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  3. Fairly simple idea. Basics When we wear faction armor and head items, the player should be able to walk amongst that faction while in private property or areas where those NPCs are normally hostile. The player will still accrue a form of detection when being observed, but it will be slower, and instead of causing hostility it will require the player to bribe or fool the NPC with a Speech check. Higher ranking enemies will require higher speech and larger bribes. Speech challenge level can be negated or increased based on uniform (e.g officer vs. soldier NPC, officer vs. officer NPC, etc). Having faction enemies in your party will increase the challenge of Speech checks. Likewise, disguise level can negate or increase detection based on the type/rank of an NPC. Stealing items will immediately prompt an observing faction NPC to question you and possibly remove the stolen item from your inventory to theirs. Note this isn't meant to stack mechanically with standard stealth detection, and is meant to allow the player to blend in if they have low Stealth, and/or also high enough Speech. Stretch Goals! Certain quests could be revamped to allow more options and resolutions which incorporate the use of disguises. Perks or perk changes to improve the effectiveness of disguises.
  4. Wasn't sure if this was for outer worlds or part2, so I left it here bit let me know if it should be moved to pt2 forum. I believe the limit on their web form for bugs on Obsidian support caps at 10 MB so might be an alternative path to submit files?
  5. this sounds like a reagan republican position. not a criticism btw, just a recognition at how different the politics of immigration has become in a couple decades. keep in mind, based on 2024 predictions, social security will likely run dry o' money in a decade, or a bit less. is a dirty and not-so-secret truth that illegal immigrants, who pay taxes and thus support social security, do not benefit from the program. seeing as how nobody has come up with a politically practical solution for the looming social security collapse, and recognizing that illegal immigrants is offering substantial aid in preventing the grim reaper from visiting social security, there has been little motivation to end such a beneficial if unbalanced relationship 'tween the US and illegals. also, if you got ~50% o' the country convinced that immigrants is a drag on local economies, take jobs from americans, commit violent crime at disproportionate rates, and eat the local cat and dog population, universal amnesty for immigrants is gonna be a tough political sell. alternatives to "give everyone a ssn," is hb-1 and h2-a programs, which seeks to provide greater access o' temporary work visas to foreigners looking for work opportunities in the US. most illegal immigrants in the US is people who came here legal. individuals overstaying hb-1, f-1, m-1 and h2-a visas represent the majority o' illegals, but ice and cbp ain't raiding google or intel campuses. if there were a simple and political viable solution, somebody woulda' implemented it decades past. the problem is that illegal immigration is simultaneous a boon for the US economy and a political landmine nobody has wanted to touch until recent. exacerbating the issue in 2025 is that 'tween fears o' widespread cartel violence and the embrace o' the great replacement theory by fox viewers, not to mention a widespread misapprehension about who illegal immigrants is regardless o' political identification, solutions has become increasing unlikely. HA! Good Fun!
  6. Wow, these are some fantastic ideas! I love how detailed everything is, especially when it comes to base building, armor, and new creatures. I think adding more variety to base building, like the new materials (wood from branches or saplings) and the crafting stations like a saw table, would really add depth to the game. One thing I’d love to see is a water filtration system. It could tie into the survival aspect a lot more, especially for those longer sessions where you need a reliable source of fresh water. A water filter could be crafted from natural materials (like moss or clay) and could attach to larger water sources like the backyard hose or even a rainwater collection system. It could give players a more permanent way to gather clean water instead of relying on the sporadic puddles or the dew collecting on leaves. It’d add more realism to the game and give a practical use to some of the materials that don’t have much purpose yet. As for the rest, I’m all for more interactive world events — like the lawnmower or weather changes — that add unpredictability to the environment. Plus, more armor sets with unique buffs (like the Gnat armor for double jumps or Bee armor for damaging enemies on hit) would definitely make exploration and combat more dynamic. Great work putting all these ideas together! Can’t wait to see what ends up getting added to the game. Keep it up!
  7. Hey, I also love planting in games like Grounded – it’s such a satisfying feature! As for your question, a composter that turns items into fertilizer sounds like a great idea to add even more depth to the gardening aspect. It could really open up more options for improving crops and boosting growth. On the topic of moss, I think it could be interesting if it played a role in filtering water, like you mentioned. Maybe it could be used in a DIY water filtration system in the game? Using moss to create a filter for turning dirty water into drinkable water would fit the whole survival theme and add another layer of strategy. It would be awesome if we could combine different items like moss with other materials to craft more complex filters, allowing us to safely drink water from questionable sources. Could make for some cool crafting mechanics!
  8. You right in the general sense and that applies to most countries that have a crisis with illegal migration like South Africa. There is an irrefutable reality around the work and contribution that illegal migrants do And yes it makes more sense to focus on border control and quick deportations for those caught trying to enter illegally Because whats not working is the heavy handiness of what ICE is doing around these streets arrests and violent raids within established communities. And the voting optics and outcomes matter because of the perceptions around how ICE is conducting themselves For example ICE will raid an apartment block that is in a Latino community and lets say 15% are illegal migrants, the other 85% see how ICE is dragging people into vans and families are being destroyed and it goes down very badly And then as I mentioned ICE isnt interested in most Dem states and cities with working with local authorities. So they seen as this violent Federal intervention force that has no regard for what citizens think or there basic rights And thats why the GOP needs to change this strategy or I predict more election losses like on Tuesday
  9. Enemies will acknowledge me and then come running, but do not attack. Human enemies act like I am hidden. Started on the first planet half way through, but is still happening on the second planet. At first seemed like a nice easy level up till the bug is fixed....but now its made me lost complete interest in the game. Not very fun fighting enemies that dont fight back.
  10. At the start of the quest, you are tasked with getting the recipe of the "Raptidon Bite". Once you reach the "killer" who now holds the recipe, you have to make a skill check or you cannot acquire it. However, you can also kill her and take it from her corpse. Unfortunately, now that I have killed her, it has broken the entire quest. I have the recipe in my inventory, but cannot turn it in to the middle managers. The only dialogue option is asking for a reminder, or leaving. This also seems to have broken the part of the quest in which you speak to the man with the broom and armed guards, as I did his interaction and exhausted all his dialogue while at the Lower Rung Bar, but it is still counted as not complete, and I cannot report on it to the Middle Managers. This entire quest is a minefield of bugs for some reason. Also, can we please get a larger attachment limit? It is 2025, there's zero reason the attachment size should be capped in kB. Because of this, I cant even send in my screenshots to aid in reporting the bug.
  11. As the Thursday events continue, make sure to check tomorrow at 10 am! One of the highlights about which we're super stoked is to welcome Max Anaya & Family from CHOC, who will be rocking it with Super Smash Bros.
  12. Description: When running the game at 5120×1440 (32:9), the right quarter of the image does not receive some post-processing effects, notably reflections, specular highlights, and indirect lighting. A sharp vertical boundary appears around 75 % of the screen width, and this border remains fixed relative to the display (not the camera). The rest of the image renders normally, with correct lighting, color grading, and shadowing. This issue is not related to FOV, HDR, or screen ratio settings. Hardware: CPU: AMD Ryzen 9 9950X3D GPU: NVIDIA GeForce RTX 5090 (Driver 581.80) RAM: 48 GB Monitor: Samsung Odyssey G9 (5120×1440 @ 240 Hz, 32:9) Display mode: Exclusive Fullscreen Game version: 1.0.4.1 (Game Pass PC – WinGDK) Repro Steps: Run the game at 5120×1440 fullscreen. Load an area with water or shiny surfaces. Notice the right quarter of the image missing reflections and specular effects. Switch to 16:9 → the issue disappears entirely. Tests performed Reflections, Lumen, SSR, TAA, and HDR toggled ON/OFF → no change. No upscalers active (DLSS, FSR, TSR = disabled). Shader cache and DerivedDataCache fully deleted → issue persists. Different resolutions tested: 16:9 → problem disappears completely. 32:9 → issue always visible. Reinstalled the game → problem persists. Borderless window mode → same issue (no option for 21:9). Tried multiple HDR/VRR/G-Sync and VSync combinations → no effect. Advanced Unreal Engine flags tested via Engine.ini: Forcing SSR quality / disabling Lumen → no change. Forcing Nanite and viewport override → game crash before shader load (Missing global shader ClearSplitQueueCS). Hardware resources not limiting factor (very high-end configuration). Workaround No reliable workaround available. Switching to 16:9 eliminates the artifact but removes ultra-wide support.
  13. two amusing tweets and HA! Good Fun!
  14. Update: The error isn't quite what I thought it was initially. So here is a more detailed explanation of the glitch. While having the speedy version equipped, the regular version shows 45 as it's capacity in inventory. In order for it to show correctly, I need to to equip the regular version. So it seems what is happening is that it's applying the capacity of the currently equipped version to all versions in inventory (at least visually).
  15. Not sure if this is a specific issue to the "Speedy Heavy Marksman Rifle" as opposed to a handmodded one, but that version still only has a mag capacity of 45, identical to the unmodded Heavy Marksman Rifle.
  16. none of the mod scopes have any magnification - the stock sniper rifle scope works fine - so the functionality is there - it's just not working for mods
  17. I had a feeling, I thought I'd hold out hope. Appreciate you taking the time. Not something a lot of folks do on these matters.
  18. https://www.ign.com/articles/gta-6-is-delayed-again-until-november-2026 GTA 6 delayed further.
  19. Completed the quest with Inez and freed the captive soldiers. Post mission dialogue will Willard indicated that I had not brought Inez or freed the captive soldiers. Reloaded prior save and retried. Same results.
  20. I've seen the reports for the Undisputed Claim's train bug. If you fast travel from within the train, the doors to the train will remain "sealed." The solution is simple enough, use the map to fast travel. Unfortunately, I am experiencing this particular bug (possibly from fast traveling out of the train far earlier in the game) after arriving on the Undisputed Claim at the beginning of "The Final Lesson" quest, where I am charged with After entering the Undisputed Claim for the first time during this quest, the station seemed totally normal, except for some flavorful loudspeaker commentary from Auntie Cleo. When I gave up on waiting for the train doors to open, I left and came back. After returning, there was more battle evidence and blockaded doorways, but the train doors were still "sealed." I've departed and returned multiple times to see if it would trigger anything, but it hasn't helped. Has anyone else experienced & solved this issue?
  21. He is there but when I do that stage (ambushed) apparently it's supposed to automatically trigger dialogue..... the screen flitters for a second almost as if the a customer was about to play but is instantly skipped, and the quest reverts to "rendezvous with Aza's old friend from the glorious dawn" instead of progressing. I have no control over this and reverting to an old save does not fix the issue.
  22. I've completed the robot quest, hejlping (Saga of the Malfunctioning Mechanicals), and now done all the -nice- things to help the citizens of Westport (no sabotage), it tells me to return to Vigilant Hogarth, but I can't initiate dialogue with him
  23. Did you ever figure this out? I have the same issue.
  24. Same thing happened to me, he is just missing now
  25. Yesterday
  26. After collecting Scrabbles, Commander Torres will not be able to be spoken to. Just repeats the same few lines so can't hand in the quest.
  27. Toggling conversation camera sway off in the settings doesn't seem to actually disable it. Others over in Reddit seem to be having the same issues. I get motion sickness which means I currently can't play the game for more than 30 minutes at a time.
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