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About fxluk

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    (2) Evoker
  1. Is there any chance for a balance patch/adjusting? Is it even considered? Such issue could be resolved by mods, but since you didn't provide a mod support, we can't count on it. I just stopped playing after like 6-8h when on supernova I was one-two hitting everything with plasma rifle. Not to mention that I was basically swimming in ammo (1000 each type), which is kind of a joke. It seems that the game was hardly tested in terms of actual gameplay/difficulty.
  2. So, what are the plans for patches? Any ETA? Will there be a BETA branch?
  3. Regarding Supernova Difficulty suggestions: Harder Supernova - at the moment it is not that difficult Additional options toggleable (custom difficulty) Make every additional option also available in other difficulties Add an option to make adreno work like stimpacks in New Vegas in hardcore mode (like 10-15 seconds to heal the same amount of HP) Add an option to prevent instant companion killing. Something like bleed-out timer after battle or make them un-killable for first 3 times. Each time give a debuff, then inform the player that next take-down will cause de
  4. I just run into the same issue. It was working first time I modded the armor. I saw 110 max weight and now its just 90 and has no effect on companion armor.
  5. I do not understand why they just didnt copy paste solution from POE2. Instead of insta death it should be like 2-3 take downs, each with additional debuff and after 3-4 downing, without healing previous debuffs = death. You would still invest some in leadership to companions to be effective, but without worrying/loading EACH fight when they die.
  6. You can bypass save/fast travel/sleeping limitation with this mod: https://www.nexusmods.com/theouterworlds/mods/8 At the moment there is no workaround for dieing companions, but with normal quick save it is less intrusive. As already many mentioned here and on reddit, some kind of bleedout time would be a nice solution for Supernova. Nevertheless supernova definitely need a rework. Everything should be toggleable (and also added to other difficulties). Would be nice to also have some kind of slider for additional modification of: 1. How much damage you dea
  7. Go here (For MS xbox app): Username\AppData\Local\Packages\PrivateDivision.TheOuterWorldsWindows10_hv3d7yfbgr2rp\LocalCache\Local\Indiana\Saved\Config\WindowsNoEditor Open Engine.cfg Add this: [/Script/Engine.RendererSettings] r.PostProcessAAQuality=6 r.Tonemapper.Sharpen=1 r.DepthOfFieldQuality=0 r.MotionBlur.Max=0 r.MotionBlurQuality=0 r.SceneColorFringe.Max=0 r.SceneColorFringeQuality=0 r.LensFlareQuality=0 r.DefaultFeature.LensFlare=0
  8. That is the main reason here. I would like to choose what is a survival mode for me, so why not make it toggleable? If you are pleased with all the changes there, sure why not, keep with it. For the rest of us who would like only some feature on and other off, there should be a way to do it. Easy at it is. Play it like you want. Dishonored 2 comes to mind. You can select "your own difficulty" and everything is configurable and you can change it at any point of the game. I cant see why it could not be implemented like this in Outer Worlds.
  9. Hi, I am a bit disappointed with Supernova difficulty. This is mainly because we cannot choose with options we do want from it. Not being able to save a game at a time I want is a no go for me. Additionally, if I would like to switch to Hard for this time, I won't be able to switch it back afterwards. The same is with POE2 and POTD difficulty. You have to use mods to be able to switch it on again and I think it is only because of Achievements. Why not make it switchable to player get what they want and switch off everything else? It is quite easy to
  10. For me list really lacks an expansion for NWN2 - Mask of the Betrayer. NWN2 itself, was like OK, nothing more, but MOTW on the other hand, had a great story. Definitely in my TOP 10 RPG games.
  11. https://www.nexusmods.com/pillarsofeternity2/mods/2 Dialog Add option to enable dialog debugging [0.7] (Use with care) I used it once to fix the quest, which I couldn't finish. Try it.
  12. I am playing with Deadly Deadfire mod (was actually, when I got stupid map loading error on main quest:P). For me it is quite perfect as it is. It is difficult, had to load a lot, but not to a point of frustration You got to really prepare for some battles, and mostly it is for completionists, because you will be outleveled most of the time. Because of xp reduction, mid-late power spike is happening later. I am playing with regular companions, so maybe with custom companions, you could install additional mods for mid-late game. Deadly Deadfire has hardcore version. Second opti
  13. I would not count on fast resolution. https://forums.obsidian.net/topic/98693-map-load-errors-unable-to-continue-playing/ I provided my save games and reported a bug almost 2 months ago. What I got is some vague answer that this is being worked on, but since then, 2 or 3 patches were deployed and non of them resolved it. It seems that it is not their priority to fix it.
  14. So, no update for this issue on beta patch 3.0. I downloaded it just to be sure and that's correct, issue is still there. I am wondering, how long will it take to fix it?
  15. Ok, so after one week of investigation, I asked about the status and received an information that, this may be fixed not in next patch but another one after. This is not cool. It means that I will be unable to progress the game next ~1,5-2 months from now. If anybody else still have some problems with area transitions, prepare for some waiting...
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