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If there's one thing Europe has acquiesced to frequently it's Trump ordering them how to spend their money. Indeed, that's almost certainly one of the reasons the slush fund provisions are there for realz rather than being laughed at. The EU/ US (and UK) trade deal is riddled with 'EU will spend this, EU will do this' provisions quite apart from accepting the tariffs. At the time of course we were told getting the US to keep helping Ukraine was one of the reasons for von der Leyen's capitulation. (I am of course of the opinion that the agreement is more realistic than spouting pie in the sky 'stay the course/ more of the same but harder' rhetoric and insisting on conditions Russia would never agree to as if you're winning. But it's exactly the sort of agreement you'd expect from Trump, especially after he's been encouraged to see the EU and Europe as pushovers. In the end, if you fold every time because standing up to Trump is hard then having your opinions marginalised is the obvious result precisely because you've told Trump that you'll fold when pressed)
- Today
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I don't know of any way. But I didn't have that problem - I played at a time when Argenta killed trash mobs faster than it would take to search for a mod and install it At least encounters don't respawn.
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Could anyone please tell me if there is a way to remove the trash mob combat encounters, leaving only the quest-related ones? The density feels the same as in PF, but it is significantly more time-consuming in the turn-based mode, while the opponents are the same.
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matthew.j.evans83 joined the community
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geekgirl82 started following Inez quest Full Measures bug
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Mad Marx joined the community
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geekgirl82 joined the community
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aviseb joined the community
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carlaogamebr joined the community
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garymflynn joined the community
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quondoronda started following NPC dialogue reset (still happening after patch 1.0.5.0)
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I am playing on the latest patch (i.e. version 1.0.5.0 from Nov 11th) and at some point the dialogue of many (possibly all) NPCs has reset. They offer dialogue, including quest dialogue, about things that already happend, quests that were already completed and choices that where already made (i.e. "this will be remembered" dialogue options) Some examples include (among others): - The doctor and patient in the Fairfield clinic (quest dialogue starts anew and I can get the quest reward a second time) - Val talks about the special lockboxes again after entering the ship and mentiones that the machine is stuck (and gives me another lockbox key during the dialogue) - Inez starts her "When I first joined up with you..." dialogue again (which includes several "this will be remembered" choices, so I am somewhat concerned whether this will break something later) I am not exactly sure when it happened. I tried to test several older saves and it seems that Val talking about the lockboxes was triggered after returning to the ship for the first time, after the Vox Relay mission and meeting the messenger on the landing pad. Inez dialogue might have reset even earlier, but I am not entirely sure. I have seen serveral reports of similar things happening to other players. Just wanted to report that this apparently can still happen after the latest patch. I hope it won't break my playthrough and/or can be retroactively fixed by an upcoming patch. Attaching some screenshots of the mentioned examples for Val and Inez.
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deadpanchimp joined the community
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themisblue99 joined the community
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I think it's Black Geyser. Older game, which just got new expansion few days/weeks ago.
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Disengagement triggering from repositioning inside enemies' threat range is also a problem in RTwP. It's a coin toss whether you get hit by a disengagement attack when you just circle the enemy or not (while basically touching them all the time). Like when you only want to get into flanking position. Currently it seems to be implemeted in a way that the distance of movement away from the enemy is significantly less than standard melee range. And this is (I guess) due to some problems that would occur if it was done in a different way: 1. It would require Disengagement Attacks to have a higher reach than normal melee distance. Maybe this would introduce additional problems (can't say). 2. You could move very freely inside enemies' melee range if they had a reach weapon. 3. When using melee ranges instead of some fixed "disengagement distance" you might also open Pandora's Box with reach weapons vs. disengagement again (which we had in the first beta over 10 years ago) where enemies just passing guys with reach weapons (within a distance between normal melee range and reach weapon range) got obliterated by Disengagement Attacks. But this would also mean that engagement itself is connected to melee range (which it currently is not - you'll notice that reach weapon also only engage at close distance, not at their reach distance). So using a fixed distance (not standard melee range) to determine whether a disengagement happend or not is good imo. But maybe that distance needs to be extended a little bit: still slightly less than standard melee range (in order to allow disengagement attacks to actually connect) but not so close that they get triggered while basically brushing the enemy. It also seems that the calculations which determine whether a disengagement happend or not are done with the center of characters' hit boxes/sprites/circles instead of with the edges. But that's just my assumption. Maybe a change there could help as well. That's a lot of "maybes" from me, heh... I think figuring out the perfect sweet spot was - and still is - very tricky. That's what you get when you use free motion/movement with high granularity instead of hexagonal or square tiles for movement.
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mangust24 started following Methods of Applied Force quest bugged
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As has been shown again and again, Trump is very easy to manipulate and he always agrees with the last person he spoke to. Mamdani specifically seems like particularly charming dude. Trump doesn't really care about NY.
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I watched most of the press conference between Trump and Mamdani and it was nothing like many people expected. I suppose by now we should be use to what people say on the campaign trail is not what they really believe Or rather people become more pragmatic if they want to succeed in US politics But even I was surprised how cordial and complementary both Trump and Mamdani were to each other, Trump really took a liking to him and it was obvious And its because they had this meeting before the press conference where Mamdani explained to Trump his vision and focus for NY and this vision is what Trump also agrees with for NY. Mamdani is very intelligent and articulate and he knew exactly how to engage with Trump so as to not upset him But basically Mamdani and Trump ignored all the sensationalism and SM rhetoric that was part of the NY mayoral race and just focused on what they agree on which was in summary crime needs to addressed in NY more low cost housing needs to be built NY needs to become more affordable for everyone Both of them skillfully side stepped or diplomatically answered certain controversial or divisive questions from some in the media that included To Mamdani : Do you think Trump is a fascist\dictator : Answer : From Trump " i have been called worse things, I dont care " To Mamdani : Are you going to cut the police force and replace them with social workers : Answer : No, the police will not be cut To Mamdani : Are you going to tax white areas more : Answer : We going to build new housing and focus on making NY affordable To Mamdani: Do think the US is guilty of supporting genocide in the Gaza : Answer : Human rights must always be respected To Trump : Would you live in NY under Mamdani : Answer: Yes, after this meeting I think he can do a great job to fix NY To Trump : Are you going to cut Federal funding to NY : Answer : No, we will be supporting NY because I support what Mamdani wants to achieve As I mentioned I have never seen Trump so friendly towards someone who he had been so opposed to But thats because Trump end of the day is pragmatic around what NY needs and Mamdani and him are aligned on what that is It was a good conference and I would encourage everyone to watch it to understand the art of diplomacy and how people with different political views can and do get on when its about a common good
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At one time that would have been laughable. But in these interesting times, it almost seems plausible. Make America Greene Again...
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MTG will be the first female President.
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Endpoint's End bugged
Rudyg75 replied to Mustangkill's topic in The Outer Worlds 2: Technical Support (Spoiler Warning!)
I had this issue as well. thought i was doing something wrong, had to backtrack to a previous save and redo it with Marisol in my party. That fixed the issue. Definitely bugged. -
The "rational mode" she's been assuming of late made me wonder if she was planning to run for a different office. Perhaps the Senate or governor? But the first seems unlikely since the current office holders are in place until 2027, and Kemp seems pretty safe for the moment. She does seem like an ambitious woman, so I wouldn't be surprised to see her in D.C. again at some point. Meanwhile she can run point on the Jewish space laser conspiracies.
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Brandon Walters started following Inez 2nd Companion Quest Bugged
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The All Things Political Topic - SNAFU edition
Bartimaeus replied to BruceVC's topic in Way Off-Topic
Marjorie Taylor Greene announced her resignation come January. Years of trolling and fighting the left, but only lasted about a week against the MAGA death cult threatening her for her "betrayal"...what a pity. -
SOLUTION: Hey I figured out the issue, if you’re like me, I had the same issue and looked in my inventory under “quest items” and realized I only had one grafting parts. If you only see one, you need to go back to where you met the grafting doctor (Giles Rasmussen), and in the room where you either spared him, or killed him there’s two displays. Make sure both are grabbed. Head back to Eden back to the doctor (with Inez) and the conversation should start up once you talk to her. hope this helps!
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HeathAllyn started following "An Equitable Arrangement" Bug
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Apologies if this is the wrong place, but there didn't seem to be anywhere else to report feedback. Because of the way the stealth system works - where one shot/kill will make other enemies alert, then another will make them "find" you and enter combat - Trick Shot (weakspot kills ricochet to a second nearby target) is causing any stealth kill to immediately trigger combat and leave stealth when it otherwise wouldn't have. It feels like this shouldn't happen, but if it is intended there should be a warning in the skill description. I usually prefer to stay in stealth, and wouldn't have chosen this skill if I had known this would happen, and now I can't respec out of it. Not a huge deal, but still...
- Yesterday
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Did you ever figure out a solution to this? I've also been unsuccesful adding custom voices to the game. The folder structure I've seen people mention 10 years ago isn't there for me and trying to create it manually or in the assetbundles/override folder does nothing. I really want to dive back into the franchise with the advent of turn-based mode.
