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Cerebro83

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Everything posted by Cerebro83

  1. Very nice, thanks for sharing! Any chance for a completely bold savannah dude? Shouldn't be that much work to change and would provide another hair style option. (I'm not the biggest fan of that giant Mohawk, but bold it would be a very cool portrait for my monk. )
  2. I agree with that. One change I would like, though, is to change the "corpse explosion" into something more believable, like a hacked limb or some other special animation like in the old 2D Fallout games. I know the way it is in POE is a throwback to old crpgs, but for one occasion it fits (like a powerful spell or something) there are several more where it's just silly. (Take my dagger, fiend and... explode?!) I disabled Gibs because of that.
  3. I really like Jason's style which is replicating the art from the game, but I think those two recent ones are a tiny bit too detailed to match perfectly. The first one in particular. But it's great art non the less and I'm glad it's shared here. By the way: Is anyone else a bit sad that POE2 will also use those watercolor style portraits in dialogue? It will make adding own matching portraits harder and we also won't be able use the portraits from POE1 - at least not for dialogue. I'm not a fan of using portraits that look cool but don't match the rest of the art style, so this will probably mean that I have to stick to the portraits that come with the game.
  4. No, I don't overlook it, I personally just don't think it's that big of a deal. It's not like there are many different mechanics that intertwine with other aspects of the game - it's a simple on/off flag that changes one set of animation to another. Very similar to running and scouting, which is already in the game. To make it super simple: replace the scouting animation with walking - done. I literally "walked" through POE1 from beginning to end and did not encounter any problems. So if this feature didn't get tested before being implemented into IE mod, it either was coded perfectly in the first place or there is simply not that much behind the curtain that can cause problems... But hey, that's just my opinion and you guys are more than welcome to disagree. I just don't think we'll end on the same page anytime soon.
  5. I believe walking animations for the PCs is almost a given. They used them in cutscenes in POE1 and told us that they have increased the number of animations in Deadfire by a large margin. If we have small stuff like Eder filling his pipe, I see absolutely no reason to ignore walking. There will be cutscenes in Deadfire as well and we saw human (and human-like) NPCs walk in the trailer videos. Those NPCs use the same body type, so I see no issues on this front. Regarding Bester and Sensuki: Then they care less about roleplaying and more about mechanics, combat, min-maxing, testing strategies etc... A valid preference, but I don't see a point in telling that they didn't care about walking. Some people asked for it and someone was kind enough to include it. It works perfectly fine and I am very grateful for that. If any then it strenghtens the point that it could not have been that much of a burden, so time and resources should not be a mayor factor here. (I guess it wouldn't take more time or resources than big head mode...)
  6. I agree on this one. I would love sea monsters and fishing, but don't care that much about a sidekick > companion conversion and would rather have some more quality of life and immersion features, like walking toggle, cyan circles for neutral NPCs, enchantable hats and helmets (so no one is forced to use the stupid looking ones just because they give bonuses) etc.
  7. Solution for the programmer / designer in question: Download IE Mod, take a look at at the code regarding the walking toggle, integrate it into POE2 - done. It's already there, folks. They do not have to invent the wheel a second time. Just give the player access to it... (it's an RPG, so please let me roleplay.) Anyhow, I think Jerek is right and this discussion is going nowhere. Saw the same thing happen in the old thread(s) where people asked for a walking toggle and some folks came in and opinions clashed. I think an optional toggle with no gameplay mechanics attached to would be perfectly fine for both camps here. Don't like it: don't use it. And until a developer comes out and proves me otherwise, I cannot believe that such an option would me a massive undertaking to implement - even more so because it got modded in to POE1 with no proper tools or easy access for modders to do really anything with the game.
  8. I love the "priority and time" argument... Yes, there are more crucial things that are more important, but it IS as easy as to slap a hotkey to walking and make it accessible to the player, because a walking toggle is already in the game - used by several cut scenes as compleCCity stated. It has been modded into POE1 and the code used for this would fit on a single Post-It note. Problem is (or was) that POE1 is difficult to mod on a "code level" and every patch overrides the changes.
  9. Totally agree. Think about how weird it would be, if all the NPCs in Defiance Bay would run around like crazy all the time. It would look completely out of place... The reason walking is not a thing for many players is because they are impatient and want to get from A to B as fast as possible to progress the game - which is absoluteley understandable. However: It does look as out of place as it would with NPCs and there are some people who care about this stuff.
  10. I'm not an expert on ships, but I don't find it that ugly. Maybe just a bit bland for a "stronghold" location. Also, if I had to choose, I'd prefer if they spend their time on improving the movement of the hull and sails, because right now the ship feels a bit static.
  11. Yeah, it's a good thing. I, for example, do not have a credit card and therefore could not back on Fig. So I used the PayPal Option today.
  12. Well, to maybe lighten the mood a little: This option has been modded into Pillars 1. Deadfire seems to get more modding friendly, so maybe some talented coder can mod this feature (and others, like the cyan circles) into the game. Still, I find it a bit sad that they take the time to include a big head mode - which for me is a useless *take a look, chuckle, never use it again* feature, but discard a walking toggle this harshly. Especially since it seems to be so simple to implement, as everything needed (animations etc.) will be in the game anyway.
  13. Well, I don't think any of these minor bugs will get fixed anymore, but for the sake of completion, here's another one: This is with 3.05 and I realize it's not a "graphical" glitch, but I didn't figure it worth opening a new thread, so... (The bugs above also still exist in 3.05)
  14. I use IE Mod 3.03 for the Walking Toggle and blue NPC circles and it works just fine with 3.04 - just the already known bugs, such as nearly inaudible sound when choosing a voice in character creation. My guess is, it will work just fine. Make a backup of your .dll file and give it a try.
  15. I encountered these in my current playthrough. Both are easy to reproduce. First one is Defiance Bay (Copperlane, South Entrance) after solving the Cinders of Faith quest. Second is the group of villagers by the Black Hound Inn in Gilded Vale.
  16. I do not participate in the Beta, but here are several minor things I noticed recently. Don’t know if they were reported, yet. It’s not game- or balance-breaking stuff, but maybe easy to fix: If both Heodan and Calisca make it into Cilant Lis, their banter is mixed up. You hear one of them talking but see the subtitles of the other. Revenants do not appear in the Bestiary The second apparition after waking up near the machine in Cilant Lis (woman on a stake) does not disappear properly. (It disappears eventually, but takes far too long.) Sometimes the audio in dialogues is cut off in the beginning. Sadly I cannot pinpoint on what is causing this, as it seems to appear randomly. When it happens, it only affects specific characters, but stays broken until restarting the game. Are you guys still fixing typos, missing words etc.? I fixed a bunch of that stuff myself and cannot tell every change I made, but if there is a chance it gets addressed officially, I would take another look and make a list. On a final personal note, I’d still love a Walking Toggle. (I know, IE Mod does have it, but some of its other features introduce annoying bugs to the game. Come on guys, I looked at the modded .ddl - it’s only a few lines of code for this. Seems like a 5 minute thing to include with the proper tools.) Anyhow, thanks for your continuing support of this great game. I really appreciate it.
  17. Cool stuff here. I wish we could enchant helmets and hats. Obsidian made so many cool variations, but I mostly stick to the ones with bonuses, because I get something out of it.
  18. I was referring to the colorblind mode currently in the game, not the addition of a blue indication for neutral npcs.Those are two separate things, but we are both on the same page about the blue circles: I use them in IE mod and yes, this feature should be included, too. To be complete, I use IE mod for: - Walk toggle - Blue circles for neutral npcs - Modded backer npc names (again: immersion) - Non-clickable gravestone plates (yep, immersion again) - Console commands for testing stuff About new content: I think that's highly unlikely. My guess is they'll fix some more bugs, tweak balance a bit and that's it. Yeah, new content would be great, but it would also be a lot more time consuming than simply adding a key-binding for something already in the game. You cannot compare one with the other. It's like saying: I'd rather see them stop fixing bugs here and start with Pillars 2 already, because I'm done with Pillars 1 and further bug fixing doesn't affect me. And that's the gist I get out of this conversation. "It doesn't affect me, I don't care so it's a waste of time and useless." Well, that's a valid opinion, but it's yours, not mine. I saw this thread as an opportunity to promote something I'd love to see added/changed and a place where supporters of the idea could gather. My hopes are not high, though, as I completely agree on what Valsuelm posted before. Still, there is no harm in trying. Cheers
  19. I don't see why this would be a waste. It's like leaving the break-button out of a racing game, because the pros drift around corners anyway. Maybe you - personally - don't need it, but that doesn't make it a waste for everyone else. I don't need colorblind mode, for example, but I'm glad it's there for the people who need it. Thing is: It's never a waste to add options. There just may be higher priorities. But we are several patches and two expansions in and Pillars is about to wrap up. Maybe 3.02 is the last patch we see - who knows... There ARE people who want this and until a dev explains otherwise, I don't think it would be a big time sink - and certainly not a waste - for them to do.
  20. I'm with you on this one, mate. Pillars is a great game, but I simply cannot play it without the walk toggle of IE mod anymore. Problem is, IE mod is not stable for me and crashed the game on several occasions. I know, walking does not change the gameplay or anything. It doesn't make the game objectively better or worse - but I personally cannot stand the fact, that my merry band of adventurers run around like idiots when there's no hurry or need to be alarmed. It's simply an immersion thing. I don't min max my characters for the very same reason: Maybe I cannot be the perfect dps fighter, but I definitely won't be Sir Doofus with Int 3 or Lady Wallflower with Res 3. That's the whole purpose of role playing, isn't it!? Well, it is for me at least. Each to their own. If you find this stupid or unimportant, please don't rant about it. Everyone has their own playstyle and prefers different things. A Walk toggle wouldn't destroy your gaming experience - if you don't want or need it, simply don't use it - but it certainly would improve the experience of many others. And to get the drop on this argument: Yes, spending dev time to fix bugs is more important. I don't deny that. But a walk toggle seems to be a very small thing to add. Everything needed is already in the game, it just needs to get a button assigned to it. Modders without access to the source files and proper tools managed to achieve it, too, so it cannot be that big of a deal. Well, to stop my never-ending rambling: I would be REALLY happy to see this included. Cheers.
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