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Found 15 results

  1. As my topic title stated I have recently uninstalled all my mods. When i tried to install mods back into the game they are not showing up. I have logged out of the game then back in like 5+ times nothing changed. Uninstalled again reinstalled then changed file name it failed. Reinstalled the mods shut down my computer completely then restarted logged into the game checked the mod manager still no mods found. With one mod installed started a new game quit the game went into options no mods still found. I am out of ideas and need help. DxDiag.txt
  2. Am I the only one who hated the slow motion kill cams for companions back in New Vegas? I felt like it kept taking me out of the immersive experience and just ended up annoying me every single time it triggered. Especially when you are aiming down your sights trying to focus on something just to have the camera suddenly switch to a time wasting slow motion kill cam (usually not a great camera shot either) of an expressionless companion firing their gun (why do I need to see this?), and once the camera returned, your character wouldn't even be facing the same direction as you were before the terrible kill cam triggered. This forced me to not take companions with me, it was an unfortunate way to have to play the game. Obsidian, please remove this feature from The Outer Worlds, or at the very least add a toggle in the options menu to turn off companion kill cams. Interrupting a player from playing the game, especially in the heat of battle, just to watch a companion kill cam is and always has been a terrible terrible idea. For all of you who disagree with me and for some reason really like these kill cams that's why a toggle in the options menu would be best. Make everyone happy. Add a toggle. Please. Thank you.
  3. As the release date approaches, I am more and more tempted to play the fun pre-game of planning my party builds. However, for story reasons during the first run I would like to stick with Companions and Sidekicks, and as far as I know we still don't know much about the multiclassing options we will have for them. Did I miss any news on this besides what Josh vaguely hinted in the dev stream? What are your speculations and hopes on the subject?
  4. Well, I know this is quite trivial and that I can easily test it, but perhaps I can get a quick answer here. So, during the Council of Stars quest you pray to the gods and you have to tell them the right words, or else they summon monsters to attack you. Either way your praying conversation continues and the quest progresses. My question is, does it benefit me to answer correctly or not? Do I get more xp perhaps? I'd like to kill more monsters instead, for xp, for loot, for fun... But I am not sure about the potential rewards xp-wise. What's the difference in those two approaches then, anyone knows?
  5. I'm trying to bind multiple actions to one key. In this screenshot you can see that by default multiple actions are set to Mouse 0 (left click) but when I try to do something similar like adding panning the camera to left click I only have the option to unbind everything else. Is there something I'm missing or a button I need to hold down to let me bind multiple actions to the same key? Thanks in advance!
  6. If I enable Big head mode while ingame, I need to quit to the main menu and load a game from there, in order for the change in the Options to be reflected. I can post a savegame if that would help, though the issue is present in every savegame I load.
  7. Description: After selecting a single character, accessing the options menu via ESC key results in load, save and quit + reassure dialog to malfunction. After clicking either one (accept after quit), the menu drops back into the game. I'd expect either the load or save menu to appear, or the game should quit respectively. Steps to Reproduce the Issue: Select a single character by clicking onto the portrait. Hit ESC key and click Load Game for example. I seem to be able to reproduce this almost everywhere. Additional Info: Reselecting the whole group cures this state sometimes. At other times that is not enough and you need to move the whole party around a little to make the menu items work again. This worked for me 99% of the time. System Specs: MacBook Air (13 Zoll, Mitte 2012) Prozessor 1,8 GHz Intel Core i5 Speicher 8 GB 1600 MHz DDR3 Grafikkarte Intel HD Graphics 4000 1024 MB OSX Yosemite 10.10.5 (14F27) Output Log / Savegame: Output Log and Savegame can be found at dropbox. Cheers Tim
  8. One thing I did encounter quite often in this game is that if I'm on a map/scene with a lot of particle effects (like fog, rain, biawac in the beginning, ...), the framerate drops tremendously. On native resolution (1920x1080) and AA off I run this game around 45-50 fps, but everytime the weather goes to rain for example I can be lucky if my fps stay above 30 fps. The same applies for scenes like the biawac in the beginning and every other "flashy" scene only that it goes down to like 19 fps and thats quite annoying in my opinion. I don't know the exact reason for that, but I guess it has to do with the particles in the game and how they affect my CPU. I'm curious if I'm the only one with this problem and I also wanna ask, if an option to turn down particle effect may solve it?
  9. Once I'm within the options menu (within the game), I can't leave. This window asking me to save changes keeps returning, regardless of whether I click Yes or No. I have to quit the game entirely and can only use quick saves and quick loads to record my progress.
  10. This is more of a question. I initiated a conversation and I had the required might (stat) for the conversation option with the character I was using but the option was non selectable (red). Are all conversation options based off the main character you created or who initiated the conversation? Opinions/answers? Thanks a lot
  11. First off, thank you Obsidian for even allowing the option to enable/disable ligatures in game (they are found in Graphic options, one of the check boxes). It shows a commitment to detailing, even if it would probably be considered of negligible importance to most... I would hazard a guess that most aren't familiar with ligatures--it's a detailing thing in the world of graphic design and typography. Here is a very succinct summary. They basically improve readability, so certain combinations of letters don't look smushed or interfere with each other--these are typically problems with 'fl,' 'ffl,' 'fi,' and 'ffi,' where l's are too close to f's, and dots above i's mush into overarching letters like f. If you're going to allow the option, Obsidian, I would like to see them done correctly! It's not far off--just one thing has to be removed: stylistic or discretionary ligatures, which are for adornment only, and does not improve readability. In fact, many would consider them distractions, because they draw undue attention to themselves. In most settings, good typography is not heralded by fanfare, but should ideally go unnoticed; that means things are simply comfortable, easy to read, well-spaced, sized, etc. In typesetting software, ligatures are pretty much assumed if the font has the option, but discretionary ones are off by default. There is very little reason anywhere to ever connect letters like 'st' or 'ct,' especially in any text outside of decorative headlines. I have for sure seen the st ligature in the game, but I'm not sure about the ct (it would appear in such words such as victory, tincture, actor, etc). Again, I must acknowledge that in the face of many, far more pressing bugs, glitches, UI inconsistencies, etc, this detail is so, so minor. But hey, they've provided the option, so I consider it fair criticism!
  12. Clicking on Game, Graphics, or Sound categories in the options causes the category buttons to lose their captions. Clicking Auto-Pause or Controls category restores their captions. I noticed this on launching the backer beta for the first time, and clicking Options before starting a new game. In case this is display driver-related (odd since two out of five buttons work) I've attached DxDiag output. Looking forward to playing the game! Update: Started a game, went into options...all buttons worked correctly. Quit to main menu, brought up Options, bug recurs. Update 2: This is happening in Full Screen mode. DxDiag.txt
  13. Option Bug: When going into the option menu and choosing for example, graphics, the text to the left that describes what option you currently are in, disappears (though the window the text was in remains). This is relatively minor as this does not affect the options nor prevents you from choosing the empty windows and going to different options. (there is no step to step to this other than I started the game, clicked the options, chose graphics and the windows to the left became empty) Might and dexterity (+classes) Problem: I have encountered the problem when starting the game first that I was unusually unsure which I should choose, Might or Dexterity. I was building an Godlike Paladin. The problem was, that according to each background the Paladin would get a different weapon (and starting gear), but there was no mention of which the weapon focused more on, Might or Dexterity. All it said was that they used accuracy which I guessed meant that they relied more on Dexterity, but that was in no way clear, especially since it seemed like all weapons were relying on accuracy and Might was just for slightly extra damage. Suggestion: Make the difference between those clear in the character creation. I noticed that when I started the game I saw percentage that indicated what I gained from each stat, but before that I had no idea of the actual value of each stat (except only a rough idea). I suggest that you change the text a bit to tell what specific weapon type rely more on, Might or Dex and also that this percentage can be seen in the character creation since that will make creating a character to your liking a lot easier. Note: I have not played much of the game so far so I have not been able to test out the combat so maybe the weapons do not inherently rely more/only on one of those stats but due to being used to that type of setup I inherently expected it to work in such a way. There must be some way to make that part of character creation intuitive enough so new players realize how it works. Regards, Elm
  14. Hey kid, we have different stories about it. What do you think about building storyline mechanics with respect to different difficulty options? I mean that gameplay would vary not only in difficulty, but in storyline or amount of quests that player receive. It may look like developer have to build handful unique stories and will demand double of money and HR. My idea is to build one complete main plot and set of side stories/quests, and until certain difficulty modes (suppose those 3 special most difficult goals) player wont get all side quests (developers may even randomize offered set) and may be restricted to go through some predefined shortcuts of main story. Another possibility (along with hiding some secondary quests) will just end main plot and propose to continue (or even restart) on full difficulty to see extension of story. P.S.: I know that this may require additional funds, however perhaps not as many compared to the interest shown by players. Many games struggle to attend audience more than once. Such feature may add motivation, and different gaming experience. Instead of single pass, players will become interested to go through the game again. And of course, adding more arbitrariness of gameplay will reduce significance of pass-through "manuals" which will inevitably rise over the internet with time.
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