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Everything posted by Clawdius_Talonious
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Do I have to end my game?
Clawdius_Talonious replied to azsharon's topic in The Outer Worlds: Stories (Spoiler Warning!)
It's always a good idea to keep hard saves in safe places, because you may lose as much as a few hours effort, but replaying sections is better than having to restart entirely. Good luck on the rest of the run, that fight is a pretty difficult one for sure. I'd have done better if I could have laid about a dozen mines all over their dining room. I waited so long for them to finish cooking and serve me a meal before deciding that I was meant to kill them. I was annoyed because I was like 80 persuasion and couldn't talk my way out of their house, really wished for better lockpick skill at that moment. -
Accept all flaws
Clawdius_Talonious replied to Mayan fury's topic in The Outer Worlds: General Discussion (NO SPOILERS)
I'm not entirely sure this style is for me, personally. I would enjoy seeing SAM and screaming like a terrified school child, but I wouldn't really be able to like the fact that Robophobia kept me from using the "tank and spank"iest companion in Supernova. -
I'd say that people who start the game on Supernova and refuse to lower the difficulty even when it presents issues they don't like, are "try hard"s as much as I dislike the term. You don't have to play the game on supernova. You don't have to ignore the tutorials that walk you through your ability to change companion AI (why not all of them have a "mixed" setting I can't quite be certain of and it's unintuitive to find new settings in a system you've already looked at) and so on to make Supernova less onerous. No one said you had to start Supernova not being aware of the fact that the game autosaves every time you go to your ship and thus you basically have "Save anywhere away from enemies outside of locations you can't fast travel from." I'm not sure I'd tell you to seek therapy, but it sounds a touch masochistic to me. I absolutely think that the greater needs for sleep and food and drink should be available separately from difficulty settings, but beyond that you're sticking your foot in a bear trap and asking me to feel sorry for you because you hurt your ankle. You did it to yourself, and are arguably continuing to do it to yourself. Don't get me wrong, for my second run I'm going through in Supernova, and it frustrates me at times to the point I quit playing the game for awhile. That doesn't mean that I couldn't turn the game down to Hard at any time and never deal with the most frustrating aspects that way. I can finally resurrect my companions by puffing on my handy vape, so.... woo hoo? I guess? I've got mixed feelings about a number of aspects of the game, but I really would like to see the game offer a more difficult setting as well as extending the use of greater needs to players who don't want to see companions permanently die when they have the fewest resources to deal with that issue, and have to reload if they don't want to accept that. You can save any time in the overworld, just by travelling back to your ship and reloading the autosave that generates.
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Ahhhh, well, yes for the subset of skills you want to be good at and are middling at. It still makes sense though, if you're naturally great with sciences, but want to be an engineer you might do really well at Medicine but you're really after that Engineering. You get told repeatedly that your handwriting is illegible, so you must be a doctor or lawyer "when you grow up" and yet you want to pump liquids and air into frakking systems and pneumatic drives, you live for the day your robot can move about by itself. To hell with medicine, I want advanced knowledge of Engineering. So, despite having 100s in biology and similar sciences you have to work for your engineering degree, it takes effort and you sometimes make poor grades. All of it, to me, seems pretty realistic and human. YMMV.
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Mod tools
Clawdius_Talonious replied to Lord Grievous's topic in The Outer Worlds: General Discussion (NO SPOILERS)
I'm sure Obsidian is aware of the outpouring of community support for The Outer Worlds, and I'm excited that so many people feel so strongly about modding the game. That said, even if Obsidian wants to and plans to release tools to make modding the game easier, they have two corporations who they need to deal with in order to get it done. That means that the last person who could make the announcement is Obsidian. That said, Microsoft's shareholder meeting is in December, so there is reason to hope that they are working on an announcement bigger than "The first release from our newly acquired subsidiary sold well!" regarding The Outer Worlds. I'm personally waiting to see someone tell me whether The Outer Worlds is set up to utilize the unfinished mod path Unreal Engine supports (attaching mods as plugins) so I have some idea whether the game is already built to support modification inherently because if it isn't modding the game is going to be much more difficult. If it's built to attach mods as plugins, then the modular nature of the game world etc. will make it an amazing title to mod. If it isn't, I'll be disappointed, but that won't mean that The Outer Worlds 2 won't support modding from the ground up and I'd rather the game get development focus than the mod tools. TOW was made on a budget, any sequel would have Microsoft's support. I'd liken it to the difference between Shadowrun: Returns (and the story Dead Man's Switch) which was similarly built on a budget but the focus for the team was modding and mod tools. The story itself was... not good, it was actively bad in the sense that it was an RPG with no choices nor consequences, just a linear set of missions to take your character through. They managed to do a good job with fleshing out various paths for different types of characters to progress, but the mod tools were kind of a bust. They were complex, intimidating, and not much of the better Shadowrun content was released for Returns. Dragonfall, without the need to focus on a tool suite for public consumption and documentation was a much more enjoyable story. Hong Kong was even better than that, and while Battletech (HareBrained Schemes' newest game) is not built to support mods it has none the less been the recipient of more impressive mods and support from the community than any of the Shadowrun titles had been. I want the game to get mod tools, but Kingdom Come: Deliverance promised mod tools and then they took until earlier this month to release them because it can be a complicated process. Even if The Outer Worlds got mod tools, UE4 content isn't easy to generate for people working on mod projects (often in their spare time.) My point here isn't that we need to wait and see exactly, either. Building worldspaces in the Unreal Engine is something that can already be done, and what is the worst that could happen if you went to all the trouble of building an elaborate space station and it's not possible to mod it into The Outer Worlds? With UE4 it can be a standalone project if it can't be integrated into the game, map design and writing, iterating on enemy designs and positions... there's a lot of work good content mods would need that basically definitely wouldn't be wasted effort even if you couldn't make use of them for a mod for The Outer Worlds. I'm just trying to give people realistic expectations regarding the game and mod tools, I've seen commentary to the tune of "If someone is asking [about modding unsupported UE titles] they already don't understand what it takes to do so to the point it would take multiple years learning the Unreal Engine to even understand the difficulties inherent in the problem" which I personally find kind of dismissive. -
You actually don't have to up skills you don't want to 50, you have to up the group to 50, but I've made characters that are genuinely bad at things who have 35 points in one group skill and 25 points in another, while the group hit 50. From there I -could- continue to level the group for the remaining 2, or focus on the 50. It makes a bit of sense, except Hacking being a stealth skill which is a little silly, but they didn't want 4 skills in one and 2 in another so I get why it's like that. If you're a good liar you're probably going to be good at pretending to plead, so why not actually plead with or even threaten people? Even if it's not your preferred method of operating. If you're good with science generally you're probably able to comprehend the human body as a machine operating on hydraulics, even if your primary expertise is in engineering. If you're good at taking a hit, you're probably aware that hits you don't take are good for you. If you're good at swinging a baseball bat, you can probably manage a billy club without injuring yourself. All of it makes sense, what makes less sense honestly is the idea that I could be the world's greatest liar but I can't convince people of the truth, I could be the world's foremost fencer but if you gave me a greatsword my brain would turn to goo and drip out of my ear. That's common in RPGs, but it's damned silly, and I like the way the skills are handled in The Outer Worlds. With that said, I would have preferred the ability to pick from two perks (not a forking path necessarily, which would have required 8 skills for 100) for 60/80/100 so you could customize your character in a more robust fashion.
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Guillaume Antrim missing
Clawdius_Talonious replied to woufff's topic in The Outer Worlds: Stories (Spoiler Warning!)
Does the game not point you to the corpse with an arrow with the quest focused? IIRC it pointed me at the corpse with a quest marker until I picked up his finger... -
Do I have to end my game?
Clawdius_Talonious replied to azsharon's topic in The Outer Worlds: Stories (Spoiler Warning!)
You can defeat the family, it may not be particularly easy but... Have you tried starting with the daughter in the upstairs hallway? Worst case scenario lower the difficulty, it sounds like you're probably playing in Supernova though so that could be discouraging. Do you really not have any manual saves? How could you possibly not have the autosave before you entered their house? Autosaves should generate three saves, and honestly none of them should be inside the house because they should only generate when you enter the house. I did have several saves overwrite my saves while I was alt tabbed in Supernova earlier today, but AFAIK that was just because I was in my ship so I could save at any time so it autosaved on a timer... -
Mod tools
Clawdius_Talonious replied to Lord Grievous's topic in The Outer Worlds: General Discussion (NO SPOILERS)
This game is built on UE4, meaning Epic owns the Unreal Engine editor, and any tools they created to streamline their work flow would rely on proprietary code that doesn't belong to Obsidian. That's not to say that it can't be done, but it may require an agreement between Obsidian (Or Microsoft now that they've got a parent company) and Epic on what form that would take. Obsidian didn't encrypt the pak files, or anything that would make it more difficult to mod this game than any other Unreal engine title, and the base tools for UE4 are available to anyone who wants them for free. That doesn't mean that everything Obsidian used is available for the public, streamlining their workflow has generated a tool set known as "OEI Tools" that they could theoretically release with Microsoft's consent. Or, at least, release any bits relevant to this project. Their tools team has likely generated a lot of things that wouldn't be necessary or even useful for TOW modders. Josh Sawyer talks about the tools here (Warning: Spoilers for PoE2:Deadfire) : https://jesawyer.tumblr.com/post/175082312536/im-curious-as-to-what-the-conversation-editor It's a tricky situation, working with a third party engine, and on top of that technically all their IP belongs to Microsoft now... I'm sure there are further complications that aren't super apparent to me as a total outsider both to Obsidian and game development in general... Still, it's not always quite as easy as "Release the hostages mod tools!" Even if Obsidian doesn't release e.g. the OEItools set there's no reason to expect that there isn't a third party solution available to mod teams if they want to generate the same file types, and I've seen projects that put a ton of effort into making and releasing a tool set that gets little traction and rebuffs many people who are interested in working on mods for a title due to how complex it is. Really all the lack of e.g. OEItools does is make it harder for players to e.g. mod in a new companion that would react to all the same triggers in normal companions. I'd be more specific if I could, but when I try to view the files for the game install through the Gamepass I'm told I don't have ownership of the windows apps directory. That's pretty definitely intentional and I can only imagine bad things happen if you take over ownership on your account and don't feel strongly enough about being correct to experiment with doing so. So, take this with a grain of salt. Right now I think the most useful thing I'd like to know is if the game is set up to grab mods as plugins, if it's set up to utilize the UE4 early mod pipeline that will make things a lot easier on modders in the long run. If it isn't it could be extremely tricky to add anything new to the game, so, fingers crossed. -
From what I've seen they're all mostly .ini tweaks, there is a lot you can change in a UE game through .ini files. Still, since Obsidian didn't encrypt the pak files it seems likely they wouldn't have made anything more difficult than it needs to be for the community. To what extent the community can expand what is on offer remains to be seen but I'm often amazed by what is accomplished by mod developers.
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We won't know for certain until there is an official announcement. The fact that Private Division funded The Outer Worlds means there is an existing contract and PD's parent company Take2 makes so much money from microtransactions at the moment that it seems unlikely they'd have left getting a cut of sales of any DLC off of the contract. Since PD won't necessarily materially benefit in great enough numbers to make their money back plus as much profit as these things tend to want (the industry at large went from spending 40 cents to make a dollar to spending 20 cents to make a dollar over the last decade or so) they might not be willing to fund DLC. That would mean Microsoft would have to see enough merit in it to fund it despite PD getting a cut, which seems to me like it makes less sense from a corporate perspective. All of that said, MS and PD almost certainly have their interest piqued, despite the fact that Obsidian's expansions don't enjoy the kind of resounding success one would hope for given the typical level of polish and effort that goes into them. As I understand it the DLC for Pillars of Eternity didn't recoup the costs of making it, and Obsidian didn't have to give a cut of the sales to anyone else. That doesn't mean that Microsoft wouldn't be able to absorb any budget shortfalls, but it's difficult to quantify the number of total sales generated over the lifetime of a product that can be directly attributed to e.g. DLC. I'd bet that Obsidian and Microsoft have people who have access to more data than the general public counting beans and possibly negotiating with Private Division at the moment. I'd expect an announcement by Q1 2020, but it's likely that they'll say something at the Microsoft Shareholders meeting in December. If they don't have anything announced by then I'd expect them to be exploring the idea of a full blown sequel rather than using ideas for DLC. Of course, it's entirely possible that they could generate both simultaneously, a sequel might require some base game overhauls that will tie up coders and the art department could be working on assets for DLC, and the writers could put ideas that don't make the cut for a sequel into DLC... Too many unknowns at this point for anything other than wild speculation.
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Yeah, I'd be fine if I had to pay as much as 5k base price for ... Spacer's Choice Smelling Salts to revive my companions in Supernova, but it's more than a little tedious to lose several minutes or more progress because an ally decided that they should run around a corner and expose themselves to all the enemies in the world instead of trying to actually take cover and rub their two functional brain cells together hoping for friction. I love the banter of companions, and anchoring them behind me where they're safe prevents me from hearing it. The fact that it's either have companion permadeath and greater needs or have neither ATM is more than a little frustrating. You may as well tell someone drinking coffee any way but black is cheating, you're entitled to your idea I guess, but I don't have to agree with you either.
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I can't tear into my own install to look because I don't have ownership of my gamepass install, but I understand that the pak files aren't encrypted so you may be able to use unrealpak or quickbms to unpack the .pak files and then the assets are stored in uasset files... I'd try to be more helpful but hopefully this gives you a place to start looking?
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As long as your rep isn't so bad that the guards will resume attempting to kill you on sight, you can leave and rest for three days. If it IS so bad they try to kill you on sight, as I understand it you can kill all the guards and ignore the civilians and then go rest for three days and the civilians don't attack you on sight, presumably because they're not paid to do so.
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May be a mission bug or...
Clawdius_Talonious replied to yarg-gray's topic in The Outer Worlds: Stories (Spoiler Warning!)
You may have encountered a bug but it was possibly just robots being in the Byzantium faction, you have to have pretty high negative reputation to become a "Kill on sight" target, so if you had retreated to your ship and rested for a few days things probably would have calmed down for you as I understand it. The robots in the sewers shouldn't count the same way as people on the surface, but they might have been part of the same "faction" setting. I'm not sure why that would be a deliberate thing, but I personally only attacked the robots that were aggressive so I can't say if this happens every time you do or not. As I understand it even if you are a "kill on sight" target, and you wipe out all the guards, you can return and not have the other NPCs attack you because the only reason they go aggro is they're all part of one faction, so they aggro when the guards do. It stands to reason that robotic NPCs would trigger the attack response (at least for a few days) if they were part of the faction. If they were, though, I'd expect them to give you the notification that your standing with that faction lowered when you killed one. -
Item levels
Clawdius_Talonious replied to Ommamar's topic in The Outer Worlds: General Discussion (NO SPOILERS)
The item level determines the damage weapons do, if you find a weapon that's higher than 5 levels above you you could still use it, but the "Tinker" function at workbenches lets you level equipment up to 5 levels above your player level. The cost of tinkering scales up drastically, so a MK2 weapon is a lot better than a similarly leveled MK1 even if it's primarily because tinkering will start at e.g. 50 bits from that higher level point instead of costing as much as several thousand per level. -
I think that's what's known as "Chromatic Aberration" and it's a deliberate effect. Did you buy the game on the Epic store or Microsoft store, or are you playing on Gamepass? I installed through the Game Pass, which I think is the reason why the folder all the apps install to doesn't have me listed as the owner and thus I can't actually mess with game files etc. If you don't have this issue, check out https://www.nexusmods.com/theouterworlds/mods/5