/to/proton/proton run /path/to/OblivionMods/Tools/TES4Edit/TES4EditQuickAutoClean.exe'
</code></pre></div></div>
<p>TES4Edit is also useful for other, non-quick-clean functionality, so I have this
alias for that:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>alias oblivion-tes4edit='STEAM_COMPAT_DATA_PATH=/path/to/steam/directory/steamapps/compatdata/22330/ \
STEAM_COMPAT_CLIENT_INSTALL_PATH=/path/to/steam/directory/ \
/path/to/proton/proton run /path/to/OblivionMods/Tools/TES4Edit/TES4Edit.exe'
</code></pre></div></div>
<h3 id="usage-2">Usage</h3>
<p>Run the quick-clean alias, select the problematic file, and click “OK”. Only one
file can be cleaned at a time.</p>
<h2 id="tes4lodgen">TES4LODGen</h2>
<ul>
<li><a href="https://github.com/TES5Edit/xLODGen">Project Link</a></li>
<li><a href="https://tes5edit.github.io/docs/16-xLODGen.html">Homepage</a></li>
<li><a href="https://www.nexusmods.com/oblivion/mods/15781?tab=description">Nexus Link</a></li>
</ul>
<p><code class="language-plaintext highlighter-rouge">TES4LODGen</code> will generate the relevant LOD files ahead of time. Apparently it
helps with performance in-game, but may result in slower initial load times when
starting the game.</p>
<h3 id="setup-3">Setup</h3>
<p>I downloaded the files from Nexus, and extracted the archive to
<em>OblivionMods/Tools/TES4LODGen</em>. Heres the alias; replace paths accordingly:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>alias oblivion-tes4lodgen='STEAM_COMPAT_DATA_PATH=/path/to/steam/directory/steamapps/compatdata/22330/ \
STEAM_COMPAT_CLIENT_INSTALL_PATH=/path/to/steam/directory/ \
/path/to/proton/proton run /path/to/OblivionMods/Tools/TES4LODGen/TES4LODGen.exe'
</code></pre></div></div>
<h3 id="usage-3">Usage</h3>
<p>Run the alias. The program should auto-find everything, do some magic, and will
eventually report that it has finished. At that point, you can close the
application.</p>
<h2 id="bethini">BethINI</h2>
<ul>
<li><a href="https://www.nexusmods.com/oblivion/mods/46440">Nexus Link</a></li>
</ul>
<p><code class="language-plaintext highlighter-rouge">BethINI</code> helps manage the “oblivion.ini” file, providing sane options and a
wizard for configuration. While not required, it does help with optimizations.</p>
<h3 id="setup-4">Setup</h3>
<p>I downloaded the files from Nexus, and extracted the archive to
<em>OblivionMods/Tools/Bethini</em>. If you use AutoHotKey apparently you can use that
to run it, but that doesnt make sense to me, so I went with the stand-alone
executable. Heres the alias; replace paths accordingly:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>alias oblivion-bethini='STEAM_COMPAT_DATA_PATH=/path/to/steam/directory/steamapps/compatdata/22330/ \
STEAM_COMPAT_CLIENT_INSTALL_PATH=/path/to/steam/directory/ \
/path/to/proton/proton run /path/to/OblivionMods/Tools/BethINI/BethINI.exe'
</code></pre></div></div>
<h3 id="usage-4">Usage</h3>
<p>Just like the rest, run the alias and answer the questions. <code class="language-plaintext highlighter-rouge">BethINI</code> will make
backups of the modified INI files before over-writing them.</p>
<h1 id="next-steps">Next Steps</h1>
<p>Once all the tools are assembled, and usable, the next step is mods! In my next
post, Ill cover some of my favorite mods. The third part will then be a
complete walk-thru of my installation of my full mod list.</p>]]></content><author><name>Bill Niblock</name></author><summary type="html"><![CDATA[Oblivion holds a special place in my heart. I remember spending a summer in the town I went to college in, and playing Oblivion almost every day while listening to Dream Theaters Systematic Chaos. Back then, I wasnt aware of modding, so it was literally just vanilla Oblivion for hours upon hours. I also used Windows, so the game would run fine. Now, things have changed. The easier issue to deal with is playing Oblivion on Linux. Thanks to Valve, Oblivion runs excellent with Proton out of the box. The more challenging issue is mods, and thats what this write-up is all about!]]></summary></entry><entry><title type="html">Character Write-up: Dabbledop Humblebumple</title><link href="https://www.theinternetvagabond.com/2020/10/23/gnome-cleric-wizard.html" rel="alternate" type="text/html" title="Character Write-up: Dabbledop Humblebumple" /><published>2020-10-23T00:00:00-05:00</published><updated>2020-10-23T00:00:00-05:00</updated><id>https://www.theinternetvagabond.com/2020/10/23/gnome-cleric-wizard</id><content type="html" xml:base="https://www.theinternetvagabond.com/2020/10/23/gnome-cleric-wizard.html"><![CDATA[<p>Gnomes are interesting. I cant help but play them as small frantic stressballs.
Like hobbits from <em>Lord of the Rings</em>, dialed up to 11, minus the extra
breakfasts, and plus ceaseless banter. Gnomes are fun. This write up was for a
character for the same campaign as <a href="/2018/01/27/halvar.html">Halvar</a>, when he had
to step away for a bit.</p>
<h2 id="backstory">Backstory</h2>
<p>Nothing is more tiresome than midweek afternoon service. All the candles, and
the verses, and the never-ending procession. Odins great and all, but I dont
think he cares about this. Of course, I mention that one time to the head priest
and its latrine duty for the week! I guess now it doesnt matter. All these
acolyte duties were from many years ago. It was pure fate, the day my current
teacher Maellezharon wandered into our village. He needed certain gemstones,
which my family was renowned for, and which I was responsible for that day. I
just happened to bring exactly the number he needed with me to the church that
day. Thats a habit I have. The priests say Im “blessed by foresight.”</p>
<p>Anyway, Maellezharon wanders in, and finds me, and I tell him I know hes
looking for these gemstones, and hes a bit surprised, but mentions that he
hadnt had his serious anti-divination protections up, since he figured no one
would care. I told him I didnt know what that meant. The priest chimed in that
I was blessed by foresight. Maellezharon said that was shit. I was blown away.
The priest huffed and wandered off, and I just stared at this elf who seemed
completely unphased by an ability the priests couldnt stop fawning over me for.
So I push him a bit on it, and he says that divination is mighty common, and
that if I wanted to learn more he could teach me, and hed be willing to give me
a discount on his services if I gave him a discount on the gems!</p>
<p>And man temples are booooring! So yeah, I just packed up some stuff and told the
priests I had to go because “foresight told me I had to!” and caught up with
Maellezharon and off we went! I brought some extra gems, and a few extra
sandwiches (which he seemed off-put by, which I account to his dainty elf ways,
which meant more for me!).</p>
<p>For the most part, it was kind of boring - but not as boring as the temple!
Nothing is as boring as that. Trust me. Just routine travel along “safe and
well-known roads” (says Maellezharon) to “respectable and trustworthy
merchants” (says Maellezharon) for “law-abiding and fair trade deals.” (says
Maellezharon). I was a bit surprised to find myself still saying a prayer here
and there but old habits die hard. The more we travelled, the more Maellezharon
would teach me. First he helped me refine my portent abilities, and got me a
spellbook, and let me copy some of his spells into it. Then, in each town we
went to, we would combine our powers to get the best deals possible. I would
call upon my divine powers to aid him, and he would wheel-and-deal his way
through trade deals and contracts. He insisted, time and again, that we do
things “legally and fair” (his words) which was fine by me.</p>
<p>Then, the event happened. And magic suddenly left, and Maellezharon… did not
take that well. I should say, this was probably 5 or so years into his
mentorship. He had taught me many things, and I was developing into “quite the
capable wizard, if I do say so myself” (Maellezharon said that). We had
travelled all over the place, and eventually Maellezharon decided hed like to
“invest in real estate since its like free money” so he bought a tower and did
the whole typical wizard thing: magic plants, and a few animated objects as
guards, and what not. I helped with that too, which was really fun. Anyway when
the event happened, we were trading and suddenly I just felt this… emptiness.
Like, a part of my body was suddenly missing. I looked at Maellezharon and he
was pale as bone. He just stared at his hands, then looked at the merchant and
told him he had to go, and he just left. He didnt even get his things, he just
stumbled out of the shop. I grabbed anything that was ours, and walked outside
and saw him just standing there, waving his arms and trying to say the words,
and his eyes were a bit crazy-like, and he was sweating. After about 20 minutes,
he just sat down and stared. It took me almost 4 hours to finally get him up and
to an inn. The next day we went back to the tower, and it was really quite a sad
sight. The plants had all died (and not because I forgot to water them I always
watered them I am responsible), the guards were piles of rubble. I helped him
in, to his room, to his favorite chair, where he just slumped down and stared
into the empty, cold fireplace. For a few weeks I tended to him, making sure he
at least ate. And I kept up the place, cleaning as best I could. But after a
while, I started worrying about my family, and so I hired a local farm boy to
take care of Maellezharon while I was gone (feed him twice a day, make sure he
uses the loo, and dont let him hurt himself).</p>]]></content><author><name>Bill Niblock</name></author><summary type="html"><![CDATA[Gnomes are interesting. I cant help but play them as small frantic stressballs. Like hobbits from Lord of the Rings, dialed up to 11, minus the extra breakfasts, and plus ceaseless banter. Gnomes are fun. This write up was for a character for the same campaign as Halvar, when he had to step away for a bit.]]></summary></entry><entry><title type="html">Pathfinder Characters: Eldritch Knight</title><link href="https://www.theinternetvagabond.com/2020/09/27/pathfinder-eldritch-knight.html" rel="alternate" type="text/html" title="Pathfinder Characters: Eldritch Knight" /><published>2020-09-27T00:00:00-05:00</published><updated>2020-09-27T00:00:00-05:00</updated><id>https://www.theinternetvagabond.com/2020/09/27/pathfinder-eldritch-knight</id><content type="html" xml:base="https://www.theinternetvagabond.com/2020/09/27/pathfinder-eldritch-knight.html"><![CDATA[<h1 id="building-my-eldritch-knight">Building My Eldritch Knight</h1>
<p>Pathfinder has been the tabletop game of choice for my longest-running group.
One of my favorite activities is creating characters. I love theory crafting,
pouring through source material, and setting limits. My favorite archetype of
characters are those that take the combat focus of a warrior and supplement it
with magic. The druid, which I <a href="/2020/09/06/pathfinder-druid.html">already touched
on</a>, is a class that
has this built in. This blending of magic and metal is often called a
<a href="https://en.wiktionary.org/wiki/gish">Gish</a>.</p>
<h2 id="concept">Concept</h2>
<p>All of my characters come from a concept. This concept is heavily mechanics
focused, and heavily opinionated: I want a “proper” eldricth knight. To me, a
proper eldritch knight doesnt use any gimmicks or tricks to get into the
prestige class sooner, doesnt rely too heavily on especially unique or strange
equipment, and sticks to a limited set of rule books.</p>
<h2 id="build">Build</h2>
<p>For this build, Ill be limiting myself the these rule books:</p>
<ul>
<li>Core Rulebook</li>
<li>the Ultimate books (Combat, Magic, Intrigue, Wilderness, and Equipment)</li>
<li>the Advanced books (Players Guide, Race, and Class)</li>
</ul>
<p>Eldritch Knight needs a martial class, and an arcane class. While there are
plenty of options, I wanted to start with the most basic options:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Fighter 1 / Wizard (Enchantment) 5 / Eldritch Knight X
</code></pre></div></div>
<p>Wizards have the option of taking a school, and it makes a lot of sense for
a melee combatant to focus on buffing itself. Thus, I went for a Transmutation
school, and specifically for the Enchantment school. For opposed schools, I
opted for Evocation and Necromancy. I lose out on some nice spells, certainly,
but considering our focus, we wouldnt be using many blasting spells. Not to
mention, our spell penetration will be relatively weak by comparison to more
spell-focused builds. Obviously, open to alternatives, but I would advise
against choosing Illusion, since it has some of the better non-transmutation
buffs in the game.</p>
<p>Wizards also have to choose an arcane bond, which is either a familiar or an
item. Familiars are incredibly useful, but for this build I really liked the
idea of having my arcane bond be my weapon. This can be <strong>very dangerous!</strong> If
your bonded item is taken from you, or destroyed, you will have a <em>very
difficult time</em> casting spells.</p>
<h2 id="traits">Traits</h2>
<p>In our Pathfinder group, we dont <em>really</em> use traits, but I use traits.
Specifically, I always use 1 trait when it is applicable, because I believe
without this trait, any Gish build that relies on multiple classes is severely
penalized: Magical Knack. This trait will allow me to up my caster level for
Wizard by up to +2, up to my maximum hit dice. This doesnt give me more spells
per day, but it does affect spell details such as duration, or saving throw DC,
that rely on caster level. Conveniently, for this build, we have exactly two
levels that do not give a bonus to wizard caster level: the 1 level of fighter
we take, and the first level of eldritch knight.</p>
<p>If two traits are allowed, solid choices are <code class="language-plaintext highlighter-rouge">Reactionary</code> for a bonus to
initiative; <code class="language-plaintext highlighter-rouge">Deft Dodger</code> for an improved reflex save; <code class="language-plaintext highlighter-rouge">Eyes and Ears of the
City</code> for a bonus on perception and to add it as a class skill; or <code class="language-plaintext highlighter-rouge">Armor
Expert</code> to reduce all armor check penalties by 1.</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Magical Knack (Wizard)
</code></pre></div></div>
<h2 id="race">Race</h2>
<p>Human. Elf as a very close second. The bonus for spell penetration, the bonus to
perception and spellcraft skills, and the ability score modifiers are all solid.
But, this build wont need to worry about puncturing spell resistance, and
because were a melee combatant, we need all the constitution we can get. Human
provides a bonus +1 skill point per level, a bonus feat, and a floating +2
ability score increase, which we can use for our strength or intelligence.</p>
<h2 id="skills">Skills</h2>
<p>None of the three classes in this build provide a significant number of skills;
all three give 2 + INT per level. However, being a wizard, we <em>do</em> have a nice
intelligence score, and as a human we get an additional +1. At a minimum, well
probably get 5 skill points per level. There are no skill requirements to get
into eldritch knight, so we can focus on the “important” skills:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Knowledge (Arcana)
Knowledge (Dungeoneering)
Knowledge (Nature)
Knowledge (Planes)
Knowledge (Religion)
Perception
Sense Motive
Spellcraft
Survival
</code></pre></div></div>
<p>I also like to drop a single point in <code class="language-plaintext highlighter-rouge">Climb</code>, <code class="language-plaintext highlighter-rouge">Swim</code>, <code class="language-plaintext highlighter-rouge">Ride</code>, and <code class="language-plaintext highlighter-rouge">Fly</code>, if I
can afford to. Getting the trained bonus, combined with our generally good
strength and dexterity, means we can accomplish the basics. As a wizard, we can
further supplement these with spells. Unfortunately, we do not get perception as
a class skill, and so using a trait for that would make sense.</p>
<h2 id="feats">Feats</h2>
<p>It is very easy to get lost in feats. Like most aspects of Pathfinder, there are
an excess of options. To narrow down my focus, I tried to consider what the
characters options were: warrior focused on melee combat; wizard focused on
buffing and crowd control. Being in melee means Ill be wearing armor, and that
brings the <code class="language-plaintext highlighter-rouge">Arcane Armor Training</code> feats into relevance. Theres also the
<code class="language-plaintext highlighter-rouge">Arcane Strike</code> feat, which is perfect for arcane gish builds. Initiative is the
king of combat, and as a wizard Ill want to try going first as often as
possible. I also dont have the most hit points, due to those 5 levels of
wizard. <code class="language-plaintext highlighter-rouge">Improved Initiative</code> and <code class="language-plaintext highlighter-rouge">Toughness</code> make sense. Considering the
possibility of being in combat when buffing, <code class="language-plaintext highlighter-rouge">Combat Casting</code> makes sense. Ill
probably focus on a specific weapon, so <code class="language-plaintext highlighter-rouge">Weapon Focus</code> makes sense, and as a
fighter/eldritch knight, those levels will stack for feat requirements. That
means, <code class="language-plaintext highlighter-rouge">Weapon Specialization</code> is a possibility in the future.</p>
<p>While Im sure there are some crazy feats in other books, all these feats come
from the Core Rulebook. That excites me for some reason. Thus far, the only
non-core rulebook thing weve done is traits, and for this build we can live
without those if absolutely necessary. Again, this limit isnt necessary, but it
was something I wanted to adhere to for this build.</p>
<p>The number of feats laid out above is very quickly growing. Conveniently, Im
entering the game with 3: one for level 1, a bonus for human, and a bonus for
fighter. Thats <code class="language-plaintext highlighter-rouge">Improved Initiative</code>, <code class="language-plaintext highlighter-rouge">Toughness</code>, and <code class="language-plaintext highlighter-rouge">Weapon Focus</code>. Any
two-handed weapon will do, though Im partial to the good ol greatsword. Using
a sword-and-board will severely restrict my casting abilities, because both
hands will be full.</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Improved Initiative (Level 1)
Toughness (Human bonus feat level 1)
Weapon Focus (Greatsword) (Fighter level 1 bonus combat feat)
Scribe Scroll (Wizard level 1 bonus feat)
Combat Casting (Level 3)
Arcane Strike (Level 5)
Craft Wonderous Items (Wizard level 5 bonus feat; debatable)
Arcane Armor Training (Eldritch Knight bonus combat feat)
Power Attack (Level 7)
</code></pre></div></div>
<p>The wizard gets a bonus feat at level 5, which is limited to an arcane crafting
feat, a metamagic feat, Spell Mastery, or an arcane discovery. I opted for
<code class="language-plaintext highlighter-rouge">Craft Wonderous Items</code> because I like the options it opens up. There are some
good metamagic options I considered though: <code class="language-plaintext highlighter-rouge">Extend Spell</code> makes sense for
buffing; <code class="language-plaintext highlighter-rouge">Still Spell</code> makes sense since were in armor; <code class="language-plaintext highlighter-rouge">Toppling Spell</code> can
give Magic Missile and other force damage spells some crowd-control. Since
evocation is one of my opposed schools, though, it wouldnt work for me.</p>
<p>Wizards at first level also get <code class="language-plaintext highlighter-rouge">Scribe Scroll</code> as a bonus feat. Scrolls are
great for situational spells.</p>
<h2 id="gear">Gear</h2>
<p>Theres only one piece of gear that is unusual here, and its the armor. Kikko
armor is from Ultimate Equipment, and specifically is a type of eastern setting
armor. It provides a +5 armor bonus, allows for a dexterity bonus of +4, incurs
a -3 armor check penalty, and has 20% arcane spell failure. However, it is
primarily made of metal, and thus can be made from mithral. A mithral suit of
kikko armor provides +5 armor bonus, allows for a dexterity bonus of 6, incurs
no armor check penalty, and has a 10% arcane spell failure. Those numbers are
fantastic. No armor check penalty is great for the odd <code class="language-plaintext highlighter-rouge">Climb</code> or <code class="language-plaintext highlighter-rouge">Swim</code> check,
and for when I can <code class="language-plaintext highlighter-rouge">Fly</code>. The 10% arcane spell failure chance is lowered to 0%
by <code class="language-plaintext highlighter-rouge">Arcane Armor Training</code>, allowing me to safely cast in armor when I so
choose. If limited to the core rule book, the next best bet will be either a
breastplate, or hide armor.</p>
<p>As for the weapon, I went with a greatsword. You could go with a falchion, and
“crit-fish,” but Id rather have the raw damage. Numbered enchantment bonuses
are good, but there is one specific enchantment I would highly suggest: called.
A called weapon can be teleported to the wielders hand as a swift action.
Considering our greatsword is our arcane focus, well want that in our
possession at all times, and this greatly increases the chances of that. Keen
wouldnt be too bad; increasing the critical threat range to 17-20. Spell
storing obviously makes a lot of sense, too.</p>
<p>Im a spell caster, so I picked up a few <code class="language-plaintext highlighter-rouge">Pearls of Power</code>, a few wands (<code class="language-plaintext highlighter-rouge">Cure
Light Wounds</code>, <code class="language-plaintext highlighter-rouge">Protection from Evil</code>, and <code class="language-plaintext highlighter-rouge">Expeditious Retreat</code>), and a bunch
of potions of <code class="language-plaintext highlighter-rouge">Lead Blades</code>. The reason for the potions and not scrolls or a
wand is to avoid <code class="language-plaintext highlighter-rouge">Use Magic Device</code> checks.</p>
<p>I have a collection of mundane items, including things like a bedroll, rope,
sewing needles, chalk, and a handful of alchemical items, that I like to carry
in a <code class="language-plaintext highlighter-rouge">Handy Haversack</code>.</p>
<p>Beyond all this, I went with the remainder of the “Big 6”: a <code class="language-plaintext highlighter-rouge">Cloak of
Resistance</code>, a <code class="language-plaintext highlighter-rouge">Ring of Protection</code>, a <code class="language-plaintext highlighter-rouge">Headband of Intellect</code>, and a <code class="language-plaintext highlighter-rouge">Belt of
Strength</code>.</p>
<p>With any left over funds, investing in additional spells known, scrolls, copies
of your spellbook, and cheaper wonderous items is always nice.</p>
<h2 id="spells">Spells</h2>
<p>Im a wizard (Harry), with the most versatile spell list in the game, and a book
(or books) that can get them all! Aside from the opposed school (but even then,
there are some worth getting, such as <code class="language-plaintext highlighter-rouge">False Life</code>), I went for every spell that
I even remotely thought I would use. On my sheet, thats 62 spells across levels
1 to 3. I wont mark them all here, but there are some which I wouldnt want to
be without.</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Level 1
- Comprehend Languages (also a great scroll)
- Enlarge Person
- Magic Missile (despite being opposed, a solid fall-back)
- Mount
- Protection from Alignment (generally, evil and chaos make the most sense)
- Shield
- Vanish
Level 2
- False Life
- Glitterdust
- Invisibility
- Mirror Image
- Resist Energy
- Rope Trick
Level 3
- Ablative Barrier
- Fly
- Haste
- Phantom Steed
- Sleet Storm
- Versatile Weapon
</code></pre></div></div>
<p>At character level 9, we get access to 4th level wizard spells. Some spells on
my wishlist include great crowd-control like <code class="language-plaintext highlighter-rouge">Acid Pit</code> and <code class="language-plaintext highlighter-rouge">Black Tentacles</code>;
self-buffs like <code class="language-plaintext highlighter-rouge">Stoneskin</code> and <code class="language-plaintext highlighter-rouge">Greater Invisibility</code>; and utility like
<code class="language-plaintext highlighter-rouge">Dimension Door</code>, <code class="language-plaintext highlighter-rouge">Stone Shape</code>, and even <code class="language-plaintext highlighter-rouge">Wall of Fire</code> or <code class="language-plaintext highlighter-rouge">Wall of Ice</code>,
despite them being from an opposed school.</p>
<p>Also, as a wizard I got <code class="language-plaintext highlighter-rouge">Scribe Scroll</code> at first level. Many spells in my
spellbook are almost only there so I can make scrolls of them. Examples include
<code class="language-plaintext highlighter-rouge">Identify</code>, the various ability enhancements (<code class="language-plaintext highlighter-rouge">Cats Grace</code>, etc..), and so on.</p>
<h2 id="gameplay">Gameplay</h2>
<p>Ive actually played this build 3 times. The first time, as the human shown
here. The second time, as this build but with the zombie lord template added.
And a third time, but with the skeleton champion template added. Needless to
say, those templates make this build <em>incredibly powerful</em>. However, I made some
poor play decisions, thinking I was a bit more resistant that I actually was,
and so all of these characters died rather unfortunate and avoidable deaths.</p>
<p>What Ive learned through all three characters is to be patient! This build is
very capable, with many options. It can wade into combat and deal some
significant damage, even before buffs. Out of combat, it has the flexibility
that a well-filled spell book can provide, and a good coverage of knowledge
skills.</p>
<p>When engaging in combat, I always try to make sure I have the following
self-buffs up, or ready to be up:</p>
<ul>
<li><code class="language-plaintext highlighter-rouge">Protection from Alignment</code></li>
<li><code class="language-plaintext highlighter-rouge">Shield</code></li>
<li><code class="language-plaintext highlighter-rouge">Resist Energy</code></li>
<li><code class="language-plaintext highlighter-rouge">Mirror Image</code></li>
<li><code class="language-plaintext highlighter-rouge">Ablative Barrier</code></li>
</ul>
<p>For damage, theres a ranger spell called <code class="language-plaintext highlighter-rouge">Lead Blades</code> which is so good it
should almost be considered essential. <code class="language-plaintext highlighter-rouge">Versatile Weapon</code> can help with damage
resistance which is overcome with special materials.</p>
<p>As for party buffs, few options beat <code class="language-plaintext highlighter-rouge">Haste</code>.</p>
<p>For crowd-control, Ill tend towards a <code class="language-plaintext highlighter-rouge">Glitterdust</code>, <code class="language-plaintext highlighter-rouge">Pyrotechnics</code>, or <code class="language-plaintext highlighter-rouge">Sleet
Storm</code>.</p>
<p>In combat, get buffed to a point you feel capable. This may take 2 or 3 rounds.
Thats OK! Youre the second line. Use your swift action for <code class="language-plaintext highlighter-rouge">Arcane Armor
Training</code>, buff yourself, move in. Do that again, maybe moving in for a flank.
Third round, swift action for <code class="language-plaintext highlighter-rouge">Arcane Strike</code>, and unload with a <code class="language-plaintext highlighter-rouge">Power Attack</code>
greatsword swing! If youve got <code class="language-plaintext highlighter-rouge">Lead Blades</code> up, thats 3d6 + 6 (<code class="language-plaintext highlighter-rouge">Power
Attack</code>) + 2 (<code class="language-plaintext highlighter-rouge">Arcane Strike</code>) + 1.5x strength bonus. Not bad! Unfortunately,
Eldritch Knights lag behind for base-attack bonus, so at level 8 (which is the
level for all my builds) its only 1 attack a round. At level 9, you get two
attacks a round. You can also fall back on a composite longbow, which you can
also use <code class="language-plaintext highlighter-rouge">Arcane Strike</code> with for 1d8 + strength bonus + 2 (<code class="language-plaintext highlighter-rouge">Arcane Strike</code>),
which isnt as impressive as that big sword, but can still contribute. And, if
weapons wont due, youre a wizard! Keep your prepared spells flexible. <code class="language-plaintext highlighter-rouge">Scribe
Scroll</code> allows you to have certain spells available at all times. <code class="language-plaintext highlighter-rouge">Craft
Wonderous Items</code> can allow you to create plenty of gizmos and gadgets that give
you once-per-day options. Crafting is powerful; use it!</p>
<p>Ive always had fun with this build. I have, no joke, lost sleep just figuring
out cool spells to add to the spell book, worthwhile scrolls, and just imagining
scenarios. Despite the apparent short-comings, the Eldritch Knight can
definitely hold its own, though it does require a ramp-up time.</p>
<h1 id="sources">Sources</h1>
<ul>
<li><a href="https://www.d20pfsrd.com/">Pathfinder SRD</a></li>
<li><a href="https://docs.google.com/document/d/10x042PGSyqX4JqHbYFf7vDsK1NCnhBT2ck8i1eG6kpc/edit">The Muscle Wizard Guide</a></li>
</ul>]]></content><author><name>Bill Niblock</name></author><summary type="html"><![CDATA[Building My Eldritch Knight]]></summary></entry><entry><title type="html">Pathfinder Characters: Lets Make a Druid</title><link href="https://www.theinternetvagabond.com/2020/09/06/pathfinder-druid.html" rel="alternate" type="text/html" title="Pathfinder Characters: Lets Make a Druid" /><published>2020-09-06T00:00:00-05:00</published><updated>2020-09-06T00:00:00-05:00</updated><id>https://www.theinternetvagabond.com/2020/09/06/pathfinder-druid</id><content type="html" xml:base="https://www.theinternetvagabond.com/2020/09/06/pathfinder-druid.html"><![CDATA[<h1 id="lets-make-a-druid">Lets Make a Druid</h1>
<p>Pathfinder has been the tabletop game of choice for my longest-running group.
One of my favorite activities is creating characters. I love theory crafting,
pouring through source material, and setting limits. While Ive made many,
<em>many</em> characters, once class I havent touched is druid. The first character I
ever made, back in a D&amp;D Second Edition, was a druid. I dont remember much from
that character, except that I had a double-scimitar (think Darth Maul
lightsabre, but scimitars). Since that, I havent done much with druids, which I
think is a shame, because its a fascinating class that ticks many of the boxes
I look for in a character. I love characters with options, that require a bit of
mastery to play. Many characters I like the most are multi-classed, mixing
spellcasting with melee combat. Some classes, though, provide all this
out-of-the-box. From the core book, both cleric and druid satisfy my demands. I
hold, still, that cleric is the most powerful class. I had this belief in D&amp;D
Third Edition, and I carry it forward into Pathfinder and D&amp;D Fifth Edition.
Thats a topic for another post, though.</p>
<h2 id="concept">Concept</h2>
<p>All of my characters come from a concept. Sometimes the concept is really
straight forward: I want a “realistic” fighter. I want a “proper” Eldritch
Knight. Sometimes, the concept is more story based, as is the case with this
druid. I read a story about a moose in Alaska that ate some apples which had
fermented, and wandered into a town drunk. I thought, “that would make a fun
animal companion!”, and thus the idea for a druid. The full backstory for the
character will be around here somewhere. For now, Ill spend the rest of this
post focusing on the build.</p>
<h2 id="build">Build</h2>
<p>Drunk moose. Drunk… spirit moose! OK, now were getting somewhere. As I
fleshed out the story, and spoke with a friend about druid, I liked the idea of
dipping one level in barbarian, then continuing with druid. That one level gets
me quite a bit: d12 hit dice (and max at first level!); +1 BAB; +10 movement
speed; and rage. The biggest downside is a delay in spellcasting, but I think
its a fair trade-off. Considering the build is equally focused on spellcasting
and melee combat, the rage will provide an additional resource where spells and
standard attacks may not be sufficient. Obviously, druid will be our favored
class.</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Barbarian 1, Druid X
</code></pre></div></div>
<h2 id="skills">Skills</h2>
<p>Druids arent reknown for being particularly skillful, but they get some great
class skills. Of note, we get Handle Animal, Heal, Knowledge(Nature),
Perception, and Survival. At 4+INT skill points, we can reliably grab most of
these. Throw a point of two into Fly, Climb, and Swim, and between having a
great strength, and wild shape, we can deal with whatever obstacles those skills
require.</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Handle Animal
Heal
Knowledge (Nature)
Perception
Survival
</code></pre></div></div>
<h2 id="race">Race</h2>
<p>Pathfinder has no shortage of races to choose from. For most of my builds, I try
to stick to the “basics” provided in the Core Rulebook, but I also allow myself
the Advanced Race Guide races. For this build, though, mostly due to the
backstory/concept, I went human. Well opt for a bonus HP each level in druid,
for our favored class bonus.</p>
<h2 id="feats">Feats</h2>
<p>Human gets a bonus first level feat, then all characters get a first level feat.
I tend to make characters for whatever level our campaign is at, and for now
thats 8th level. That gives me five feats total. At fifth level, Im taking
Natural Spell. Since Im a melee bruiser, Im interested in Power Attack, Vital
Strike, Toughness, and Powerful Shape, but I cant get the last one just yet.
Druids are fantastic summoners, and its very tempting to pick up Augmented
Summons. For this build, though, its a two feat investment for a strategy I
wont be using much. For first level, I went with Toughness and Power Attack. As
a first level barbarian, those two feats give me a lot of staying power. As a
druid, my BAB wont progress as strongly, but in wild shape it can give me a lot
of damage. Combined with vital strike, certain shapes will give me a single,
“two-handed” attack for a significant amount of damage at a good attack bonus.</p>
<p>Thematically, Ive opted for the feat Spirits Gift. It fits my drunken spirit
moose concept perfectly.</p>
<p>That leaves level 7. The aforementioned vital strike could be a great option.
Theres also furious focus: for a single, two-handed power attack, remove the
power attack penalty. Since well be taking advantage of our animal companion,
theres also the option for teamwork feats. Animal companions get feats, too,
and there are a few in particular that would work very well: Shake It Off would
give us both +1 on all saves; Improved Spell Sharing would let me share buffs
better; and then there are the charges. These interested me. I need to step back
briefly to consider the animal companion, so well leave our feats in an
undecided state for now.</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Bonus: Toughness
Lvl 1: Power Attack
Lvl 3: Spirit's Gift
Lvl 5: Natural Spell
Lvl 7: ???
</code></pre></div></div>
<h2 id="animal-companion">Animal Companion</h2>
<p>By now it should be clear this is not really a min-max guide. There are plenty
of guides that exist already for that sort of build; Ill link a few Ive
referenced below. In those guides, animal companion choses are pretty clear:
take a wolf/dire wolf if you want to be a trip artist; take a big cat for
superior damage; take one of any number of dinosaurs for superior options. No
where is a moose mentioned, because theyre not “optimal.” Thats fine. I dont
want optimal, I want drunken spirit moose.</p>
<p>Moosen start off pretty bland. They dont get any special attacks, theyre
medium size, an average AC, an average attack, and relatively low damage. At
level 7, they get significantly better: large size; better AC; better damage,
and powerful charge. For this build, Ill focus on charging. Both I and the
moose will charge hard into whatever enemy we want to focus first. With some of
the team work feats alluded to above, we can emphasize significant bonuses and
improvements to charging.</p>
<p>If I wanted to change this to a more optimal build, Id probably go for an axe
beak. It could be the in-universe thematic equivalent of a moose. Qwark.</p>
<h2 id="feats-completed-this-time">Feats, Completed This Time</h2>
<p>In addition to my feats, I get feats for my animal companion. At character level
8, Im a 7th level druid, which means my animal companion gets 3 feats, with a
4th coming next level. The charge feats Im considering would be 3 feats
minimum: 2 teamwork feats, and then Coordinated Charge. The requirements for
Coordinated Charge are 2 teamwork feats, and a BAB +10. My animal companion, of
any flavor, wont have that until level 17! Thats a bit of a downer, but there
are some other interesting ones that lead up to it nicely. Distracting Charge
would give either my moose or me a +2 to hit against the target of a charge.
Intercept Charge could provide significant defensive benefits, though neither my
moose nor I are particularly defensive oriented. Shake It Off would give Moose
and Me +1 on all saves while were adjacent. And Improved Spell Sharing helps
with buffing. The one thing about ISS though is the requirements are a bit…
odd. It <em>seems</em> to be intended for use by a class that can share their teamwork
feats, but I think a discussion with a DM can resolve the issue.</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Druid:
- Bonus: Toughness
- Lvl 1: Power Attack
- Lvl 3: Spirit's Gift
- Lvl 5: Natural Spell
- Lvl 7: Improved Spell Sharing
Moose:
- Lvl 1: Toughness
- Lvl 2: Weapon Focus (Gore)
- Lvl 5: Improved Spell Sharing
</code></pre></div></div>
<p>Looking forward slightly, next level we each get another feat.</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Druid:
- Lvl 9: Powerful Shape
Moose:
- Lvl 8: Improved Natural Attack (Gore)
</code></pre></div></div>
<h2 id="gear">Gear</h2>
<p>Since were wild-shaping, we dont need to worry <em>too</em> much about armor and
weapon. We can get the benefits of a shield, so well want a decent one of
those. Ring of Protection (+1) is a standard, and Ill also opt for a Cloak of
Resistance (+2). Were a bit MAD (multi-attribute dependent), wanting high
strength and wisdom primarily, with good dexterity and constitution still. Ill
take a Headband of Inspired Wisdom (+2), and a Belt of Physical Prowess
(Strength and Constitution +2). In exchange for a weapon, Ill pick up an Amulet
of Mighty Fists (+1). Finally, because wild shape is so important, well pick up
Druid Vestments, which give us an extra wild shape use per day.</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Headband of Inspired Wisdom, +2
Amulet of Mighty Fists, +1
Cloak of Resistance, +2
Druid Vestments
Belt of Physical Prowess (STR/CON), +2
Ring of Protection, +1
Heavy Wooden Shield, +1
Scimitar
</code></pre></div></div>
<p>I have a mundane item pack I generally pick up as well, which includes things
like a mirror, fishing hooks, and the like. Normally its all in a Handy
Haversack, but since Im shapshifting so often, for the druid thatll shift to a
Polymorphic Pouch.</p>
<p>Also, a Ring of Eloquence is a solid buy, to allow for discussion which
shapeshifted.</p>
<h2 id="spells">Spells</h2>
<p>Druids have a <em>lot</em> of spell options. Were a melee fighter, so many of our
spells will focus on buffing, debuffing, and control. We can also include some
out-of-combat utility. There are too many options to list, and again, guides
already exist that go through every spell and analyze them. Here are the spells
that Ill consider regularly:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Level 1:
- Entangle [Control]
- Faerie Fire [Control][Debuff]
- Frostbite [Buff][Damage][Debuff]
- Goodberry [Utility]
- Longstrider [Buff]
- Magic Fang [Buff]
- Mudball [Damage][Debuff]
- Thorn Javelin [Damage][Debuff]
- Thunderstomp [Control][Debuff]
Level 2:
- Barkskin [Buff]
- Lockjaw [Buff][Control]
- Natural Rhythm [Buff][Damage]
- Resist Energy [Buff]
- Sickening Entanglement [Control][Debuff]
- Stone Call [Damage][Debuff]
- Vine Strike [Control][Damage][Debuff]
- Whip of Spiders [Damage][Debuff]
- Wilderness Soldiers [Control][Damage]
Level 3:
- Call Lightning [Damage]
- Earth Tremor [Damage][Control][Debuff]
- Fey Form I [Utility]
- Fungal Infestation [Debuff]
- Greater Magic Fang [Buff][Damage]
- Greater Thunderstomp [Control][Debuff]
- Spike Growth [Control][Damage][Debuff]
- Thorny Entanglement [Control][Damage]
- Vermin Shape I [Utility]
Level 4:
- Aspect of the Stag [Buff][Damage]
- Cape of Wasps [Buff][Damage][Debuff]
- Echolocation [Buff]
- Freedom of Movement [Buff]
- Grove of Respite [Utility]
- Slowing Mud [Control][Debuff]
- Spike Stones [Control][Damage][Debuff]
- Strong Jaw [Buff][Damage]
</code></pre></div></div>
<h2 id="gameplay">Gameplay</h2>
<p>Ive never played this build! Im sure it could use some modifications. The
emphasis on choosing a moose over other animal companions could be a serious
hinderance. I think the general play would go like this: buff self, sharing the
buffs with my animal companion; enter melee combat, preferably by charging at a
target with my animal companion; throw around control and debuff spells as
necessary.</p>
<p>This is very much a first draft, but I think it could be a fun one!</p>
<h1 id="sources">Sources</h1>
<ul>
<li><a href="https://www.d20pfsrd.com/">Pathfinder SRD</a></li>
<li><a href="https://docs.google.com/document/d/1PXamF43boZgYtCUlyJAMojfrPaAdYyjPOaGOo1vfqdM/edit#heading=h.nxj7sifd7tvs">Prometheus Guide to the Druid</a></li>
<li><a href="https://docs.google.com/Doc?docid=0AcNyxDTKvAmqZGRtZzhzdjZfNDZnNHpzcmdodA&amp;hl=en">Treantmonks Guide to Druids</a></li>
</ul>]]></content><author><name>Bill Niblock</name></author><summary type="html"><![CDATA[Lets Make a Druid]]></summary></entry><entry><title type="html">Brief Exploration of Syncthing</title><link href="https://www.theinternetvagabond.com/2020/07/19/syncthing-part-1.html" rel="alternate" type="text/html" title="Brief Exploration of Syncthing" /><published>2020-07-19T00:00:00-05:00</published><updated>2020-07-19T00:00:00-05:00</updated><id>https://www.theinternetvagabond.com/2020/07/19/syncthing-part-1</id><content type="html" xml:base="https://www.theinternetvagabond.com/2020/07/19/syncthing-part-1.html"><![CDATA[<h1 id="a-brief-exploration-of-syncthing">A Brief Exploration of Syncthing</h1>
<p>Syncthing is an incredible tool. Many days past I stumbled upon it as an
alternative to Dropbox. Its different from Dropbox, or similar services,
though, in a number of ways. For one, Syncthing is a peer-to-peer
synchronization program, whereas Dropbox is a centralized file storage and
synchronization service. When you setup and use Syncthing, the files only ever
live on whichever peers you setup. This is different from Dropbox, or similar
services, where files live on their servers. Theres more to it, and for all the
details, the <a href="https://syncthing.net/">Syncthing</a> website provides plentiful
information.</p>
<p>In this post, I want to discuss how to setup Syncthing, and some use-cases for
it. In future posts, I want to explore setting up custom relay servers, and
perhaps some more use-cases as well.</p>
<h2 id="setup">Setup</h2>
<p>Install the appropriate package for your operating system. Syncthing is
available on just about every OS out there. Syncthing already has <a href="https://docs.syncthing.net/intro/getting-started.html">thorough
installation
documentation</a>, so I
wont re-write whats already available. I will discuss how I setup my Syncthing
instead.</p>
<p>On my desktop, running Arch Linux, I installed the necessary package:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>$ sudo pacman -S syncthing
</code></pre></div></div>
<p>When I was running Gnome, I also installed <code class="language-plaintext highlighter-rouge">syncthing-gtk</code> to provide a tray
icon. After my switch to KDE Plasma, the Syncthing application displays a tray
icon by default, and so I removed the now unnecessary package. When I had a
Windows partition, I also installed <code class="language-plaintext highlighter-rouge">SyncTrazor</code> for a tray icon.</p>
<p>The second device of choice is my Android phone, where I installed the Syncthing
app (helpfully available on F-Droid too!).</p>
<p>With packages installed on both devices, I then followed the guide. All things
considered, it was a very easy process.</p>
<h2 id="use-case-music">Use-Case: Music</h2>
<p>One of the most immediate uses I had for Syncthing was music. I finally decided
to drop all streaming services, and start buying my music. As a result, I
suddenly had a growing music library available on my desktop. This was the
primary reason I decided to try Syncthing: to get music files from my desktop
onto my phone. After setup, syncing was a breeze. The new problem became space:
I have quite a bit of music now, and I dont necessarily want all of it on my
phone. Conveniently, Syncthing allows for creating a <code class="language-plaintext highlighter-rouge">.stignore</code> file, which
tells Syncthing which files to exclude from synchronizing. The
<a href="https://docs.syncthing.net/users/ignoring.html">documentation</a> provides a great
breakdown of available options. One challenge is that the <code class="language-plaintext highlighter-rouge">.stignore</code> file is
<strong>not</strong> synchronized. To get around this, I setup my ignore file to include a
second file, which <em>does</em> get synchronized. That file lists every directory and
subdirectory in my music folder, and then ends with <code class="language-plaintext highlighter-rouge">**/*</code>. For any directory or
subdirectory (generally artist and album, respectively) that I want to sync, I
place a <code class="language-plaintext highlighter-rouge">!</code> before it. The eventual plan is to automatically update the file
whenever new music is added to the directory. When I get around to that, Ill
almost certainly post about it.</p>
<h2 id="use-case-notes--to-do">Use-Case: Notes / To-Do</h2>
<p>Not long after music, I started looking around for a good to-do / note-taking
app for my phone. I wanted an application that was simple, without bells and
whistles. I tried a few before settling on
<a href="https://gsantner.net/project/markor.html">Markor</a>. This app is wonderful.
Everything I want, with almost nothing I dont. Its open-source, actively
developed, available on F-Droid; it works on local files, and <em>thats it</em>. I
started using it to track my gym workouts, make grocery lists, or track
suggestions for media. As long as I was on wi-fi, those files were waiting for
me on my desktop. Very convenient, simple, and effective.</p>
<h2 id="use-case-pictures">Use-Case: Pictures</h2>
<p>Another straight-forward use case: synchronizing pictures. As I continue to
“de-Google” my life, I needed a replacement for Google Photos. I have a Flickr,
but Im not certain that Ill hang onto it. For now, I just need a simple way to
synchronize pictures between my phone and my desktop, and Syncthing provides
that.</p>
<h1 id="100-days">100 Days</h1>
<p>Im writing this post as part of
<a href="https://100daystooffload.com">#100DaysToOffload</a>, an initiative to inspire
writing habits. Perhaps you could do the same.</p>
<h1 id="sources">Sources</h1>
<ul>
<li><a href="https://syncthing.net/">Syncthing</a></li>
<li><a href="https://github.com/canton7/SyncTrayzor">SyncTrayzor</a></li>
<li><a href="https://gsantner.net/project/markor.html">Markor</a></li>
</ul>]]></content><author><name>Bill Niblock</name></author><summary type="html"><![CDATA[A Brief Exploration of Syncthing]]></summary></entry></feed>