Jump to content

Cerebro83

Members
  • Posts

    74
  • Joined

  • Last visited

Everything posted by Cerebro83

  1. Bummer. I think Kana would look perfect in this outfit if it wasn't bugged... Is this something a modder with access to unity could fix? I saw a few outfit swap mods out there, so it should be possible to tinker with the files. I dare to guess the rendering issue with the blurred backgrounds also wasn't fixed, because almost nobody seems to notice or write about it - which I find strange by the way, because it bothers me quite a bit. Well, this probably means I can stick to my patchwork 3.06 / 3.07 mix... (basically 3.07 with the Assembly-CSharp.dll version from 3.06 to prevent the blurry backgrounds.) I don't use the soulbound cap and don't really care about the armor nerf. But thanks for the answer.
  2. Can someone please tell me if these two issues got fixed in the process: https://forums.obsidian.net/topic/94768-deadfire-dlc-pirate-outfits-dont-go-transparent-307/?do=findComment&comment=1959904 https://forums.obsidian.net/topic/94689-307-blurred-backgrounds/ I'm on GoG, so I cannot get the beta patch to do this myself. Thx.
  3. For me, they are white on every male character - on every map, including Anslog's Compass. (And also appear completely transparent in the inventory or level-up screen.) So yeah... they are pretty much useless on male characters - at least for players who care about the look of their characters, like I do. Shame, because I thought Kana would look really cool in them. Hope this gets fixed, but wouldn't hold my breath, as Deadfire takes priority.
  4. To add a small something to the list above: The rendering seems to have changed in the new patch, resulting in slightly blurred backgrounds most of the time. It's fairly subtle and some people may not notice it, but it really started to bother me. Scrolling over the map may fix it for a second, but every camera movement has a chance to reverse it back, so it's not a viable workaround. I really appreciate the new additions, but at current state, I'd prefer playing 3.06 with much less bugs around. Please, don't let this be the "definitive" state of PoE1.
  5. Well, I tried taking a look at the pirate outfits with this and - being completely inexperienced as I am with this stuff - didn't get anywhere. ^^ I really hope they take the time and fix the bugs related to the new items. Besides the "game mechanics" part, the fact that the pirate outfits are visually broken on male characters puts me off the most, because it hinders me to really enjoy using them.
  6. Yes, there is no trick or quest or anything in order to make him appear. He just stands there, greets you with an "Ahoy" if get near him and tells you about how his ship got wrecked in a storm, forcing him to sell the ships cargo in order make some coin.
  7. Well, I'm a GoG user myself, so I cannot say how things are on Steam. I'm not a 100% sure about the portraits, but the Deadfire Pack page on GoG does not mention them and I think (not sure though) I had the portraits but not the merchant when I first patched my game to 3.07. I later added the Deadfire Pack and got everything, so I thought this could help. Seems I was wrong though. Don't know what else could be the problem - sorry.
  8. Download size doesn't say much in this case. Due to the way files are stored in this game, we have to download whole packages with all the files included even if a patch just changes one of them. The version number also only shows that the patch has been installed - in which the new portraits are included, I think. The Merchant and items are a separate thing. Try this if you have the game from GoG: https://www.gog.com/game/pillars_of_eternity_deadfire_pack Or this if you are a steam user: http://store.steampowered.com/app/734070/Pillars_of_Eternity__Deadfire_Pack/
  9. Just to be sure: Did you just install the new patch? Because for the merchant you have to install the Deadfire Pack, which is a seperate installer. Had this "problem" myself the first time I wanted to try out the new stuff.
  10. @Lephys: Just give up. Every time the walking topic comes up somewhere around here those who don't see use in it cluster together to troll and make jokes. Saw this in several other threads and all explaining didn't change anything. Let them enjoy their Benny Hill show if it brings them happiness. I was really hoping for a walking toggle and will most certainly use it from start to finish, which brings me happiness. Win win for both camps, as everyone can play the game in the movement speed of their choosing.
  11. Maybe, but I hope they release a small fix for this. I don't suppose it would be much work to do so. The pirate outfits look cool, but I'm not intending to roleplay as ghost pirate Le Chuck.
  12. Funny thing: On males the armor is completely transparent when looking at the "doll" in the inventory screen. Looks lika a ghost Ingame, the armor appreas white like in the screenshot. Together with the self-confusion bug on the soulbound hat and the reload speed penalty bug on the soulbound arbalest... I suppose they didn't test these items much. ;- )
  13. I have this issue as well (although I don't have this hotfix installed - just came back from work and didn't read about anything in this regard.) So yeah, it's not just you. One question though: How is it the item description boxes for the armors are so large in your screenshots? It's a minor thing, but the boxes for weapons and armor are rather narrow for me and I have to scroll a lot. I find those in the screenshots more pleasing to the eye and would like to change it, if I could. It doesn't look like just a smaller font size to me...
  14. I just saw this while surfing in my lunch break. Made my day!! :) Thanks Obsidian / Roby Atadero! Very much appreciated!
  15. I didn't play in a while, but after installing 3.07 I also thought everything looked a bit blurry. Wasn't sure though - until now. So yeah... guess I'll wait a bit for my planned next run until (hopefully) a hotfix arrives.
  16. To early to throw in the towel, though. That's exactly why there is a Beta: Test things and adjust if stuff didn't turn out to be as wanted. Josh / the devs explicitly said they wanted feedback regarding the new penetration system, so there should be still time to make some considerable changes. I didn't participate in the Beta for PoE 1, but from looking at early videos and version 3.xx of the game we got some major changes along the way. And I personally didn't expect the Beta would represent the final product in all but minor bugs.
  17. The loading times tend to increase a lot as you progress in the game, because the data sums up with time. It's normal that they are shorter when starting a new game. I did'n read anything about optimizations in the new patch and also doubt they did something in this regard. Can't say for sure though...
  18. I don't know about Zahuha, but you can go with Maneha regardless of your choice with the Salt Well. It may be a bug, but it works - I did so myself in my last playthrough.
  19. I recently finished my latest run in order to make a "perfect" savegame for Deadfire. Consulting the Wiki and several other sources, I pretty much got everything the way I wanted - except for one: Edér joined the Night Market instead of becoming the mayor of Dyrford. I honestly don't know what went wrong here. I never lied to him, told him it was right to join the war against Waidwen and tried to convince him that people need guidance - but not necessarily from the gods. I already achieved both endings in several playthroughs but don't know what triggers them. Obviously the Wiki didn't help me here, either. I'm starting to think the line between one ending and the other may be very thin or maybe there is one specific dialogue option one has to pick (or avoid). Does anyone here know the "Dos and Dont's" in order to make Edér mayor? (Guess I'll have an excuse to play through the game another time before Deadfire is out. )
  20. Any why should you? Its optional, so you don't have to use it. (I'm not a big fan myself and always plan my builds so that I don't have to respec.) As the walking toggle is not (officially) in the game, people don't get to chose, so the situation is completely different. If immersion wasn't important, we could play a game purely based on numbers floating an a black screen without any animations, dialogue or story at all. Min-Max your stats and solve combat-scenarios aka arithmetic problems. Sounds fun, doesn't it? The point is: What level of immersion is needed to have fun? For you and the majority of people - walking is totally unimportant. For a few others - it is not. I totally get why this feature is not very high priority, but it's not useless as many requests since the launch of Pillars 1 prove. What a good dev should be doing, is enhance the gaming experience to the best of their abilities by squashing bugs, adding requested features and overall presenting the best game they can possibly deliver. The more fun people have playing, the more will complete and replay it. So... for some people, a walking toggle would enhance the experience. Maybe not many, but the work behind this is also neither expensive, time consuming or demanding, so it's not unreasonable to ask and / or consider. I agree, but so what? Most people don't complete most games of any type. This doesn't say or prove anything at all regarding the topic at hand. Yes, I did compare them - to show that it's useful and appreciated to add optional features even if the majority of players won't use them. A walking toggle would enhance the experience for some people as well as colorblind mode enhances the playability for others. Both features have their interested parties and just because one part of the playerbase does not want or require them, doesn't make them unnecessary or a waste of dev time. What I get from your posts (and some others) is this: "I see no need for it so there is none. Because my opinion is all that matters." Look, I totally get why this feature is not very high on the priority list. Obsidian has to pick their fights, because they cannot do everything everyone wants from them. And I'm totally cool with people who come here saying they don't need a walking toggle. But I'm not cool when people come here and declare what is important in an RPG and not as a matter of fact, because that's as subjective as everything else. You may play for Min-Maxing and combat. I play for story and immersion. Is my preference more important than yours? No. Is yours more important than mine? Not in my book. The purpose of this thread - for me anyway - is to show that there is demand for this feature, so it doesn't get swept under rug like in Pillars 1. If you don't agree: Fine, don't chime in, then. Ignore this thread and post in others. This unending back and forth here does not lead anywhere constructive, so I'll release myself from it. I think I made my voice heard and my position on this matter clear. My final words: Giving a player more options is never wrong or a waste of time. Yes, there are things more important than a walking toggle, but I hope that one will make it into the game, nevertheless. Love and respect.
  21. My few cents... 1. I'd like to know how many people use the color-blind option. Or the big heads... I certainly don't, but they are there anyway. I also don't use the "Speed Up" option Pillars provides, but it's there anyway. I don't care, if I'm with the 10% or the 90%. I care about the options I have to express myself in this RPG. If others don't care about that, that's fine and I don't blat about their "hack n' slash, skipping all dialogues, killing backer NPCs for early loot and run everywhere like a madman to speedrun the game in 10 hours" playstyle. A good RPG should provide as many people as possible the options to play the game as they want to - be it slow or fast, aggressive or peaceful etc... 2. Moving slower is not the crucial part here. It's "blending into the world and not looking like a goofball." In this regard, sneaking is hardly better than running. 3. Do different styles of (non magical) hats, clothes and so on have any mechanical benefits? No. Will the new idle animations in Deadfire have any mechanical benefits? I strongly doubt it. Why is this stuff in the game then? Well, it's an RPG. Immersion and stuff... 4. I'm no coder, but I cannot believe that. NPCs walk around and PCs do it in cut scenes (because those cut scenes would look stupid otherwise). So the animations are already there. The modder who created the walking toggle for IE Mod (blessed may he be) created a key-shortcut for an already existing set of animations and wrote a few lines of code to make it work. That's it. The effort and costs behind this should be minuscule. (By the way: Those new idle animations in Deadfire - do they benefit the players any more than a walking option? I mean, if you want to run everywhere as fast as possible, why would you stand around long enough to trigger them? Still, Obsidian takes the time and money to create them, because they enhance the world ever so slightly.) 5. See the points above. Nothing new here so say, really 6. Yeah, well, opinion surveys and catering the masses gets us movies like Transformers Part 57 and Assassins Creed Part 21. Most people are not really willing to try stuff they are not used to. "Bah, walking is so slow and in this mega-fast day and age I get bored very easily and have the attention span of a lightning bolt." Studies work, admittedly. They reduce the chance of failure and promise calculable profit. However, there are people who'd like catering to their niche tastes instead of the everyday copy-paste stuff for the masses. And as this is a niche type of game, I don't get why a niche group, who could be made happy so easily, is ignored or - worse - trolled.
  22. Would love a Walk Toggle, too, although I don't have my hopes up on the matter. Hopefully it gets modded in like in Pillars 1. Still use IE Mod almost exclusively for this tiny feature.
  23. Yeah, there are a few monsters missing from the bestiary. Revenant is another one that comes in mind. (Although I think it had an entry at one time which disappeared after a patch.)
×
×
  • Create New...