Jump to content

Faldorn

Members
  • Posts

    36
  • Joined

  • Last visited

Reputation

14 Good

About Faldorn

  • Rank
    (1) Prestidigitator
    (1) Prestidigitator

Profile Information

  • Location
    Germany

Badges

  • Deadfire Backer Badge
  • Deadfire Fig Backer

Recent Profile Visitors

776 profile views
  1. I am not really a very active participant in the boards but always enjoy reading your comments, Boeroer. ;)
  2. I continued my playthrough recently and companion dialogue continues to be buggy. Searching a little bit reveald that the boards are full of threads regarding compaion dialoge not reliably triggering, about the dialogue icon ("I want to talk") appearing but without any new lines when clicking it etc. Most threads are from 2018. Now it is 2020 and Version 5.0 still is riddled with dialogue bugs. This is really extremely disappointing. I did not find anything, but does anybody know if there is a way to fix this or at least prevent the bug(s) from reappearing on a new playthrough? Or any information on this at all? This is really frustrating. I know the game is off support and I like it very much in general, but still. Any hints would be greatly appreciated.
  3. Sure, seems only reasonable. I would have liked it though, had the developers put some hint at that anywhere in the game. It looked like a bug to me at first glance and still seems quite counterintuitive. "Graying out" the drugs' items or such would have been a clearer solution than just plainly "overwriting" the effects. Oh well, not a big issue at the end of the day, really.
  4. Hi everyone, so it appears that the "companion dialogue bug" still seems to be unfixed in 5.0. I have had the situation where the "companion wants to talk to you" icon appears on a companion (most notably, but not limited to, Maia), but if I click it, nothing happens (i.e. no new dialogue options). I tried (as some older forum posts suggest) to talk to her on the ship, but still no new dialogue. Since this is my firt playthrough, I am a little afraid of missing out on a lot of companion banter. Is there any known fix for this by now? Dialogue seems to be somewhat glitchy in general in Deadfire I feel ("cycles" in dialogue trees, previously clicked dialoge options not changing color etc.) Thanks a lot in advance to anyone who can help.
  5. Hi everyone, while I am quite happy with the overall looks of the game (quite impressed actually), some parts of the background renders look a lot worse than the rest. One thing that really stands out negatively are windows for instance (see attached image, taken at highest in-game zoom at the VTC headquarters in Neketaka). However, some other objects like the table and chair in the image also look quite bad - very much in contrast to the rest of the image and the character models. Shadows also look quite jagged (with high quality shadows enabled). I have played around with graphics settings - especially antialiasing - but to no avail (changing antialiasing settings in game seems to have no visible effect, at least in still images). This image was taken with all graphics settings at maximum (FXAA enabled, 4 samples, everything else at max). Is this just how these details look in the game (which would ultimately be fine - the game looks great overall) or is something wrong with my graphics settings (e.g. my Radeon graphics card overriding some settings)? I am on the most recent patch with all DLCs (edit: it just occurred to me that I should probably add: the game is running on Windows 10 via Steam). Thanks for your help!
  6. Hey everyone, is it intended behavior that e.g. Tara Turu Chew and Whiteleaf cancel each other out? I.e. as soon as I consume Whiteleaf after having consumed Tara Turu Chew beforehand, Tara Turu Chew is simply removed from the active effects - or vice verca. I did not find anything on that in the in-game help or a quick search. I have the latest patch. Thanks for your help.
  7. Has anybody already tried IE Mod with Version 3.04? I only intend to use the nerfed XP table, so my guess is that it might work just fine.
  8. Just wanted to say thumbs up for the continued support Obsidian!
  9. Hey guys, since IE mod now appears to be available for 3.xx, I'm considering restarting the game using the XP-table nerf. I have done pretty much all content apart from White March part II on my current playthrough and now have a level 15 party, so there's only one more level to advance left. I find the prospect of playing a large part of the second expansion at max-level somewhat boring. Also, the game was / is pretty is pretty easy with such a high-level party on PotD, even with high-level scaling activated. Would you guys recommend restarting with the XP-nerf? I have not touched any content of WM part II yet, and do not want to spoil it by being too high-level. Has anyone used a nerfed XP-table with both expansions? Would your recommend 25% or 50% (sounds like it is a little too much)?
  10. I haven't come across the specific issue you described, but have had audio problems since lauch with various sound effects: Character voices, spell sounds, weapons hitting eneimes etc. Apparently those kind of sound effects are limited to a pretty low number that can play simultaneously. I noticed this on multiple systems, too. So I don't think it is a problem with my audio hardware or drivers. The audio did not cut out completly on any occasion, though. By the way: Has the problem with character spellcasting voices (male) etc. being too quiet ever been fixed?
  11. You could just load a save shortly before / after picking up the companion in question and (re-)apply the original colors manually. If you don't have an appropriate save, maybe someone on the forums can help you out. I'm not a hundred percent sure about your original question, but I think there is no built-in mechanism to do that.
  12. Have you tried picking talents with your tank that increase the number of enemies he/she can engange? This would not help against ranged or teleporting enemies, but certainly against melee type enemies. It does work really well for me on POTD. But as someone else pointed out: On POTD, there are certainly enough enemies to go around most of the time - that is if you can't block them effectively at a choke point or such.
  13. JiggleFloyd - while I agree that some descriptions are pretty vague, especially for spells, I am pretty sure that the game is waaay to far in its development cycle for the developers to even consider something like this. It may seem like a small thing, but I assume it is acutally very time consuming. However, this is the kind of thing that I am sure they will try and improve in PoE 2. So maybe it could help to post this in the "suggestions for PoE 2" thread. I have a feeling that the developers may take some of the things posted there into account. And while it's not an official thread, it may stay "on top" of the boards longer than this thread.
  14. What bothers you about the flaming sword icon? That it is essentially a spell icon? I may be wrong, but I think it is quite possible that the devs have never designed a specific icon for this weapon. If you happen to know that there actually is a specific icon and it was just not implemented die to an oversight, then I get your point. That would be a bummer But if not , I can't imagine they'd go to the trouble know. Probably got bigger fish to fry. Looks good enough as it is for me, anyways.
  15. I can confirm. 3.03, only the Caed Nua slide. Haven't played WM pt. II yet, although it is installed.
×
×
  • Create New...