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Found 16 results

  1. I believe the Assassin perk is broken and not functioning with the Whisper-Quiet Muzzler. Damage does not increase when I install this mod on weapons to get them down into the range of 2.5m or less. If it is working as designed, the follow up question would be what is the point of the perk then? I've gone through stores, my storage and inventory and only could find one weapon type, the saber, that starts with a default below 2.5m. That weapon's listed damage actually did go up when I bought the perk. So, either the interaction with the mod is broken, a display bug isn't showing the
  2. There are consumables and some of them have tags. One of the tags is "Meat", which increases base HP. It would offer more role-playing options, if there was a "Vegan" perk, reversing this bonus (like, -50% base HP, if it is meat, +10%, if it is not). And it would be nice, if there was the option to play as a left-handed person. Considering that it would affect only animations and the animations are independent from each other (as far as I know), it would require just mirroring the existing ones for the PC.
  3. EXPECTED: The Armor Master perk says it will provide a "^100% Skill Bonus" from "any armor you wear". ACTUAL: Armor Master multiplies both bonuses AND maluses by 2. STEPS TO REPRO: Choose Armor Master Equip an armor with a skill malus Note that that skill malus is doubled versus the one levied upon a character without the Armor Master perk I doubt this is intended behavior, as all other perks in The Outer Worlds are straightforwardly advantageous and don't come with downsides.
  4. I was given one of the choices for a flaw a while back for a perk and I took the perk, it said something about being paranoid of getting caught by guards. It said it was an exchange for a -1 on a skill but now it growing and its up to about -3 on each perk now. Its caused my temperament to become below average and I cant even heal at using anything! Im not sure if this is absolutely a bug but even if it isnt, its absolutely game breaking for me to try survive with a sliver of health. I cant even get out of the area im currently in because im prone to being one shotted.
  5. I'm playing on a PC. Skills and perks won't save. I believe that when I press E (Apply), they're supposed to save. Has anyone had this problem? Do you know how to fix it?
  6. IMHO, Faults are not worth the extra Perks. It just adds busy work to the game keeping the faults under control.
  7. Howdy there, I just now noticed that when I used the Re-Spec machine on the unreliable it deletes the special perks that my companions have. For example; I just finished Pavroti's personal quest and she gained the "enchanted evening" perk. After I used the machine , and redid all her perks, she did not regain that perk. I've already used it once and am now just noticing this. Is this a bug or a feature? I don't know what to do to restore this other than just not use the machine. Any help would be appreciated! Thank you, Concerned Player
  8. I would love to see more interesting, gameplay changing perks, or a flaw system where you do not get a perk point but some tradeoff, for example: Go Slow, Reach Farther: If time is money you are rich. You cannot sprint anymore, but you walking speed is increased by 25%. Nerves of Glass: Spacer's Choice developed a neuro optical implant allowing for fast reflexes, unfortunately the glass wires can break easily. TTD time increased by 100%, health decreased by 50%. Far Sighted: +50% damage at distances above 15 meters, -50% damage below 5 meters. Space Ninja: You get 40points
  9. If you have completed a companion quest that grants a unique perk to that companion (eg. Clean Sweep for SAM, Tuned In for Vicar Max) and use the respec machine, those perks are removed and there's no way to get the quest perk back. You get an additional perk point to allocate for that companion, but there's no way to use it for the quest perk.
  10. Hey! Just curious what people are going to play as their 1st build. I’m personally thinking of a charming sneak thief that is high in leadership. I’m wondering if I can do a totally pacifist play through. I’ll sneak everywhere in disguise and if I get caught try to talk my way out of it, and if all else fails my companions can get their hands dirty. I’m just curious if this is even plausible early game... can you befriend marauders? Not kill aliens or robots? Thoughts please! Thanks!
  11. Hello.......... I was wondering if this game will feature a companion(s) system allowing you to meet AI in the worlds you travel too and allow them to follow you? So when travelling around doing side quests or general casual play these companions can aid you in fight. Having the ability to change their appearance/equipment and all that stuff. Would love to know as I think this really does help the game and allow you to play through in different angles/approaches. Cheers, Blathered
  12. First I'm not a backer, but I have this game on my focus. (Buying it at release if I think it's worth it.) So my only experience is from reading the wiki and footage from the beta. At first the concept of godlikes has appealed to me, but now I think the effects are to low for "godlike". Now there are only marginal effects. Pro: - few people will love you - small attribute bonus - one unique passive ability Con: - most people will hate you - no helmet How about giving it more impact? The people thing can stay, but instead of small boni it should be big boni balanced out with
  13. Ultimate Fellowship Pack costumes, other space-suit/samuri buffs.... Are these something that will be used for the entire game, or likely useless after leveling up a few levels? ...any knowledge of these?
  14. I don't think the devs have talked too much about how the character creation will be yet, but one thing I loved from both arcanum and fallout were the different strengths/flaws/perks that could make your character feel much more unique. Often times though, they are usually made to make the character stronger in some way, with only a small penalty at something at most (since most people don't want to gimp their character voluntarily). While I would like that too of course, I would also be happy to see some more serious flaws. I actually googled a little about this and found this page: http
  15. I've mentioned Weapon perks before, but I thought it warrants a more in-depth explanation. What are these exactly? In short they'd be similar to character feats (D&D) or perks (Fallout), only attached to a weapon (not all of them would be beneficial, however), e.g. 1) Harder to parry against (Flamberge); 2) Tiring to use (Greatswords); 3) Light (Smallsword); 4) Can misfire (Firearms); 5) Can be concealed (Daggers); 6) Ignores armour (Firearms); 7) Increased critical chance (Rapiers). How would it be decided which weapon has which perk? Here are a few methods : 1) Some w
  16. Should there be funny (but useful) perks and traits available when creating and leveling your character? And should abnormally low stats/skills (e.g., intelligence) affect dialogue and gameplay in a humorous and not-necessarily-game-breaking way? Finally, should there be items/consumables/wearables that affect gameplay in a humorous way as well? For example, in the Fallout games, there were perks and traits that would give you bonuses (e.g., to defense and bullet resistances) while lowering your charisma (essentially a terminator-like perk) -- or ones that would cause you to leave a bloody
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