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Posts posted by Fidcal
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Many thanks. :)
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Bought Xbox One controller in anticipation of Starfield next year on Steam. Trying this in Dark Mod, some of the controls work automatically, move, mantle, etc. To config the buttons there is an app but I don't want to use the Microsoft Store (I don't like using Microsoft for ANYTHING if I can help it.) Is there any way to config a file?
Alternatively I could use the Steam controller-config which I did with mixed success with the PS4 controller, but I want to keep that as a last resort.
I guess another way is to config the dark mod file to suit the controller default but I'll need to use the keyboard for many non-urgent features and I... well I guess I could just the keyboard entirely as before but I've kinda got used to using a controller now.
Suggestions?
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OK, that works. Thanks. So the rule is: any sequence so long as it ends with the required code sequence.
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I'm still misunderstanding this.
The sequence is 1C 55
The top row has 1C on the end.
I click it and it goes into the buffer.
The right column is now highlighted.
I see 55 at bottom left corner so I click the bottom of vertical highlighted column which enters BD into the buffer.
Now the bottom row is highlighted and I can select 55 so it gets added to the buffer leaving: 1C BD 55.
But it fails.
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You mean the output codes do not need to be exclusively the required codes, but can be any codes so long as the needed codes are amongst them? And in order? How was anyone to know that? Anyway, I'll try it. Thanks.
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I abandoned this early because it seems broken, but just thought I'd ask:
The first hack (not counting the trainer) needs two codes entered, yet it seems impossible to comply. There's a grid about 5 x 5 with codes but as I understand it, you can only select from the highlight row or column. To start, the top row is highlighted. I click the first code, and then its column now highlights. But the second code does not appear in that column so no way to select it. It would make more sense if one could move the highlight row/column at the beginning because then one could calculate which one would permit the sequene.
My main question would be, does this wreck the entire game?
I was playing on PS5 and only downloaded this a few weeks ago and it says there are no further updates.
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That video is kind of terrifying.
So is this: it really complements my original topic title: WE have become big brother! Now we're really spying on ourselves by volunteering info about ourselves. Of course it's all anonymous (like every piece of a jigsaw is anonymous until you have enough pieces.)
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Wait! Just remembered! Thief's Den 5 right?
Well, it got absorbed into the campaign and modified and I lost all my original story. Unless anyone has a copy of the original beta test? I think that test was done on an external private forum.
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What's TD5?
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I think you first frob and then the frob highlight clears and then you can use the mouse wheel. That's how I recall it because it confused me for a bit.
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Hooray! Finally found a way. I'd been close many times before without realising. Been away too long. Guess I underestimated how high one can mantle up. I did eventually work out the final part of the route by 'if I could get on there, then I could reach there, and then I could jump to there - but how to get THERE in the first place?' By working it out backwards I found myself staring at a ledge above my head apparently out of reach. A step or two up the roof slope I was standing on and I could just reach up...
Definitely the longest time I've ever taken to get into a manor in any mission. Now I'm buggered and need a long rest before continuing!
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OK, thanks. I'm astonished those double doors are frobbable - I could have sworn I tried them out of curiosity. However, a good thief would never normally consider going in the front entrance.
So... 'various balconies' eh? I really thought I'd exhausted all the higher areas.
Anyway, I don't mind searching so long as I know there is a way in the area and not ten streets away. I'd suggest though, if there's some other need to recompile, to put in a message that Andreas feels sure there is a way in close by but warns it will be really really difficult to find it or somesuch.
As a last resort, I've got the double door. :D
Oh, yeah, I think I did go through some sewers but couldn't proceed and had to back out. Maybe that's why they're not recommended?
Great city and climbing mission though.
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This mission certainly looks great but I wonder if I'm playing it right? The quest is to rescue someone so, as directed, I study the map, head to the armorer, then the pharmacy (disappointed to only find a single health potion) and then on to Marlow Manor...
I've played about 5 sessions. Been round and round the streets around the manor. Climbed pipes, roped up, crossed ledges and rooftops, jumped gaps, frobbed every door in sight. But can't find any way in to the manor.
Am I being stupid doing the sensible thing? Should I instead not worry about Lily and explore the entire city and hope to find a route? And then only explore near the destination later (by which time she's dead. Or worse!)
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OK, finally gave in and watched a Youtube vid. At the point I mentioned you run around a slope in the opposite direction to where you want to go and climb up onto a different cliff and make a HUGE leap across to the cliff you want. I admit the game does indicate earlier you can make big forward leaps but, fresh from other games, it never occurred to me from below that you could jump that far so I never even saw it. Imagine in Dark Mod you have to climb the house across the street and jump the width of the street! No rope, no pipe, no physical link at all. The marker (like most games) is fixed on where to get to, not the route. A hint in the game at this early stage would have helped. As it is, it's completely ruined the game for me, leaving a bad feeling, when a game should be enjoyable.
Games ought to be able to tell when you've spent four game hours in one nothing location without moving forward and (optionally) help you move on. Devs still don't know what gaming is about. It's about only one single thing: enjoyment! Everything else is subsidiary.
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Well, just had a fourth session and none the wiser. From the start you run forward and jump over a log. Then a jump over a depression to a ledge. Then turn left and jump up to a higher ledge. Then run forward and leap to another ledge. Finally a longer jump to another extended shelf. All that is reasonably easy once you try not to hate the marker system.
But then you are on a shelf below a semi-circular sheer cliff. The shelf ends in a dead drop at either end. In between I can see no way up. I've tried blind jumping all the way round at every point many, many time without success. I see no further way to go.
I'm playing on 'easy'. P'uh! If I could press a button in Steam and get even half my money back, I'd do it.
I might search Utube for a walkthrough tomorrow, but why should I have to? I've failed. The game has failed.
Someone tell me there's a secret grappling hook hidden under a rock? A levitation potion in your inventory? You shout to the guy above and he lowers a rope ladder? Or you walk round the other side and there's a road you can walk up?
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Feels a bit better now I've sorted some of my start snags. I have to set in-game bright to 75%, but first my Nvidia display to +20% bright, +40% contrast, and +.76 gamma each time I play! Then back to normal after! Why don't Nvidia provide profiles?
But still getting used to the devs' mindsets. Searched and searched a way from the beach, eventually by chance, moving close to something I got an interact frob - but nothing worked. After several minutes of head-banging, I noticed a tiny message up in the top left of my 55" display (yeah, that's the downside of a big screen.)
"I need something else."
Well, that's erm... helpful. Search and search and search for I know not what. Go back to the beach? Dunno. Scoured the area blindly and finally glimpsed a frob deep in dark foliage. Pure blind luck. That's a bit much for a mission-critical key.
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Been looking forward to this for ages but am very disappointed with the start. Dying Light 1 had/has the best climbing in any game I've ever played. BUT the start of Dying Light 2 is a scene where you have to climb up to a ledge. Two sessions and 90 minutes later and much frustration, I've still not succeeded. Endless failure is NOT the way to start a game! What am I missing? Move and jump. Fail. Move and jump. Fail. Move and Jump. Hey, I'm up a step! Move and jump. Fail. Move and jump. Fail. Move and jump. Hey I'm up another step! Move and jump. Fall. To my death. Start again. Repeat 50 times. In different places. I got within 8 metres of the guy above but still couldn't reach him.
By contrast, the parkour training in DL1 was much more fair.
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I found the start confusing, muddled, clumsy, surreal, and virtually unplayable because I had problems configuring my controller in Steam (even though it worked immediately in Skyrim.) Also had to fool around trying to get 4K, (C:\Program Files (x86)\Steam\steamapps\common\Enderal Special Edition\Skyrim\SkyrimPrefs.ini ... set Isize H and Isize W to screen height and width.). Also fighting with the gamma was horrible. The beginning was mostly out of the player's control anyway.
So, start quest after two sessions of configuring was to meet someone somewhere in the world with no direction or marker? Not much fun to blunder. The next time I had any control it was near pitch black and my companion was telling me to fight! I turned to my Nvidia control and boosted gamma full only to find it changed back when I returned to the game (whose gamma control was already up full plus my display was up full.) Absurd. In the end I think he finished them off. Certainly I groped around and found two bodies. Here's a screenshot... (can't see anything? neither could I.)
Then there was configuring the player character. Mouse and controller kept going crazy. Mouse wouldn't move the slider to minimum. Controller over-sensitive when acting as a pointer and jumped from slider to slider. I never did get to rotate the character (can you?) so you get a better impression of facial contours etc. Eventually I gave up to the defaults.
All of that massively spoilt the beginning for me.
HOWEVER, with those problems (mostly) out of the way (and hopefully I'm the only person in the world to have trouble with games,) now I'm at the beach and seem to have control like a 'normal' game, I'm more hopeful. And what I've read here is encouraging. I was impressed with the voice acting etc. and, of course, the Skyrim terrain quality.
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Limiting your own saves requires discipline. Having the restriction built-in really feels different. I've spent the last two or three years on and off playing Fallout 4 with new rules of my own. Nothing enforced them except my own will. However, I'd have rather there had been the option. I love freedom but that includes the freedom to choose restrictions of my freedom.
I recall long ago (probably before Dark Mod 1 was launched) that I proposed we have extra choices on the objectives page, but the idea was not adopted.
In particular I wanted note-taking that would eliminate frustration and abandoned missions forever (except where some special skill is needed, i.e. you know what to do but find it too difficult.)
The idea was that the player character would make notes as he/she discovered info.
There were to be four levels of help:
Option 1 was to disable this help completely and play as now.
Option 2 would provide three degrees of help in the player notes: hint, strong clue, or full explicit description of how to proceed. A bonus side-effect of this is that those who don't like lengthy readables need only click on them once and the player character notes down what matters, reducing five pages to a couple of terse sentences.
Everything would be optional. If you only want an occasional nudge when stuck then that is what you can look at. If utterly stumped then you view your characters more extensive info.
Back to save rooms: one could have an option to disable it halfway through if desperate - but not reverse that later. Fallout 4 does this with Survival mode. You can switch back to a lower difficulty but you can't get back to Survival mode except by reloading a gamesave.
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ok, thks, datiswous.
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OK, thanks.
SPOILER questions:
Spoiler1. Have freed Robert. He mentions a hatch but no directions. Is that easy to find? Is it in the outer castle walls? Or inside? I don't fancy searching everywhere for something so obscure.
2. On way up from vault I got a plate and heard a speech in Davenport's voice I think. There are other quests too such as find machine and find other things. Should I go back down into the vault? It's a hell of a slow labyrinth (or seems so) with no sense of direction. I was amazed I got out so easily. I don't want to spend hours creeping around down there without a good sense of direction.
Thanks for any help.
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Typed a spoiler question, highlighted it, clicked the spoiler icon, but can't tell any difference. How do I know if the spoiler worked?
I'll try a harmless test...
TEST
[EDIT - No, I highlighted the word TEST above, clicked the spoiler icon, but it still shows. So how do we do a spoiler?]
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HAHA! Right now I'm playing Dark Mage with my PS5 controller! I've just managed to configure the touch pad to lean left, right, forward, and crouch.
[EDIT - I meant Black Mage, of course. I've been reading too much Harry Potter fan fiction!]
Mapping? In a perfect world with more spare time I could have fun mapping again. No plans currently but never say never.
Free games
in Off-Topic
Posted
Thinking of game-related free stuff, if you've not played Last of Us (or even if you have) then make sure you watch the full movie on youtube (I downloaded it with 4K downloader.) A wonderful 6-hour movie of tolerable resolution (1280 x 720).
I found the original gameplay so frustrating I almost gave up several times and only the drama of the story kept me going. I said to myself at the time that I'd rather watch it as a movie. In fact the game feels less like a game and more like you're an actor being directed how to play each scene and every time you get it wrong he shouts 'Cut!' and you have to act it out again from the last checkpoint.
But the movie flows wonderfully.
- Fid