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WanderingAries

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Everything posted by WanderingAries

  1. Try the respective shard/server forum.
  2. Not as often as you'd like, but leave it idle a minute or use the menu to trigger that and you'll see em.
  3. You'll need to copy the /data folder into the root of the related installation folder. It "should" work, but only if they haven't completely sliced up the spaghetti code.
  4. We should skip Anything '20 for a while until the wounds heal. :p
  5. It's pretty close to the Repatriate I suggested. Cool 'cause the meaning behind the choice is similar. ^.^
  6. I was thinking more about those single post threads that are basically duplications or may have just a tiny sliver of info. The type that usually existing because people don't search before posting.
  7. IDK if you've found this out yet, but you can pop that window Out by clicking a button on the window itself. Then you can resize you your heart's content.
  8. Pretty sure it's a no there as there's no menu system for it and no hint of being supported.
  9. Modding in terms of the weapons/clothing is pretty basic (if you mean the game as a whole, then no modding) and supposed to be straight forward. You have slots, you have matching mods and you insert them. Mods are easy to come by, so hoarding may or may not be worth the effort. I'm still learning how to tell where a mod goes before purchasing as I've had a few "crap" moments where I've bought something only to not use it because the one I have installed (they are one-time use) is more important.
  10. Something I've noticed with my own threads is that I either don't know how or don't actually have the ability to do things like edit the title, add media to the original posting, etc.
  11. People have a hard enough time putting things in the right primary forum, let alone sub-forum TBH. What probably needs to happen is to have a group that will have the power to go through old threads and delete the dupes/depreciated ones While perhaps scraping useful tidbits and putting those into sort of Master threads.
  12. So, if anybody's wondered where I've been (in-game), this is one of the places lately. I'm still learning the game mechanics and such as does anyone on their first play through. I can see the NV aspects loud and clear, but there's a few Fallout things they could have added. I find myself saving way too often because I'm trying to keep my nose the appearance of clean, but it's too easy to get caught. More to say, but this is a start for those who've already done so. My Observations: Your health sucks at first and armor only partially helps when not 1:1 While zones may be level based (not sure yet), IDK HOW many times I was too easily overwhelmed by animal types in combat Yes, you have stats, perks, etc that'll eventually help, but you'll get your butt kicked if you're not planning ahead and even then you may miss something The game must assume that you're taking responsibility to Constantly check your surroundings, especially during a fight This is while playing without a helper NPC You Can heal during the fight and even Pause to heal during the fight, but your first play is going to be a rude awakening until you understand it Unlike the Fallout games, there's no "easy" indicator that you're hidden when trying to say pick a lock The game has a way to tell you, but it's one of those things where you generally can't pick the lock And know you're still hidden at the same time Sometimes you Think you're hidden, but you're not and That is near impossible to tell quite often Most of the above is likely a side effect of being spoiled as it's actually more realistic Saving Auto-Save is a thing and works for most situations Save before you do ANYTHING that could change the perception others have of you if that's something you care about Save before you venture anywhere new as it's easy to get into trouble/dead Save DURING your dialog choices. I've not quite tested this, but trying to follow the logic of dialogs can be rather acrobatic. I've found that while not truly dynamic, your choices can easily remove past options even though you're presented choices. Many RPGs at least have a static set of choices, so this could simply be a more realistic methodology and someone needs to learn to adapt. Mods Honestly, while I don't hate them, they can cause me a headache sometimes (like trying to understand Enh here for the uninitiated) They're not reusable. Once they're in, the next one you place basically overwrites the first They're easy enough to get, so don't stress so much about getting what you want Buying/Selling Crap is expensive to buy and you get even worse back when selling/recycling You can buyback what you sell, but IDK if that only extends to that vender and/or that transaction, time wise Junk / Scrap Can be confusing as it doesn't keep that designation if you choose to change it In most games, something that's only there to sell stays in that category. Here I can designate something to be junk or the reverse at will. This makes it too easy to forget that something has no other value It's easy to bulk sell Armor There are no Light/Medium/Heavy armor Classes. IE: Anyone can wear anything Everything has weight and the above doesn't relate to that L/M/H actually refer to the Density of the Armor and affect the ability to mod it as well as the stats it already comes with Shops do appear to have specific level scales that are locked, but the variety may change as you buy things Keep a spare set for swapping between characters as you can't just remove something from a helper character (yes, I know I simply forget the term) They take repairable damage, but do so rather easily Weapons Anyone can use anything (I think), but I 'believe' that some do better with some weapons. IE: I've observed that helper characters begin with different types of weapons, but all characters start with a Melee and a Ranged weapon They can be modded, but not as much as Armor They take repairable damage, but do so rather easily Consumables This is what gets me the most as you can't group things the way I'd like. You can sort many ways, but not by type/effect which would be WAY more helpful than say by name I really can't tell (yet?) when something has warn off or if it's necessarily being effective during combat beyond seeing my bars go up (if I'm looking) All but ammo have weight and it adds up Try as I might, I've yet to become over encumbered, but that's likely because I've been scrapping/breaking down/selling constantly It's easy to sell something you didn't mean to, so as a tip, I'd recommend marking something as junk first so that it gets moved to that folder for quick sale Visuals You're in first person during most of your playthrough. Sure, you can do a photo like mode, but while playing (most tasks) you're looking through their eyes Nothing overly pretty, but it's Fallout / Borderlands quality Combat No VATS, but you get a limited Slow-Mo type helper It can be hard to tell between things at a distance, especially enemies as there's not a consistent reticle or general outline to point out that this is something to pay attention to Melee is going to piss you off on smaller targets There is NO locking on a target and sway is a thing, but not horrible
  13. One day I'll get it in one post...IDK why we can't add attachments after the fact. Here's the Root folder: Root Folder.bmp
  14. Here's the concept for the "Flat Structure Tree": Folder List.bmp
  15. This went faster than expected...thanks to the little I remembered (yes, I looked up syntax) of the command line. The following/attached are from the original Vidiots file. I tried using 7zip to re-zip everything and upload here, but apparently the free version doesn't give you a compression option (too big to upload, much bigger than the original exe). This is the script used to see the Whole directory listing: dirlist.txt This is the same script only with the folders listed first (Note: it's not 100% the way it really should be sorted): dirlistsorted.txt This is the manually created Index of Folders: FolderIndex.txt This is the script one could use to create said folders (Note how this list is shorter than the actual Index): CreateFolderScript.txt This is the Index of the files and their destination folders: FileIndex.txt
  16. Correct, the "Index" file (I guess you would call it) would be required and the actual modded files would be in a flat file structure (since the app would place them accordingly. It would take more work for the initial process, but only in the creation of the Index file itself. I'll look into taking say the Vidiots mod and creating an example. As it stands, IDK what to do with each mod I DO have because there is no standard beyond the data folder structure that they eventually create/follow. A side thought while it's here: The visual mods should have a reference image (single image perhaps) that the user can click on to see before they commit.
  17. Sadly, haven't touched my G4 in a bit. I need more space TBH.
  18. Heh, I'm building an archive of installers for offline even though I probably won't use them. I'm aiming for one of those universal USBs to build that'll boot a Mac. I've ISOs for much of the Window's major releases already.
  19. If your hard drive is big enough and the hardware capable, then would you like some help maybe getting an OS step-up for compatibility?
  20. These are labeled "Varden". There's another file I have, but it's too big for the forums. I got them all off of here. vm_vip_i18.exe
  21. Are any of these what you're looking for? I nabbed these from an older thread on here: Enhancement Standardization.zip NeosEnhancementInstall.exe power_icons.zip
  22. Yeah, thankfully I made a TON of screenshots for my alts (Name, Bio, etc) as well as my bases (still working on that). I wish I'd kept the game folder Longer, but I did eventually purge that out, losing the actual costumes and such.
  23. This appears to be the right answer based on their own forums: https://answers.microsoft.com/en-us/windows/forum/windows8_1-pictures-musicapp/api-ms-win-crt-runtime-l1-1-0dll-is-missing/b593b94e-6691-423b-a586-0b7f10131e35?auth=1
  24. This has always been my understanding (as is with most games of the past). I think what you're seeing is mostly related to the limited styles within the game as well. So while layouts may have X number of variations, there are only Y number of thematic differences (different Baddy types). So the overall randomization only results in a pretty small number of variations. IRL, there's not a dramatic difference in office building design in large buildings and most of that is to keep costs down. So to those of us who often play more open/dynamic world based games, things like CoX will feel rather cookie cutter.
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