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#just additional sizing and cuts under the readmore
lesvegas · 3 years
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My Mod List for Fallout: New Vegas
Some months ago, I answered an ask regarding FNV mods I’d recommend. Over the past few months, I’ve tried many more mods since, and have even removed several mods from the original list. I decided to remake the list, both in this post and also in this doc for the sake of documentation.
These are both for my own reference and for anyone who’s looking for mod recommendations. Keep in mind my preferences for mods tend to be smaller-scale, quality of life and immersive mods, and I’m not super into big story mods.
This is a long one, so I’m putting it under a readmore.
You’re gonna wanna start with this mod configuration menu, which helps to manage mods in-game. 
Fixes & Script Extenders
Most of these are necessary for a stable game and for the rest of the mods listed here.
New Vegas Script Extender (NVSE) - You’ll need this for most of these to work at all.
Yukichigai Unofficial Patch (YUP) - A compilation of vital bug fixes with no further additions. Just bug fixes.
Unofficial Patch Plus - A collection of supplementary bug fixes to be used alongside YUP. Includes improved versions of popular NVSE bug fixes.
New Vegas Anti Crash (NVAC) - Says it right there in the name.
JIP LN NVSE Plugin - An extension of NVSE that restores broken features and supplies bug fixes; read through this one before toggling anything.
JohnnyGuitar NVSE - Another NVSE extender.
FNV 4GB Patch - Simple patcher to make Fallout New Vegas 4GB Aware.
Throwable Weapon Fixes - A collection of fixes for throwable weapons and projectiles.
Overhauls
New Vegas Character Expansions (NVCE) - Probably the only character overhaul that just makes everyone look a little less potato without making them look hollow inside. (NOTE: This may make some characters have white faces. If this happens, the fix that worked for me is at the bottom of this post)
Water Overhaul - Overhauls various aspects of water, making radiation-free water more scarce and allowing you to refill bottles anywhere with a water source.
Starting Gear Overhaul - Adjusts the gear you start with to be more sensible and catered to your tagged skills. Recommended using along with JSawyer Ultimate.
Mojave Raiders - Adds more raiders to fight and balances their loot.
Mojave Wildlife - Adds hundreds more levelled, vanilla-friendly creature spawn points throughout the whole Mojave, based off unused vanilla levelled lists.
Mojave Arsenal - Adds ammo variants, reloading parts, and weapon mods as loot; fixes item naming conventions; improves recipes; and adds options for configuring GRA.
The Living Desert - Adds hundreds of NPCs and several scripted events; people patrolling the roads, travelling between towns, occupying locations.
Faction Map Icon Overhaul - Changes faction-related icons on the Pip-Boy map, for example Camp McCarran and the Mojave Outpost’s icons are the two-headed bear, the Fort and Cottonwood Cove are the bull, etc.
Immersion
New Vegas Enhanced Camera - Enables visible body and player shadow in first person, will let you remain in first person when you would otherwise be forced into third person (death/knocked down/etc).
Barton Thorn Acts Normally - Barton Thorn seeks out the player himself to ask for help with the geckos.
Clarity - Removes orange/blue tints.
Harvestable Cave Fungus - Self-explanatory.
Better Pickup Prompt - Makes several improvements to the HUD pickup prompt that appears when you look at an item. (NOTE: This mod has been discontinued, but seems to still work).
Realistic Safehouse Upgrades - Gives every safehouse a workbench, reloading bench, camp fire and more containers to make them feel like home.
Eddie Hears And Explosion - Fixes one of the clunkier moments in the game, near the end of the Powder Ganger questline.
Neck Seam Concealer Necklaces - A wide variety of necklaces that perfectly conceal the seam connecting characters’ heads and torsos. 
Vanilla Hair, No Shine - Makes the default hairstyles have less obnoxious white shine.
Light Step ED-E - This mod gives ED-E the Light Step perk, preventing him from setting off mines and floor traps.
Hi-Res Vanilla Posters and Graffiti - Posters and graffiti have x2 upscaled resolution, with no ugly blurring or sharpening.
Mojave Nights - Mojave Nights combines my Enhanced Night Sky mod with a brand-new, highly detailed moon replacement for complete night-time realism.
Functional Post-Game Ending (FPGE) - Adds a fully functional post-game world to the game, where you will realise the consequences of your choices.
Just Vanilla Sprint (JVS) - A simple vanilla sprint mod. Requires JIP LN Plugin (scroll up to Fixes & Script Extenders).
Animated Maize Fields, Park Equipment, Poseidon Energy Signs (personal fave), Sunset Sarsaparilla Rotary Entrance, Rotating Brahmin Rotisserie, and Foliage. This mod maker has tons of immersive little animation mods; I recommend looking through all of them.
JSawyer Ultimate Edition
JSawyer Ultimate Edition - JSawyer's popular mod, fully re-implemented from the ground up. A ‘meant-to-be’ mod which changes elements of the game to how they should have been from the start.
JSawyer Ultimate Edition Patches - Patches for using several popular mods alongside JSawyer Ultimate Edition.
JSawyer Mod Vanilla Number Of Perks - Changes the final total number of perks acquired by level 34 from the JSawyer default of 17 to the vanilla default of 25.
Perk Every Level, Cap at 100 - JSawyer Ultimate Edition caps the player at level 35. Once I reached level 35, THEN I installed this mod, which was the only increased level cap mod that worked for me. It doesn’t add perks after that, though; I have to add perks manually.
Restored Cut Content
Uncut Wasteland - Restores a huge amount of scenery and little random things which were patched out of the game post-release.
The Moon Comes Over The Tower - Restores the rest of the quest given by Emily Ortal, which requires you to go H&H Tools Factory, Camp Golf, and North Vegas Steel.
Vanilla Intro Plus - Restores the bit of the intro where Victor pulls the courier out of their own grave.
Classic Fallout Floaters - Adds Floaters into New Vegas based on information and cut content found within the files. Can be found where Centaurs lurk.
The Strip Open - Removes the gates and excess loading screens within the Strip.
Legion Quests Expanded - Provides more Legion content by adding or expanding several Legion quests. Needs compatibility patches.
Karma and Reputation
Karma Changes - Changes the karma alignment of some NPCs, like making Caesar Very Evil instead of Neutral.
Lonesome Road True Faction Allegiance - The parameters for your allegiance has been altered to reflect on your quest status, rather than reputation. This is reflected in Ulysses’ dialogue and the courier duster.
Powder Ganger Rep Fix (Ghost Town Gunfight) - A quick and easy fix that removes the Goodsprings Powder Gangers from the PG Faction.
Negative Karma for Gravedigging - Gives the player bad karma every time they dig up a grave.
Quests
Autumn Leaves - A DLC-sized quest mod in a centuries-old library inhabited by sentient machines with a mystery to solve.
Boom to the Moon - A short but sweet quest investigating a moon base featuring some of the best interiors I’ve ever seen in a video game. Walkthrough required, though, and be sure to install the failsafes.
Snow Globe Quest - Adds quest markers to all the snow globes you find for Mr. House.
Benny
Benny Returns - Returns Benny to the game as a companion. Be sure to read through the mod description carefully before saving him from the Fort.
Bi Benny: The Re-Bennying - Edits Benny's Black Widow dialog to work with Confirmed Bachelor couriers, with altered working voiced + lip sync dialog. It’s a little rough but it works.
Save Benny Without Angering The Legion - This mod makes you able to save Benny at The Fort without angering the Legion or breaking their questline.
Less Serious Mods
Benny’s Aid - Funny Simpsons reference.
Mr. House Portrait Fix - Gives the portraits of Mr. House the Platinum Drip.
I Got Spurs - Adds a set of lucky spurs to Doc Mitchell's house that can be worn with any clothing. They can be found on top of the Vigor-Tester.
Legate Caravan Showdown - Allows you to duel Legate Lanius in a game of Caravan rather than combat.
NVCE Pale Face Fix
Literally copied from some forum, the usual .ini fix didn’t work for me but this one did:
Another .ini fix, but this time the file is FALLOUT.INI, found under "C:\Users<your Windows username>\Documents\My Games\FalloutNV". Open it up in your text editor of choice, and search for the line:
bLoadFaceGenHeadEGTFiles=0
and change the 0 to 1, so it looks like:
bLoadFaceGenHeadEGTFiles=1
In the page on the Nexus it actually says to change that value in both a Fallout.ini file AND a FalloutPrefs.ini file, both in the My Games\FalloutNV folder.
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Abandoned Soldier
Cubot is a failed attempt at creating a bodyguard-like or soldier-like robot, abandoned due to the incapability of his AI. This is why he’s so much larger that Orbot, and how in certain media (like the Sonic Boom cartoon) he is shown to have experience or knowledge with weaponry. 
(Cut for length, evidence and additional details are under the readmore.)
Point #1: Cubot is massive. Some people don't notice this, but compared to Orbot, Cubot is very big. His official height, 2′11″, does not take into account the amount he slouches. If he was to stand up straight, he would be in the 4′-4.5′ range. Meanwhile, Orbot's height is at 2'10 and he has little to no slouch. Cubot’s size may be the direct result of his original fighter design.
Point #2: It has actually been shown, in Sonic Boom at least, that Cubot has no problem using weapons and actually has decent aim as long as he knows what he's actually supposed to be shooting at. The fact that the (lovably) dumber, clumsier and generally more incompetent of the two has this capability is interesting.
Point #3: Cubot was supposed to have an Al very similar to Orbot. We don't know why, but for some reason, he somehow ended up a lot less capable than Orbot is most times, despite having the same Al and OS and all that. Maybe Eggman wanted to dial back the attitude but ended up dialing back everything on accident, or Cubot was the first attempt and Orbot's just managed to be more competent, we don't know.
Thinking about these three points, the concept is, what if the reason Cubot is bigger and somehow skilled in weaponry despite not being a bot meant for combat is that he was built to be a bodyguard or something similar for Eggman, but whatever happened that made his Al so drastically different meant that he just was too “dumb” to be able to fulfill that job? Because of this he was stripped of any weapons he might've had and memories he could've gotten during that short time as a bodyguard/soldier/fighter were erased (which is canon to be an actual thing Eggman does to him and Orbot on the regular) and he was just made to be a lackey.
If we are going with Sonic Boom canon specifically, there's a few things that probably need to change. For example, with Boom, we now have some background on Cubot - namely, the Cubot prototypes.
In this scenario, it was probably certain prototypes that were originally built to be for defense, but the idea was scrapped after he could not get them to be intelligent and the design was changed to better fit an unarmed, cowardly servicebot. Cubot's abilities with weapons could be the residual effect of leftover code that never got deleted, just disabled to save time. This leftover programming could also explain the scene where it seems like Cubot may have been previously ordered or programmed to shoot Eggman's clone if one ever appeared.
In Boom, Orbot was also canonly built after Cubot. Which means Eggman figured out how to make this type of Al at least semi-competent. Which means that it could be possible someday that he may want to reattempt the idea of a bodyguard/defense shapebot, now that he's closer to making them smart enough to not destroy themselves but not smart enough to go against him.
TL;DR: Cubot’s large size and ability with weapons may be due to him and/or his prototypes being originally built as a bodyguard or soldier, but the idea was scrapped because of his imperfect AI.
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izzyizumi · 4 years
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Digimon Adventures / Tri ~ x K@gerou Project / Mek@kucity @ctors “ Jinzou Enemy ” [“ Artificial Enemy ”] A.M.V [ music ( C ) Jin ] [ V O C A L O I D : M I K U . H A T S U N E ] featuring implied DUO/SHIP/O.T.P.: Taichi Yagami [“Tai Kamiya”] x Koushiro(u) Izumi [“Izzy Izumi”] also known as [Taishiro(u)]
PAST AMVS / VIDEO EDITS IN THIS SERIES: Kagerou Daze (Heat-Haze Daze) / Children Record [+Adv Chosen] / RED / Additional Memory and Imaginary Reload music edits for KageDaze / Days (short edit) / Lost Time Memory / Yesterday Evening / Summertime Record / Shounen Brave [+Jou] / Outer Science [+Villains] / Headphone Actor (short edit) / DAZE (short version / TV Size OP) / KOUSHIROS ? CYBER JOURNEY [+Maki] / Brave Heart x Kaien Panzermast [+Chosen Children] / Night Tales Deceive [Yobanashi Deceive] / [KOUSHIRO’S] Imaginary World / Mekakushi Code [Blindfold Code] [+Yamato&Sora&Adv Chosen] / Ultramarine Rain [+Mrs Yoshie Izumi; Izumis] / Imagination Forest [+Mimi&Jou] / Transparent Answer [TaiKou+Meiko]
Lyrics under the Read More (Inspiration from This FANmade P.V/Video) <- (NOT OFFICIAL) A.M.V initially finished: around midnight on August 31st, 2020 A.M.V creation began on: August 20, 2020
* THIS IS A P R E V I E W. TECHNICALLY, IT IS INCOMPLETE, A.M.V. MAY CONTAIN GLITCHINGS, ETC. I am aware of glitches / scenes that cut in too quickly and will fix them as I have time in the future. * NOTES / WARNINGS / SPOILERS / LYRICS UNDER READMORE
REPEATVERSE/EXTENDED STORY INTRODUCTION: HERE REPEATVERSE FIC/VERSE: HERE ( *note: extended summary contains some spoilers for the fic ) [however, it also explains the worldbuilding involved and plot setup!] ( YOU DO NOT NEED TO READ THE FIC TO WATCH THE AMVs ) [ This is INTENDED to provide an alternate means of storytelling !! ] ( * It’s ok to start on/only watch this current AMV ! ) [ *You may understand the story/implied timeline of things better if you begin from my “Kagerou D@ze” AMV, though it’s also not required! “Children Record” is also recommended as a starting point/upbeat song! ] { NOTE : PLEASE read my FAQ and “about” sections BEFORE interacting } [ Seriously, PLEASE, or I may / will likely block / not interact, or cease, interacting if it’s clear you blatantly didn’t ]
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[ CONTENT WARNING: The song lyrics have heavy intended Depictions of D.e.p.r.e.s.s.i.o.n (in its original song/series format); In the fan P.V/original series., implied suicuide / self-sacrifice In this A.M.V, implied as P.T.S.D (more particularly) ] ( though self-sacrifice to a degree / psuedo-deaths are shown, it is not nearly shown as severe as in the original fan PV. ) { it is recommended to watch until the last second of this A.M.V. } [ also heavily implied: ANXIOUS!TAICHI ] [ KOUSHIRO probably shares much of the same ] { IMPORTANT NOTE: in this ficverse, I also headcanon BOTH being @.UTISTIC + ANXIOUS } { Please note I AM @.utistic myself } { So YES, I do know what I’m doing when creating about such. Thank You } (NOTE: The AMV here WILL end on a somewhat better implied note than … the Original fan pv/series, please just * TRUST ME on this) { * Linked: a spoilery chapter of the ficverse that ends the main story arc. } { DIGIADVS SPOILERS WARNING: a) some Tri!Taichi and Tri!Koushiro not-majorly-spoilery solo shots / light interacting moments from: Saikai, KOKUHAKU, Bokura no Mirai. b) A few particularly spoilery Koushiro-involved scenes from Kizuna. ( including a few particularly notable / spoilery moments involving Menoa ) [ the most major spoiler of the scene isn’t shown, but the aftermath is ] ( These Koushiro scenes have mostly all been covered by the Kizuna tie-in novels, [a second one here] along with the various TV spot previews, spoilery official caps and the like ) c) a scene from the final battle of Kizuna (involving Taichi) + (a certain Notable ITEM towards the end of the fight) } (this is also covered in the novels, but shown here in animated form) d) a couple very quick/brief scenes w/Taichi and Koushiro from DigiAdv 2020 01 ~ 03 * ( * also, a quick scene involving a certain Digimon from said eps )
- short version of implied story/plot of this series: T I M E L O O P S - Tri is here because … ah … … - let’s just say it’s probably AT LEAST ONE part of the “start” of it all ah - KOUSHIRO IZUMI VOICE : ( ‘ W H Y ’ ) - DO THEY MAKE IT TO THE END - @ TAICHI & KOUSHIRO, ARE YOU SURE YOU /WANT/ TO ——- - TBH HOW MUCH do KOUSHIRO or TAICHI even REALLY REMEMBER - MUCH LESS THE REST OF THEM - who even knows after a certain point anymore - timeloops are fun !! ! ! ( this particular song explains SOME of it … ) { WATCHING TO THE FINAL MOMENT IS RECOMMENDED }
LYRICS:
[ VERSE 1 ] “ ‘ When YOUR DREAMS have GONE, Then WHY R E P E A T THE DAILY G R I N D ? There’s     NO POINT     TO IT ’ ” …
A “ FANTASTIC” thing  TO SAY …
And  YOU,  TOO: “ I’m in love with NON-REALITY. ”, YOU SAY IT WITH Your Fingers, THOUGH YOUR M O U T H SAYS NOTHING …
[ VERSE 2 ]
PEOPLE WITHOUT FACES AND VOICES, Yet you feel some “ CONNECTION ” WITH THEM, Of course, though, that CAN’T BE A “ MUTUAL L O V E ”, … ?
… Still, that’s the way it goes, CLOSING OUT ANOTHER DAY
But you P R E T E N D TO HAVE  L I V E D, And then   GO TO     S L E E P …
[ INTERLUDE VERSE ] “ AH, IT’S SUCH A BORE ”
So you TRY to AVERT YOUR EYES,
EVEN THOUGH YOU     CAN’T C L  O S E THEM. …
HEY, considering you REFUSE     TO ACKNOWLEDGE “IT”,
ARE YOU WEARING A BORED FACE AGAIN
... AS YOU WATCH ME          BEHIND THE   S C R E E N ? [ CHORUS 1 ] > THAT’S NOT THE BEST PLAN OF ACTION < AND I K N O W     YOU KNOW IT. TO DROWN IN DARK, WITHERED DAYS . . . MUST NO DOUBT     BE P A I N F U L IF REALITY          ISN’T A L I E, THEN WHAT IS IT ? IF YOU DON’T UNDERSTAND,     T H E N , HOW DOES IT SOUND     LIVING TOGETHER IN A WORLD     FABRICATED     BY MEN ? [ POST-CHORUS VERSE 1 ]
IS THERE ANY POINT  TO  A PLACE     THAT WOULD ONLY DENY YOU? JUST SAY “ NO ” TO EVERYTHING
... AND LOOK ONLY AT ME -----
[ VERSE 2 ] “ AH, TRULY FANTASTIC, ”
... YOU CAN CLAP FOR ME ,
BUT  L I E S     HAVE FILLED THE OUTSIDE WITH “JUNK”.
SAY, SINCE YOU’RE     BURIED DEEP IN IT TO THE POINT OF P A I N
THEN WHY ARE YOUR EYES A V E R T E D NOW
... AS YOU S T A R E AT ME     COLDLY ?
[ FINAL CHORUS ]
> THAT’S NOT THE BEST PLAN OF ACTION < AND I K N O W     YOU KNOW IT. AT THE END OF IT, YOU KNOW YOU’LL FIND . . . A BOUNDLESS     I S O L A T I O N . AS YOU   R E P E A T   YOUR  D A Y S ,
IN A ROOM WITHOUT     L I G H T
I BEGIN TO     C R U M B L E , AND MY     N O I S E     RESOUNDS
“ I DON’T UNDERSTAND THIS AT ALL ! ”
I CRIED, AND  Y O U  SAID TO   M E,
“ AS A TOY     ONLY FOR     TALKING TO ,
. . .   I’VE   GROWN     B O R E D   OF
--- Y O U ? ”
. . . ???
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infelixsoror · 6 years
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So we’re in the last few days before I start the new job, which means that it’s time for stress-crafting. This time, it’s the hypothetical flag for the Oxventure’s Joyful Damnation, based on comments from the players themselves.  
Have some ramblings about the creation process below the readmore and, if you haven’t already, give the Oxventure a go. It is so, so worth it, I absolutely promise you: https://www.youtube.com/watch?v=BKVj_5q1Z3Q. 
I use an app called StitchSketch to design my cross-stitches - it’s really easy to use and has some lovely tools which let you copy parts of your design and then rotate or even mirror them - which came in amazingly handy when plotting out the skull and the cut-outs in the lute. So, so much more forgiving than my old graph paper technique!
Merilwen‘s cat and Egbert’s bomb were the simplest parts to design, both being largely round shapes which worked well as eye-sockets for the skull - the placement shifted a little and the tail and fuse were both tweaked as we went along (the fuse was ‘sparking’ at one point, but it made the skull unbalanced and also Egbert needs no more encouragement to light any bombs, so that was changed), but otherwise they were remarkably consistent. 
The Cthulthu skull for Prudence was the most fun to design - the tentacles spilling out of the ‘jaw’ were a late addition and trying to think of ways to vary them when only working with the white thread and black empty spaces was a really fun little challenge. I am so pleased with how it came out that I’m now trying to think of other projects which might be improved with an eldritch skull just so I can stitch it again.  
Corazon’s sword and Dob’s lute were the most difficult parts to design, which seemed so totally unfair after the Cthulthu skull had been so obliging. In a traditional Jolly Roger, which was my starting point, the bones or swords are usually crossed at the bottom of the skull, but the monochrome design made it too easy for the two objects to merge into one ungodly mess, especially given the size of the body of the lute. 
So they were separated out, which solved most of the problems except for the ongoing kerfuffle of stitching a lute which was a) recognisably a lute, b) fit in the required space, and c) was not so straight edged as to seem ridiculous. The slight ‘notching’ in the neck is the eventual compromise - it fits in the space, but the (probably-necessary) imperfections wind me up a little. 
(There was also about forty minutes in which the design just had a lyre which fit neatly under the skull, with musical notes curving up along the edge of the skull to mirror the shape of the sword. This, while being much easier in literally every possible respect, was technically cheating as there’s no ambiguity at all about what instrument Dob plays - but I probably could have passed it off as Corazon’s mistake, not mine, right? He’s a busy pirate, he doesn’t know the difference between a lute and a lyre when commissioning custom flags, right?)
(Anyway, I decided against both cheating and blaming fictional characters for my mistakes and got rid of the lyre - but I kept some of the musical notes as a little reminder and also because they make Cthulthu look delightfully whimsical.)
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Top 5 Best Biking Gloves for Kids 2020
Our Beloved Biking Gloves for Toddlers Do kids need bike gloves? Cycling gloves serve different purposes based on age and riding environment. Gloves with padded palms are great for balance bike riders because those ones have a tendency to drop hands. As a result, gloves provide more protection against bumps and scrapes for equilibrium bike riders compared to knee or elbow pads. For elderly riders, relieve the overall strain on hands from the grip on the handlebars, improve grip for hands, and gloves can help minimize the impact in the road and paths. Quite often, kids really love the appearance and wear gloves more as an attachment. And what about full-finger or half-finger gloves? For preschool palms and little toddler, half-finger is nearly always preferred by us since they're easier to get on and are much less sweaty! Their fingertips generally do not require any added protection since ones have a tendency to drop on the palms in their palms. During colder months, nevertheless, full-fingered gloves are worth the hassle of getting those wiggly fingers into the finger holes that are ideal. For riders, half-finger or full-finger is a personal preference. Gloves that are full-fingers are somewhat more common as children, like adults, favor the comfort, padding. Children that are older grip with their full hand, wrapping all the way while riding. As a result is beneficial. During warm weather, however, half-fingered gloves helps stop hands. Have a look at our short list of the best biking gloves for kids! 1. Zippyrooz - Best for Toddlers and Preschoolers MSRP: $14 SIZES AVAILABLE: 4 dimensions, for kids 1 to 2 8-years-old (in half-finger and full-finger) With padding across the bottom of the palm, a absorbent and soft nose wipe, and super-easy tug loops at the end of fingers, Zippyrooz gloves are ideal for the riders! The half-finger gloves feature more cushioning than the full-finger gloves, making them ideal for equilibrium bike riders who are inclined to fall (often!) Hands. Half-finger gloves are also much more easy to get on, and it is a huge win for kids. And as far as getting them off? With stitched in finger-loops on every glove's hands, our testers quickly and were able to eliminate their gloves. Top it off with a nose wipe pad for snotty noses, and we in love.
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PROS: By Themselves, gloves can be easily removed by children with sewn-in finger-loops on the hands of each glove Top fabric is breathable and stretchy Pad palms are soft and flexible Nose brush pad! Available in full-finger or half-finger Designs for girls and boys Great price CONS: None! 2. Strider Gloves - Finest for Small Groms For those groms who desire the look of gloves, Strider's gloves would be the perfect match. Cutting the vibrant cuteness factor and emphasizing the"small and powerful" big-kid appearance, Strider's gloves not only look professional, but they perform great for small riders too. Perfectly proportioned to fit the tiniest hands (they fit our 1-year-old tester), Strider's gloves are available in two distinct sizes and fashions. The small is accessible half-fingered and match ages 1 to 3. The small-sized gloves are 2.5″ wide across the top of the knuckles and 3.75″ from the cut into the very top of this glove. The large is available in greatest match ages 4 to 6 and full or half-finger. While we do not have the measurements for the large glove, we urge them for palms bigger than 2.5″ across the knuckles. In addition to a fit that is great, Strider's gloves feature a Velcro opening for easy on and offs. For extra protection, Strider also offers a quality pad set that is designed especially to fit pre-schoolers and toddlers. A little and a large set of pads can be used as elbow and knee pads for pre-schoolers. As children grow larger, for smaller kids and toddlers, the pair of pads can be utilized as knee pads and then as elbow pads. PROS: Comfortably fit the smallest riders (a rare feature!) Velcro opening for easy off and on Available in half-finger or full-finger Big-kid styling CONS: Only available in white Palm does not have much padding to cushion falls 3. WOOM Gloves - Finest for Experienced Young Riders MSRP: $19 SIZES AVAILABLE: 3 dimensions (ages 4 to 12) Our almost-7-year-old boy tester fits snuggly at the size XS (5), and our 10-year-old woman freshman has been wearing the S/M (6) for a year. Her 8-year-old brother also fits in the S/M. As the bulky gloves on our list, our testers loved how light WOOM gloves felt, while providing just enough padding and grip to reduce hand fatigue. Offered WOOM gloves seem sleek and are super comfortable. The gloves feature additional padding where kids need it between the thumb and first finger, and also on the border of the hands that rests heavily onto the handlebar grip, although cushioning for greater hand dexterity. This style of padding makes these gloves suited for kids who won't be falling as they won't do much to cushion a fall. PROS: Stretchy lycra material, comfortable Faux leather interior has no stitching for best comfort Material provides a snug fit Silicon print on palms provides extra traction Soft thumb region can be used to wash dripping cracked foreheads or noses Offered in 5 colours CONS: Available in full-finger Little opening will make getting them much and on more difficult for the riders that are smallest 4. Giro DND Jr. and Youth Bravo - Best for Experienced Riders MSRP: $18 SIZES AVAILABLE: 4 sizes (ages 4 to 12) The DND gloves are perfect for the more aggressive rider who needs additional gripping power and security whilst completely gripping the handlebar when shifting or simply holding on! The DND offers a small pad at the base of the hands under the pinky. The Bravo gloves provide more padding and are half-fingered. Gel padding sections are below the thumb and the finger and along the bottom of the palm in the base of the palms. Together with the padding, the Bravo really are a excellent fit for older balance bike riders too. PROS: Synthetic leather palm is soft and pliable Moisture-wicking, 4-way elongate mesh upper is durable than other manufacturers and comfortable Absorbent terry cloth wash on the thumb for runny noses Tab on base of palm to help pull gloves down CONS: Thicker inner seams may be"itchy" for some kids 5. woom Winter Gloves - Finest for Cold Weather MSRP: $19 SIZES AVAILABLE: 3 dimensions (ages 4 to 12) Our 8-year-old boy tester matches in the Big (7) with sufficient space to raise and use next year. The Large fit on our girl tester. If you live in Alaska, Alberta, or Nebraska, you have bike mitts to get you throughout your bicycle snow adventures. But if you live in a location with mild winters, WOOM's winter gloves are top notch. Breathable, but with protection against chilly, rain/snow, and end, these gloves are a great alternative for those chilly autumn rides. Our testers loved the way they kept their hands hot, but not sweaty. They especially appreciated how easy it was to change and brake because the gloves are padded for warmth, but not too bulky. They also look so cool our kids wanted to wear them. Really! PROS: Soft and comfortable Keep hands warm without being bulky Leather and wrist band pull strap for easy on and off Additional padding for support between thumb and forefinger where hand exhaustion is worst Thumb and forefinger pads are touchscreen-friendly Reflective woom logo CONS: Limited availability Readmore: - Balance Bike - Clear Phone Cases - Redbox Hours - Dog Carrier Backpack - Toddler Bike - Sock Boots
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