The reverse hyper is a great exercise for targeting your posterior chain which comprises of the lower back, glutes, and hamstrings. Workout manual hyper extension 50037. I wanted to try this exercise, but no way did I have the room for this huge specialized machine, as it takes up a good bit of dedicated space that cannot be used for anything else.I used three, 52 inch long 2 x 6 pieces for the top of the bench, and 2 x 4's underneath for support. I added a short piece of nylon strapping on the underside for easier handling of the platform. The second issue was an issue with paint reducing clearance with a tube that's supposed to go in between the bars on the pad frame, it's supposed to fit in there and rotate freely because it's the part used to adjust from the 45 degree to flat back extensions (and degrees in between).Besides those issues everything went together smoothly, I waited until the end to tighten all the bolts and it turned out to be a pretty solid and sturdy machine.
Sep 26, 2015 10 videos Play all Skyrim Mods: Beyond Reach Zero Period Productions Skyrim – Top 5 DLC-Sized Mods Coming in 2018; Skyrim's Biggest Upcoming Mods. Sep 12, 2015 Skyim Mods: Beyond Reach - Part 4 - Duration: 20:38. Zero Period Productions 20,577 views.
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So I just finished playing this mod after a month (been busy) and I honestly don't know if I wasted all my efforts rebuilding the land and had made the wrong choices in the main quest. Is there an actual peaceful ending or is Beyond Reach really designed to have an unavoidable depressing finale? Thanks!Also I'd really like to thank the mod author for his wonderful work. This is the first DLC-sized mod I've finished and I'm amazed that people have the dedication and skill to make such wonderful works for us to enjoy. The ending that's there is intentionally open-ended - as it gives me opportunity to continue if I ever choose. Not all plot devices are fully implemented and the voice acting can hinder your understanding of the narrative.
With that lacking, you'll understandably be disappointed in how things turned out in IRIS because the impression was that the main problems haunting the kingdom were solved by the end of 'What It Takes'.However I've spent most of my writing effort on subtext, so observant players will realize that most of the problems stem from the kingdom and feudal design in general. Not just a tangible threat that's defeated then closure. The intention is that most players will experience the side quests before rushing through the main narrative, to fully grasp the nature of Evermore and not feel so distraught by the calamitous ending.I may leave a teaser at the very end for what's to come, it'll involve the resurrection of Munstor's legacy (if you read the backstory on the place).Thanks y-sengaku for explaining the details. One thing I liked about Beyond Reach was how grounded the mod's story is in regional and setting politics, and I like that there's not really a completely clean ending to it. I'm normally not a fan of dark and unpleasant endings, unless they make a lot of sense, and one thing that can be said about High Rock and Orsinium is that it is one of those regions of Tamriel that is absolutely soaked in the kind of bad blood that would lead to this mod's story. After all, the Bretons were willing to spend literally twenty years besieging Orsinium just to wipe it off the map, which is a sign of just how much Bretons hate the idea of the Orcs building their own kingdom in High Rock.I don't like dark endings that are dark for their own sake, but Beyond Reach's endings all feel appropriate for where it takes place. Yeah, and the thing is, that's basically a 'good' ending by medieval terms.
Genociding of an enemy population or total domination was the name of the game historically, and has been in Tamriel as well.There's pretty much no alternative in High Rock when it comes to war between Bretons and Orsimer, due to the tribal hatred and long-running bad blood between them. The only time you get anything approaching reconciliation is when there's some strong outside force involved, i.e. A powerful king outside the area enforcing a peace, or a mutual external threat. Thanks for the clarification.
Yeah I know now that the main reason why I wasn't able to get a proper closure is because I did something wrong in the final quest haha. I escaped via the sewer tunnels in the prison without talking to the major NPCs along the way to the quest marker in the Divide.Honestly I like how the plot makes you falsely believe that everything is fine and dandy at the end of the Namira portion of the main quest.This is a great mod and again a big thanks for making it. The political factions in your mod are actually more fleshed out compared to the ones in the main game and I'm glad to see the interactions between them. Unless you choose Orc play-through, BR main quest line basically has threefold possible endings in Iris (arnimamainquest14), though I afraid that none of them is so peaceful for you.I list up some basic conditions of determining the different endings below (massive spoiler alert):. (Almost New in 4.0beta) Accepted the offer of truce from Anka-Ur (An Orcish ranger came to see you in Divide) and succeeded in persuading the new Orcish war chief to retreat the destructive cursing from Divide: Better endings for both parties (Bretons/ Orcs), with some additional dialogues between you and Anka-Ur. Thanks for detailing the quest! I'm not sure if my version of Iris has bugged out or I just have a really old version of Beyond Reach.
If memory serves me right, I've downloaded mine last year so it may be that.In my Iris quest, what happened was I was just asked to leave Evermore. I've noticed that I cannot leave using both East and West gates so I used the sewer system from Evermore's jail to get out. I then escaped from the Reach and the quest just ended. No Dawn girl, no priest, and no additional NPCs to rescue.Now that I think about it I have a valid suspicion that I should not have left Evermore using the sewer and instead roam around it to trigger any additional quest markers. As for Iris, the basic flow-chart of the quest remains the same since v 3.995 (published last summer) though some additional sub-quests have been added in course of update.I recommend you to load your save back at least to the Royal Palace (at the end of Pathos of Perdition) to re-play this last part. The sealed East (West in game) gate of Evermore will open once you defeat the mini-boss (Hagraven matron) around the gate.
Have you not witnessed the urban battle among the citizens, corrupted peasant revolts, Orcs and Witchmen in Evermore? I suppose this stage is mandatory to progress Iris normally. On the other hand, the West (East in game) gate to High Rock stays open all the time if I remember correctly.
Even before you defeat the Hagraven to carve out your way out of Reach, you can go into the this area one again, and also, can meet one of the leaders of the revolt army in Mosbane farm near the quarry.
Are you familiar with this issue that the mod doesn't utilize all your High Res Textures you have loaded in your game. Is it because it uses it's own custom assets and doesn't borrow from vanilla, which in turn prevents it from using some of my textures I installed?Example 1: (The wall and puddle stand out from my High Res Floors and Wooden post in the back)Example 2: (Just more puddle)I don't know, there are more areas. But it isn't game breaking, just a slight nuisance. There's a church area that utilizes the vanilla and, I assume, it's custom textures, and it kind of looks off as it's custom textures are much lower resolution and mixes in with my High Res Textures.The areas aren't all like this and it's only a few spots here and there.
I'm just curious if anyone has experienced this as well, just for confirmation. Is it something to just live with or are there solutions. It's not something I'd go all hard to fix, but if there is an easy fix, I'm always interested to hear. Thanks for your time!