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Showing content with the highest reputation on 02/11/23 in all areas

  1. Not alcohol, but I discovered this recently: It's a apple cider vinegar-based chili pepper drink and it's super delicious. Strong heat but it dissipates rather quickly leaving a mellow and rather pleasant heat lingering. It's great on its own (I take shots of it) but I bet it would be a great addition to a michelada or bloody mary. Edit: I mixed it 25% vodka 75% agua chiltepin and it's quite good. It almost completely overpowers the vodka, the taste is nearly the same as drinking the agua chiltepin by itself, which is to say delicious.
    2 points
  2. More Tales of Arise. I am having at the start of the game much more fun when I started FFXV. Hopefully it will stay that way for a long time Anyway Shionne has found new dress, and Iron Mask has found a new sword We are slowly moving to the first boss
    2 points
  3. Well a 10% chance you'll love it with a 20% chance you'll hate it are better odds than normal for you.
    1 point
  4. 85 GB disk space for Hog's Warts Seems like it's been a lifetime since I thought 5GB for a mere video game was outrageously absurd.
    1 point
  5. There's still the issue of the NSA and whether time exists or is actually linear though. If I had to recommend a Lynch film to you I would recommend either The Elephant Man or The Straight Story, because both start with "The" and you have liked movies that start with "The" before. Both are also notably more straight forward than most of his work and feature characters you may have an easier time relating to or sympathizing with than his other films. Wild at Heart is a very dark horse, I think it's an easier watch than Blue Velvet but.... very dark horse. There's a showing of it tonight at the Alamo I wanted to catch but I don't think I will be able to make it. You can chalk it up to being me wanting to see the movie.
    1 point
  6. Blue Fire. Reached the Lava River, defeating 2 main bosses on the way. It is a metroidvania, after all. The level design even in terms of gameplay has become noticeably odd - in many cases I was not sure if I was on the right path (clipped through a wall once). The story came to the "gather 4 McGuffins" (a knight's soul fragments) part with the MC being the chosen one. In general, the story is certainly present, but somehow as generic as it can be. Same with the combat - it is there, but poorly made. The character development system includes the HP (for completing the platforming challenges), MP (for XP from combat), damage (the swords found), and passive abilities (e.g. higher movement speed or negating the falling damage). On the other hand, the robes (the only aspect of visual customisation) are somehow amusing, though they do not provide any gameplay advantage. Replaying Shadow of the Colossus. It is an excellent and concise action game - only the Colossi to slay, no gathering/crafting/trash mobs, no Assassin's Creed-like icon hunting. Also, the aiming somehow much more comfortable than in Uncharted, though less comfortable than it would be with a mouse.
    1 point
  7. Lord Balseph is down, Iron Mask has finally remembered his name again
    1 point
  8. Hello! I'm absolutely loving the game. But I often finding myself lost in the Labs or completely missing sections. Same goes with any tunnel or cave systems. I'm about 3/4 the way through my story and I just found the section of the Hedge lab that activates the scanners. And after being defeated by the Assistant Manager it took me almost 2 hours to find him again in the Black Ant Lab. A mechanic that marks lab sections as visited, a map of the lab after finding the super chip, a count of lab sections still to find or the ability to place markers in labs or tunnels would be fabulous. Thanks!
    1 point
  9. @Shai Huludno mods, Doru was "easy" on sc monk (naked) with long pain and resonant touch
    1 point
  10. Started up Hogwarts Legacy. I've only done the intro so far but I'm having a blast. No issues whatsoever running the game on Linux , it might as well be native (Proton is really incredible). I'm looking forward to getting into the open part of the game as the intro was, as is to be expected, basically on rails.
    1 point
  11. Created my witch: No matter what your character is going to sound British so the look I went for was an offspring of a British man and Thai woman, let's say he was a soldier and was stationed in Thailand. White hair doesn't really fit the mold, but I just think white hair looks awesome, especially with a darker skin tone. As an aside, hair looks really good in this game. Even now, in 2023, there are still many games where up close the hair looks pretty bad and/or weirdly plastered on the head. It looks quite natural in this game. I probably should have turned the frame rate display off for the pictures. Oops. Edit: Got my sweet Slytherin robe:
    1 point
  12. The attack at Vuhledar is just few weeks old. If we do not count the RU failure at Pavlivka, there was aa stalemate since the summer. On the other hand, RU started to push hard at Luhansk - Kharkiv Oblast borders this week. Especially at Dvorichne area near the Oskil River, where it could be said, that they had partial success at few villages. edit: assessment of the situation at Vuhledar by Russian sources:
    1 point
  13. Hogwart's Legacy - this is going to be one of those games where I wander all over by myself, ignoring the main quest most of the time. I had to force myself to stop going farther and farther away from the castle and go back cause I don't even have the mounts or room yet (and I figure some quests will send me hither and yonder anyway), but then I explored the castle even more and ... ...btw if you like less hand-holding, you can turn a lot of HUD elements off individually, including the mini-map. I have as much of it off as possible and only turn on the mini-map if I'm running in circles too long or something.
    1 point
  14. https://www.pcgamer.com/shadows-of-doubt-is-deus-ex-for-incorrigible-snoops-and-you-should-drop-what-youre-doing-and-play-the-demo-right-now/ Played the demo a bit, seems interesting if a bit janky
    1 point
  15. Started Gamedec (it's been on my wishlist for some time, but I've got it during EGS giveaway). It is an RPG, but dialogue-focused and without a combat system. The graphics are nice, and the fixed camera angle and position are welcome. There are several character customisation options (also several premade PCs, including the MC from another game), though allocating the stats before the Professions (i.e. the thing you need the stats for) are known seemed rather odd. The dialogues have some easily noticeable typos, and the general quality of writing, while adequate, is lower than in Disco Elysium. On the other hand, it does not have RNG skill checks - you either have the information/Profession/previous action or you don't, which is brilliant. The dialogue options provide some space for roleplay, but they also required to earn stats (the stat-giving options are marked only after they have been chosen) to unlock more dialogue options. I think, there is an overarching story, though I am in the middle of the second case, and it does not seem anyhow connected to the previous one. The journal and the Deduction (decisions?) pages could give more context, but decent otherwise. I probably will pause the playthrough for now. Started Blue Fire. It is a platformer, which I had thought to be a metroidvania. The controls are partially rebindable and comfortable. The graphical settings are lacking, but the game is heavily stylised (the MC looks like a balloon with a cape). The location design is fine for a platformer - does not quite make sense in terms of realism, with the Void (challenge rooms) having floating platforms with spikes.
    1 point
  16. I would like to take a moment to gripe about Steam's 2-hour refund window when it comes to modern open world story rpg's, in that by the time you get past chr menu (even if you rush it/don't care), fancy game logos, long intro cutscenes, long tutorial bits (I can't even manually save yet), alter settings multiple times, restart game to make sure settings take, etc. it's going to 3+ hours or more and one sometimes gives up on the idea of a refund for that reason alone. The actual Hogwarts castle is likely going to be a performance drop for many and I think you don't reach that for a while. That gripe over...at the very start of the game, here's what I see, using 2080ti, 9900k, 32GB, no overlays except an fps counter: --during the pre-shader caching/setup whatever it is, which takes a few minutes, system ram went up to about 15GB for me, so not counting Windows maybe 12-13gb? I forgot to glance at task manager for ram usage after that. >.> ---4k, Ultra, no DLSS/scaling, no RT--- first cutscenes and area you can walk around in (not full open world yet), 35-45fps ----4k, Ultra, DLSS at Quality, no RT--- goes up to 50-60fps, DLSS to me looks noticeably softer but still all right ---1440, Ultra, no DLSS/scaling, no RT--- first cutscenes and area you can walk in, 50-60ish fps ---1440, Ultra, DLSS/Quality, no RT--- 90-110fps ...I tried reducing settings but I sort of felt like not everything was registering within game without a restart, would have spend an hour fiddling with that. But just changing one setting, like shadows, down a notch or two didn't seem to make much difference in 4k. I did try -all low- and graphically it's actually not the worst I've seen, although the fps increase didn't seem mega substantial for it. Debating whether to waste more refund window on testing.
    1 point
  17. 'Dead Space' remake. I never played the original and that's a good thing, because I just had a great run through the 'Ishimura'. Whilst some of the gameplay elements feel dated (Buying and selling on a derelict ship overrun with monsters? come on now.), the atmosphere is quite good and spooky. Isaac Clarke is a great protagonist and shooting off limbs is a fun mechanic to master. Not quite as good as 'Prey' (2017) by any stretch but sometimes good mindless horror romps through broken spaceships is just what the doctor ordered. There's plenty of weird weapons in the game but honestly even on 'Hard' mode just focusing on dropping upgrade "nodes" into your suit and the starting weapon, the 'Plasma Cutter' is quite doable, and seems pointless to carry around 6 or 8 weapons of various ammo considering how limited ammo drops (ammo gets dropped based on the weapons you are carrying, so if you're carrying 5 weapons, you'll randomly get 5 different types of ammo) and upgrades "nodes" are in the game. I'm simply happy putting all my eggs in one basket in a setup like this. Simplistic mechanics sure, but hey, I had fun lurking in the dark corridors and fending off freaks that come at you from all sides.
    1 point
  18. After some more testing utilising the power of Apotheosis here are some fresh insights: Adding the Adventurer's GUID (this will be in brackets of the .character file of an exported Adventurer) to the CompanionGuidString of CompanionData seems to stop the Adventurer from being exported again. Adding progression tables to the linked CompanionData of an Adventurer, and using a script that does RemoveFromParty and then AddToParty opens the class selection menu allowing you to change their class in the same way as a sidekick/companion. By making additions to relevant .conversationbundles, an Adventurer can have party banter and comment on points of interest pretty seamlessly. While Companions will react and track their relationship to an Adventurer, reaction to topics and tracking of relationships isn't functional on the Adventurer's side for some reason. Quest creation is possible with Apotheosis, and while I haven't figured out all the aspects of it, quests that involve an Adventurer can be done. The following video of an adventurer based on Durance shows some examples of the above: Class and Quest Pop-up 3:45 and Companion banter at 4:15. Still can't figure out a way to get character to face each other during a staring contest conversation.
    1 point
  19. So I did a bit of tinkering using the excellent documentation noqn has provided, and have created a basic proof of concept! PoE2_Adventurer_Conversation.zip There isn't really much to this mod beyond this one custom conversation, with a man giving monosyllabic responses (and possibly challenging you to a staring contest), but it does maybe give some insights into a few aspects of how a custom conversations can be implemented. For convenience, the "Speech Bubble" in the actual mod comes pre-equipped on the character. There is likely a lot I am skipping over explaining, so if there is something that anyone is curious about or would like me to go into further detail on, please let me know! Here are a few interesting aspects: As you can hear the conversation uses voice lines from the Stoic Male voice set. I've used the "ExternalVO" line on some nodes in the .conversationbundle to play specific audiofiles during certain points. For example "ExternalVO": "player_stoic_m/ch_player_stoic_m_investigate_40011", is used on the first node of the conversation for the character to give a sort of grunt as a greeting. However it's totally possible to add new voiced dialogue for characters during a custom conversation! I only did things this way to keep it simple for myself. But as I mentioned in the original post, if there is an audio file related to a conversation in the folder associated with the speaker (this is defined by the ChatterPrefix line) the game will play it. The audio file itself needs to be named after conversation and the 4 digit ID of the specific node it should be played on. So for example if there were an audio file named "adventurer_caedman_0001.wem" in the "player_stoic_m" folder, this could be played without needing "ExternalVO": "", to be used. There are a few minor details you might noticed that don't really sell this as a proper conversation between the characters: The adventurer and Watcher don't turn to face each other when speaking. Which is pretty impolite if you ask me! The Watcher won't approach the adventurer like they do other companions, which leads to potential for instances of conversations happening over long distances, or from other rooms entirely. The scripts FaceTarget and AIPathToObject/AIPathToPoint could be potential solutions for these respective problems? But I've yet to actually test them, since I've only just become aware of them as I am writing this post. Moving on to the character themselves, there are some pretty cool things that could potentially be done using the GUID of an exported character. An example of this is to do with the "Speech Bubble" item. On the "InspectOnUseButton": [ ] there is a conditional to only display the "Talk to Caedman" button when a character with the specific GUID of the adventurer is in the party. Oh and with regards to making a fully featured companion with topics of interest... this GUID can be used to link companion data to the adventurer! I haven't looked into anything really surrounding flagging a node as a topic, so I have no idea if this character will "roll their eyes and let out a long sigh" when an assigned topic is mentioned in other conversations. So yeah really exciting stuff!
    1 point
  20. Ok. First up I believe that this blog post by Josh Sawyer gives a great introduction to the general concepts of Deadfire Conversations: https://jesawyer.tumblr.com/post/175082312536/im-curious-as-to-what-the-conversation-editor Basically, Conversations are flow charts. They contain Nodes, where each Node represent e.g. a player dialogue option or an NPC line. All Nodes have a unique ID, and they contain a list of Links pointing to the IDs "descending" Nodes. Now, here's the WIP documentation on these data formats, I hope it's not too much of a mess: https://docs.google.com/document/d/1jv8GvSuWlunC_nElQsPBM9nqEt8iCOoOP5PlBVAT1Bc/edit?usp=sharing Most properties and values are somewhat self-explanatory, I've tried to describe the ones that aren't. (The major remaining ones are the concepts of Ghost Links and Question Nodes.)
    1 point
  21. Yes, there are several builds that are good with Novice's Suffering. The weird mechanics of those "special fists" make it so: You will keep the teeny-weeny base damage of your fists (5-8 iirc). But you will gain a huge flat dmg bonus on top. This flat dmg bonus doesn't get influenced by any dmg modifications except Might. Since that flat damage bonus is quite big the impact that might has is substantial. That means that grazes, hits and crits will nearly do the same damage which makes this weapon dish out very consistent damage. Since crits will not do a lot of additional damage and grazes will not do a lot less it's possible to have good dmg output even with rel. bad accuracy. It also means that additive dmg bonuses like Sneak Attack and so on don't so that much because they only get applied to the teeny fists damage, not the flat bonus dmg. Barb is indeed a good pick because: first of all he has access to higher MIG (Frenzy/Greater Frenzy) and also because his starting base ACC and starting Carnage accuracy are both rel. bad. Carnage's ACC does scale with level but it will take you 10 levels (without Accurate Carnage) to reach the Barb's base accuracy which isn't too great to begin with. Another good pick is Priest (who would have guessed?): a Priest can reach very high MIG with Minor Avatar/Champion's Boon + Aggrandizing Radiance (stacks with everything). So besides casting his usual stuff he can also run around and punch enemies really hard. A Chanter can use Mith Fyr to gain a burning lash for his fists. Lashes are multiplicative dmg bonuses and do work with all the damage you roll (including the flat bonus) so that's good, too. They also can raise their (and others') MIG via invocation. Basically all builds that can reach high MIG but don't want to invest into accuracy and damage bonuses too much are good picks. High attack speed is good for Novice's Suffering, too (e.g. Barb's Frenzy, Ranger's Swift Aim and such). I even did a Wizard with Novice's Suffering focused on touch spells like Jolting Touch, Draining Touch and so on and it worked well enough ("I cast 'Fist'!" ) Unfortunately Novice's Suffering stacking with Druids' Spiritshift weapons was patched out (was too good). But Novice's Suffering can be a good backup for Druids when their Spiritshift runs out and they don't want to put effort into upgrading a normal backup weapon. Another bonus of Novice's Suffering is that it costs nothing to scale it up. This frees up resources for you part members' gear. Enchanting is expensive and needs rare resources sometimes. The cons are: no lash enchantment, no durgan steel.
    1 point
  22. https://www.nexusmods.com/pillarsofeternity2/mods/366 This mod offers a choice of the 8 voice sets from the first game that can be used alongside those already in Pillars of Eternity II: Deadfire! The installation is quite simple*, the zips are set up to extract all the necessary files to the correct directories. And won't require overwriting any of the default audio files to work. While there are some lines unique to Deadfire - such as acknowledging loot picking up & equipping rare loot, and rare selections lines for every voice set - ideally these should all sound quite close to how they did in the original game. I had actually intended to release this alongside the custom voice guide I wrote several months ago. Something that would act as a simple proof of concept. However each voice seemed to have their own weird quirks that ended up adding up to more work than I had time for. To a small degree I still think of this as a bit of a work in progress, but overall it seems like it is in a stable enough state to be released. There is one thing I'd really like input on; In PoE 1 were there lines that played when a rogue or fighter used an ability? A lot of actions share lines, and despite playing a rogue for over 100+ hours, I can't remember if the character says anything when using a non-standard attack action. Otherwise the only issue I'm immediately aware of (and not able to fix) is during character creation, if there are 16 (By default there are 14 male voices and 13 female voices) or more items in the voice list it expands outside of the UI. Which really makes pressing the next button without selecting one of the Vox Machina voices a bit of a challenge. As can be seen in the above video this is only in character/adventurer creation, so existing characters aren't affected by this issue. Thank you for reading! * - Currently this mod is setup with Windows in mind. I am not at all familiar with MacOS or Linux so I have no idea if it will work for those versions of the game. If someone has an answer for that either way please let me know!
    1 point
  23. There is a very quick way to do this, if you have a save from before rescuing Mother Sharptooth in the Caverns of Xaur Tuk-Tuk. Just kill the first few enemies there, bring Eder to look at her cage, and choose to ignore her over and over again.
    1 point
  24. I've given up on trying to recommend movies to @Bartimaeus. It's crystal clear that the Venn diagram of our preferences has little, if any, overlap.
    0 points
  25. Yes. I'll just have to always watch David Lynch films by myself - ignore that I didn't for the two I've already seen, . If I were to try another, it'd probably be The Elephant Man or Mulholland Drive.
    0 points
  26. if I ever enjoy a David Lynch film even a tiny bit, I will make sure that you're the first to know, KP
    0 points
  27. I read somewhere that durganizing Spelltongue removes the action speed buff’s ability to work (and maybe the duration stealing, too); is this still the case? It was a bug as of 3.06.
    0 points
  28. Hogwart's: Open file: \Users\YourUserName\AppData\Local\Hogwarts Legacy\Saved\Config\WindowsNoEditor\Engine.ini At bottom, paste in: Make the file read-only if you want/if it seems to reset on game start. Before: (this is night, btw) https://crimsonkeep.com/wallpapers/data/media/131/Hogwarts-00006.jpg https://crimsonkeep.com/wallpapers/data/media/131/Hogwarts-00009.jpg After: https://crimsonkeep.com/wallpapers/data/media/131/Hogwarts-00007.jpg https://crimsonkeep.com/wallpapers/data/media/131/Hogwarts-00008.jpg ...the no-bloom I like a lot. Definitely keeping that. ...the no-fog I'm conflicted. I like the less white/green/brown haze, but on the OLED tv, it's almost too dark/contrast-y even if you turn game brightness up (note: less of an issue on non-OLED monitor). Plus very distant low quality stuff can be more eye-catching/distracting without the fog-haze. Outdoors mood feels more generic at times or something too, less "highland hills" or whatever. ...The no-fog applies to indoors as well, so the castle rooms looks more vibrant with colors that pop a bit more. I wish the fog had a half-strength option, that would probably be perfect. Why do dev's always seem to go overboard with "volumetric" anything. Oh well.
    0 points
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