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This what happens when you successfully install a butt-ton of mods via the tried-and-true drag-and-drop technique. Also known as the "dartboard method." :p

Gotta say the performance and load times are an absolute DREAM compared to FO4. Without even uncapping vsync loading screens are literally ~10 seconds at most. How did they manage to make FO4 run so bad and yet offer almost no noticeable visual improvements... even making it look worse in fundamental ways? I still to this day do not understand how FO4 can run so much shittier. Everything in my Skyrim game is butter smooth. And right away it's a lot nicer to look at! I couldn't run half of this stuff on my old machine, so this will be a lot of fun! Still can't run half of what I'm running now in FO4, though. That game, I swear, will never hold a flat 60 on any machine. It's just sad, coming from that to this. It's kind of shockingly bad.
Is this the Special Edition of Skyrim?
 
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The problem with Fallout 4 is the load screen is tied into the refresh rate. There's a tweak to a ini file that increases the speed of loading screen or forcing the GPU into a high performance state is suppose to fix it.

The last time I played FO4 the loading screen slow down was fixed.
Never was fixed for me, lol. They fixed the loops and most of the CTDs... but there are still places I can try to load out from, on a totally vanilla save and have a 1 in 50 chance of 5-minute load, infinite load, or CTD. And often it'll cook into the save. It definitely gets worse when you start piling on mods. Skyrim seems less easily weighed down by comparison. The mods I'm running are as heavy, if not heavier and it still loads like it ain't doin nothing. It's actually kind of incredible. Two blinks and you're there a lot of times. Not to mention it seems like I can just keep piling on stuff and never have an FPS drop.

And yeah, I know the trick to decouple vsync on the load screens, which does help considerably, but I can tell you with them both pretty fresh in my mind, there is no comparison. Actually, I'd say Skyrim SE loads faster than most games I've played recently. No fixes or tweaks. Of course I'm modding both, so everything is skewed, but still. FO4 should have the advantage being on my 970 evo, while Skyrim SE is on my little 860 sata drive.

FO4 seems to have more problems with scripting. It completely hates being messed with... a lot like Oldrim. I think that's why mods bog down the loading screens... waiting for scripts to finish-out. Even squeaky clean scripts can easily affect it. Just certain things happening in conjunction can lead to randomly long ones, even in vanilla. One heavy weather mod will continually bog it down noticeably. Lighting mods are worse... everything to do with them is controlled via scripting.

And then, there are infinite loops, which can be caused when a script hangs during loading (though of course there are other ways to cause one...) Typically it was set up to run that way before the loading screen started, by things that happened or were set up by the game BEFORE that point. Sometimes a while before. This is also why the solution to the loading loop is to go back to an older save. Also the reason why load times sometimes get longer as you play more, because there's more script data baked into the save for it to munch-out on. Completely unrelated to the old save size limit bug.

Just personal experience, but I think a lot of the problems with FO4's loading... and overall stability has to do with a buggy, slow, dirty script system. It's actually powerful and can do quite a lot... if you're willing to wait... forever. :p I'm guessing they reworked it a little and we all know how they do with optimizing new engine features, heh.

Is this the Special Edition of Skyrim?
Yep :D Gotta go SE to mod these days. Most of the good mods from LE have been ported, and most of the best are SE-exclusive.. not to mention heavily expanded ENB functionality. And there's of course stability and general lack of critical bugs. I really mean it when I say it's rock-solid. For all of their blunders, SE was one of the best things they did for us. Only thing they've got going for them in my eyes. It took a couple (just a couple...) years but I think they've perfected that game. It runs great, it looks great, and it still gets a lot of love from modders. It can handle so much more than the old version... probably more than Fallout 4, even! It's like they forked it, and many of the things that made SE work so well didn't carry to FO4. Or at least, it wouldn't surprise me if it was true. What I've seen just today with everything I've done to the game kinda blows the newer FO4 out of the water. Majorly. The only thing I'd say was better with FO4 was movement and animation... it's a bit more granular. But like... FO4 doesn't even have any 'real' SSR! Water doesn't reflect land or objects fer chrissake! How is it that the older games could do that convincingly well, then? lol. And somehow the shadows are both far worse-looking and more expensive! The godrays are crippling with worse artifacts. All just to do what? Pack more static objects on the screen with a few measly extra polygons for their meshes? It's a baffling enigma.
 
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I played DH2 twice and Death of the Oustider,low chaos is not half as entertaining as high chaos.I think I ended up with high chaos for every playthrough.
Low chaos is much more challenging, though, as slicing and dicing people up is the easy way out. Finding a non-confrontational approach when the game is wanting you to get heavyhanded is difficult.

In any case, you effectively get 4 different times you can play with enough of a difference between them to justify it based on their different abilities, and then low and high chaos.
 

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In any case, you effectively get 4 different times you can play with enough of a difference between them to justify it based on their different abilities, and then low and high chaos.
Yep. Maybe even more than that. I haven't touched any of the guides yet, so I'm discovering everything for myself, and every time there's some new weird and more efficient way to go through each level.
I think the Clockwork Mansion was the most challenging the first 2 times, but on this "hardest" playthrough I beat it while wasting only 3 bolts(one for each clockwork soldier on the way), two sleep darts (one for Jindosh, one to clear the way), and one grenade after dropping the elevator. I think the most fun in the game is finding ways to use environment to your advantage. Very Hard is the best difficulty to do so, cause you can't just go arms blazing and kill everyone (it's totally doable on Hard, though), and stealth is very restricted due to higher detection range and reaction time. And when things get tight, some interesting solution pops up, like explode some whale oil and throw a grenade when all 5-6 guards get there, or simply traverse the map through the second route and walk freely through the gate, while everyone is still distracted by explosion. I think there's at least a way to do "Ghost" on very hard with no powers, but "Clean Hands" is very-very challenging.
 
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I think I'm actually bored of Fallout 4. Oh well. Just downloaded Skyrim SE again. It says only 150 odd hours. That can't be right. Looks like I've got about 1000 more to go before I catch-up to FO4! I figure by next year, I should have that nice and chiseled out. Gonna come down to how good my time management is with modding it, and how much I value my current dating life. I mean, that's what? A couple hours a night? Not really too bad - better get to work :p

Gonna use a different mod manager this time. We'll just see how Vortex handles it, since I've got more chops with that than I do MO2 at this point.

That's the other thing... I had a pretty huge mod setup for it a coupla years ago. Even though FO4's engine is technically a little more advanced, it's 50% less optimized and actually a lot more limited in many ways. It has more fancy-looking baubles, whatzits, and crusticles in vanilla form than Skyrim SE could even dream of, but that all takes a big bite into what you can do with it on your end, because when you start changing things, the new features and functions just break that much more easily. It seems more advanced, but modding stability-wise, it's just awful. Skyrim SE is looking rock-solid for mods at this point. Skyrim, I feel, does what it CAN do better, and it's easier to fix problems. Not to mention, it just looks so much better imo. What's there is already great... it just needs some modern polish and it's looking almost like current gen. I've seen screenshots of modded Skyrim SE games that look like it was literally ported over to Unreal Engine.

FO4 never gets there... because again, they loaded it down with resource hogs you will never get past, that visual things possible in Skyrim, can't be handled by FO4's engine... at all. Little things can knock all of those cobbled-together features right off the table... and they're glued to the tablecloth. FO4, I would say, is the line where they completely overshot what thier engine can handle. And it shows in the half-assed optimizations that still leave it running like crap and make modding it more frustrating and convoluted than ever before. Wrong compromises IMO.

Not to mention, vanilla FO4 looks horrible. You're starting with something shitty and trying to make it decent. With Skyrim, you're starting with something good and trying to make it look great. The changes with FO4 don't add much and are EXPENSIVE as HELL... Skyrim can look more primitive at times, but it still winds up looking better in the end... because it's simpler you have more options. Sounds counter-intuitive, but it's painfully true.

I did manage to get FO4 to my liking, where I think it actually looks pretty immersive and plays just as well. I've got a bunch of screenshots to sift through. There's still a lot you can do. It's just... I don't know... not as fruitful. Even the absolute best I can do winds up underwhelming compared to what I did with Skyrim, knowing way less about their engine than I do now. The experience all around just doesn't compare.

Oh, and you can edit static meshes! And it doesn't even hurt performance on modern hardware! If you tried to do this...
View attachment 141025
...or this...
View attachment 141026
...or this...
View attachment 141027
...in FO4, it's a dice roll as to whether your game will drop down to 20-30FPS, or straight up crash. Or both. And I mean... just look at those friggin barrels man! FO4's meshes were better than Skyrim SE's, but you won't see any looking as good as that damned barrel, or that fence. And in FO4, you can't change it due to their beryllium-diamond, hyper-rigid pre-combined mesh system. That alone kind of hurts it. I'm thinking it's a big part of why modded Skyrim looks more 'modern' than modded FO4. SMIM is so magic, and not having a way to do the same for FO4 really sets the tone for everything wrong with FO4 from a modders perspective. It's full of more roadblocks that are just like that. They must've thought they could do it better, so nobody would need to mess with it anyway. They were wrong. they made a lot of bad choices.

Interestingly enough, Skyrim SE still has a more active modding community than FO4. Wonder why that is? I'm starting to think maybe FO4 was a big step backwards for them... and that people might see that... and don't bother messing with it, hmmmm... :rolleyes: Nah, but for real it does get more love from the modding folks. The quality is just worlds better. I'm gonna enjoy seeing what people have done in my time away. There's so much still coming out there. There's what, a couple dozen DLC-sized side-games now? Some of these groups have said "screw modding" and decided to make a whole new game with Skyrim SE as base. If anything, it's crazier now than it ever was. Maybe as the zeitgeist of FO4 modding matures, it'll reach that point. But somehow I doubt it. The limits have pretty much already been tapped with it, and interest was never as high. I give it a couple more years before it starts becoming seriously forgotten by mod authors. A lot of the best ones it ever had have long since dropped it... often saying the game isn't up to it in too many ways to be worth the time and effort. It really stings sometimes, people get discouraged when things that used to work don't, and there isn't a suitable replacement. Just sad. If I didn't know better, I'd think Bethesda is actually TRYING to kill their modding scene.

Back when I did my old setup, I was only pushing an RX580 and a 1st gen Ryzen 3. Lets see how it scales with a 2060 and 3900x lol. I wonder how much can I pile on before I totally bottleneck the engine. Bring on the mods! Fuck 4k textures. I'm upscaling all of those 4k textures to 8k! I'll be the biggest texture modder on the scene for sure!


edit: Oh lord, I have been on a downloading streak. Depending on how dog tired I am tomorrow, I may or may not attempt to install a couple hundred mods in one go. Wouldn't be the first time. In some ways it's more efficient... once you know all of the things to just do along the way to make life easier for yourself. In some ways, I think I'd rather do the bulk in one go because it's easier to lose track of what you've done when you go incrementally. Instead I'm forced to go through each one, checking for issues and deciding on rules with all of the others fresh in my mind. Plus, I already know most of the mods I'm installing. I know if and where they're going to clash, what to prioritize, what I prefer/am going for, and what might need patching and/or load order tweaks. I even know some of their persistent bugs... which is crazy to me that I actually remember.

And also, I have about lost the ability to play any of these games without a lot of mods. At least the texture mods! I can't go back to bethesda's textures anymore. To my eyes they're so bad I can barely tell what they're supposed to be sometimes! They don't have to be 4k, but they can at least use the newer compression formats and be made with more sophisticated techniques. Even if they were fully utilizing the engine, I'm sorry, but the artistry in the textures isn't there. The worldspaces and assets themselves are great. It's what makes the whole thing. It just winds up looking like a smokin hot babe after 5-10 years of meth with those textures and meshes. You can see there's a good foundation, but the parts you can actually see just look wrecked, man. Just kind of a "...what HAPPENED?!" situation at times.

That's the cool thing about texture modding these games. Texture deployment hasn't changed ALL that much over the years... different types of textures and such. Methods for deploying them can vary considerably within different engines, but most of those engines, even Bethesda's have about the same general capabilities. The techniques for making textures have grown more than how they're used. Bethesda has normals, speculars, alphas, material shaders... even a few others that aren't used as much - so someone with enough technical skill and artistic talent can make a huge impact on even the older games simply using modern texture sensibilities. And as I'm downloading Skyrim mods, I'm realizing how good Skyrims texture modders are. There are so many of them, and a lot of them are better than the maybe 3-5 actually legit good FO4 texturemen. I see a lot of totally original ones with detailed painting, real-deal photogrammetry... even combinations. Real, original stuff done the proper way, not the noise/sharpening-blasted, upscaled 'optimizations' you see so much of with FO4. They could be making these for AAA games! I mean it man, these people are talented. The only thing that's really always going to date Skyrim is the geometry and LOD limitations. I swear... that and maybe the shadows/reflections/fancier lighting stuff.

But then there's so much more for weather and lighting. Between just the textures and the lighting, there's so much to be improved on - without even pushing to much higher technical levels than the base game. Just better leveraging what's there with better quality, better conceived stuff. One thing bethesda never does is look at what they have and ask themselves "What can I do better with this?" :p

Like... imagine you go to visit BGS while they're working on the next ES game and as soon as you walk in, you see all of the devs sitting, watching modding videos and taking notes to teach them about their engine. I'd believe you. :laugh:

I joked about 8k textures... but I've found way more than I thought there'd be. And they truly are glorious looking... but why. Just why. Period intended. I get 4k textures... they make a bigger difference than is obvious at first. They're great for certain large UV-mapped objects. If you were to take the mesh and squish it flat you'll see it can be much larger than the whole screen. And then, as those meshes often get stretched (even with static objects,) the added information is needed to avoid that taffy effect. But even filling a 1080p display with 4k, I swear the difference in perceived clarity and plausibility is obvious. 4k scaled down in-game just looks better than a perfectly-fitted, native 1k. I think part of this is that ALL textures are compressed, meaning they all have artifacts, and they all have detail loss. That's how they can be 'big enough' and still fuzzy. Haloing and color artifacts are simply less evident on a larger file scaled down than a smaller one rendered 1:1. So even though they're not scaled up, they still appear blocky if they're not large enough to minimize the scale of the artifacts themselves. Just seems to help clean-up edges quite a bit... though smooth patches can also be majorly less splotchy.

8k is just beyond ridiculous, though. Like *just* a little bit of the way there. I guess you can technically run the game at 4k, where you would see a very clear difference between the 4 and the 8. But still... that's asking a lot, not so much your hardware, but the engine. When the textures for a house are in themselves ~1gb, it gets to be a bit much. Or maybe your dragons are 2-3gb. With good hardware, 4k textures are actually no problem in Bethesda games. It won't be the thing too hurt your frame rates, though it debatably reduces frametime consistency a bit. I just gotta assume 8k are for screen arching. Do people really try to play a game so old with such massive texture files? Maybe just flexing that 12gb GPU?

I wonder how big a single texture can be before it crashes the game. Hmmm...


I actually can't wait to dig back into this game. I just got so burned-out on it after a while. Not to mention some pretty terrible things happened in my life during the time when I was introduced to and got deep into Skyrim. It wound-up tied to two people who frankly never deserved anything but my disdain and apathy. It sucks when rotten memories sour some of your favorite things. I had to learn some hard lessons back then and ended up leaving a lot of things behind... my beloved Skouirum being one of them. Now that life's been good, it's all joy and anticipation. I might even appreciate it more. I wish I could start tonight. Wish I had started this afternoon. Super-awesome to see nothing really changed and people still make and update mods for one of my all-time favorite games.

Have you considered that a big part of why FO4 doesn't allow what Skyrim does, is because of some differences in gameplay? There are no CAMPs for example, and I also believe the physics in FO4 are a bit richer than they are in Skyrim, no? It does feel that way now that I'm playing FO76 (which is practically FO4).

Meanwhile... running out of display space here. Damn

Fallout76_2020_01_06_12_06_03_004.jpg


Yep :D Gotta go SE to mod these days. Most of the good mods from LE have been ported, and most of the best are SE-exclusive.. not to mention heavily expanded ENB functionality. And there's of course stability and general lack of critical bugs. I really mean it when I say it's rock-solid. For all of their blunders, SE was one of the best things they did for us. Only thing they've got going for them in my eyes. It took a couple (just a couple...) years but I think they've perfected that game. It runs great, it looks great, and it still gets a lot of love from modders. It can handle so much more than the old version... probably more than Fallout 4, even! It's like they forked it, and many of the things that made SE work so well didn't carry to FO4. Or at least, it wouldn't surprise me if it was true. What I've seen just today with everything I've done to the game kinda blows the newer FO4 out of the water. Majorly. The only thing I'd say was better with FO4 was movement and animation... it's a bit more granular. But like... FO4 doesn't even have any 'real' SSR! Water doesn't reflect land or objects fer chrissake! How is it that the older games could do that convincingly well, then? lol. And somehow the shadows are both far worse-looking and more expensive! The godrays are crippling with worse artifacts. All just to do what? Pack more static objects on the screen with a few measly extra polygons for their meshes? It's a baffling enigma.

Man I got stories now too. I've had the sun rise its godrays straight through solid mountains. In my screenshot above it appears the floor gets the lighting from the Mire (hazy) outside, instead of its interior. In fact most of the lighting is royally screwed here. AO? Is that something of Alien Origin? :D And yeah. God rays are just way too present. Its really a mask for all the things they didn't do.

And then the usual weirdness that is non graphical. Taking Bourbon from my pip boy has a tendency to crash the game. Not Vodka. Not Wine. Nuka Cherry also just fine. But not Bourbon. And only when the Pip boy is in 'power armor hud' mode.

Yesterday I was going to take over a workshop. Had one enemy left to kill. Apparently it felt happy spawning inside a wall. Quest impossible to finish.

Spawning after loading in or fast travelling in your CAMP has a tendency to spawn you with feet stuck in the ground. The game debugs you visibly, pushing you upwards to avoid being stuck. In one spot I had to consistently jump and look to the left or even that mechanic would fail and every fast travel to camp would make the game unplayable.

So that's what post apocalypse and a broken world looks like... :p
 
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You gotta be careful not to spend more time modding the game than playing it. I do like modding this game a lot... that has to be obvious by now lol. But at the end of the day, it's done to maximize my experience with the game... which requires actually experiencing the game...

I know right,I also ended up doing that in the past. :D

Played Skyrim since the relase date and slowly modded it up over the years,at least as much as my PCs could handle.
Mainly improving the graphics in general and various game fixes,slight addons +quality of life improvements too but nothing game breaking or anything that changes the original game too much.

Until ~3 years ago or so when I accidently deleted the entire game's folder and I could not restore it 'another game's uninstaller deleted my entire Game's folder..'
That totally killed my mood for it,even tho I had a screen of my modlist but still.

Its only nowadays that I'm starting to miss it,the whole thing I mean and your posts are kinda triggering that old 'addiction',maybe this year after a GPU upgrade I will try SE and get back to modding.:)
 
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I know right,I also ended up doing that in the past. :D

Played Skyrim since the relase date and slowly modded it up over the years,at least as much as my PCs could handle.
Mainly improving the graphics in general and various game fixes,slight addons +quality of life improvements too but nothing game breaking or anything that changes the original game too much.

Until ~3 years ago or so when I accidently deleted the entire game's folder and I could not restore it 'another game's uninstaller deleted my entire Game's folder..'
That totally killed my mood for it,even tho I had a screen of my modlist but still.

Its only nowadays that I'm starting to miss it,the whole thing I mean and your posts are kinda triggering that old 'addiction',maybe this year after a GPU upgrade I will try SE and get back to modding.:)

The moment I go back into Skyrim is when I've got a 4K OLED in front of me. Until then its just going to be a repeat of everything that you've always already not done :D
 
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The moment I go back into Skyrim is when I've got a 4K OLED in front of me
I'm already playing Skyrim again. Although this time it's 1440P instead of my first play through at 1080P. I blame @robot zombie for enticing me.
 
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just started Metro Exodus at Christmas and im enjoying it loads, I got the gold ed for £14.99 with a £10 coupon epic is giving away . it looks stunning in 1440p.
 
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The moment I go back into Skyrim is when I've got a 4K OLED in front of me. Until then its just going to be a repeat of everything that you've always already not done :D

Thats one way to look at it.
If I go back to Skyrim then this will be my third monitor/resolution I played the game with.
Started with 1680x1050 then 1920x1080 and now 2560x1080 which is pretty good for games like Skyrim imo but I'm yet to even check it out since I have this monitor. :D
 
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AW,really compelling story.





 
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Well i finished RDR1 despite getting kicked right square in the nads to start off the new year...the water heater blew and flooded half the house. :banghead:

The last two pics just about sums up the end of RDR1.

deadred1.jpg


deadred2.jpg

deadred3.jpg
 
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Have you considered that a big part of why FO4 doesn't allow what Skyrim does, is because of some differences in gameplay? There are no CAMPs for example, and I also believe the physics in FO4 are a bit richer than they are in Skyrim, no? It does feel that way now that I'm playing FO76 (which is practically FO4).
Well now obviously not :p But yeah, that's definitely a part of it. The physics were a huge jump forward. It's the first that can really feel good to play. I still have flashbacks to FO3's gunplay. Thier experience with Wolfenstien helped, no doubt. Picking up some tricks from id, perhaps? No doubt that eats headroom, though. All of that stuff has to be polled and dealt with frame by frame. But if physics, animations, and scripts are actually noticeably hurting frametimes to the point where maybe one too many dynamic shadows tanks it all, then they have major CPU optimization problems. Maybe that's why all of the CPU grunt in the world can't help with those deficits past a certain point... it's meaningless if you can't use it. I would think with proper allocation it wouldn't be possible to bog down the engine on stuff like that... the only limits would be your hardware. The former is something you only associate with, at this point, really old games that had far less forgiving and highly innate code limitations.

Settlements were definitely among the biggest resource hogs in the game. Actually... it all kind of goes back to the precombined meshes. Settlements can have a ton of stuff in them... more than any other locations. Even worse, the precombined meshes they use anywhere else aren't compatible with them, because almost everything has to be dynamic to be scrappable and movable. And since their system can't update on the fly (I'm calling it the 'Jenga Pipeline') you lose that critical optimization for the cell. Drawcalls skyrocket in those places. That definitely has to detract a bit from oomph to do more things visually. At its worst, it can basically sludge-out the whole graphics pipeline. So to get it working acceptably in a wider variety of situations, I could see them disabling more at other points in the rendering process globally to make sure it doesn't completely halt for some unlucky player.

Of course, if that's true, why wouldn't they make it so the engine juggles non-foundational GFX stuff dynamically... scaling back things as drawcalls and polygons increase, so it always has enough engine grunt to continue smoothly drawing all of the shapes and plopping textures, without stuff further down the pipeline ripping it back. Maybe not pretty, but maybe not that bad? At times DLL-based mods that did that with shadows and godrays were very popular and for a lot of people immensely helpful in places like a heavily built-out sanctuary or downtown boston, where the vanilla precombines themselves were bad and lead to drawcall spikes all over the place... depending on which direction you looked.

That's a lot of it... they wanted more objects and polygons across the board. More structures, piles more junk for their new crafting/building system, more complex geometry for ground, rocks, trees, and buildings... So they devised that primitive system for holding it all together... and it never worked very well. The engine often still winds up carrying the weight of all of the extra geometry. And even when the precombines are working right, they can cause performance and stability issues of their own. If that whole system worked like it was supposed to, I'm betting the whole game could've been made better. Sometimes I wonder if that's not why they nerfed reflections in FO4. You can sort of force it with the help of ENB and digging up some unused ini settings, but what you'll see is that it has major occlusion problems. It comes out all chopped up and shimmering with noise. Maybe it so happened that the new precombine/previs system interfered with the surface's ability to 'see' what it's supposed to be reflecting? I mean, it looks really old. Remember when games really first started using them and all reflections in games were basically moving, indistinct splotches of static and color? It's a lot like that.

It's kind of crazy to go back to Skyrim and see the difference in how it handled reflections. The sun, clouds, land, and trees are all clearly defined, almost never have that weird occlusion misfire where an object between you and the water casts a 'shadow' on the reflection of the land even further back and closer to the water... or cuts awkwardly into the reflection of a bridge. It actually looks nice. Adds critical depth and plausibility to exteriors. And it's something that's impossible to get out of FO4's engine. I wonder how many other things got scaled back trying to gut for new features.

To me, it just wasn't a good tradeoff. The stuff you got came at an incredibly high price, without improving the experience enough... even making it worse many times.

Man I got stories now too. I've had the sun rise its godrays straight through solid mountains. In my screenshot above it appears the floor gets the lighting from the Mire (hazy) outside, instead of its interior. In fact most of the lighting is royally screwed here. AO? Is that something of Alien Origin? :D And yeah. God rays are just way too present. Its really a mask for all the things they didn't do.
Heh, I had my godray epiphany by playing with them off until I was used to it and then turning them back on. When I did it was like a eureka moment... suddenly what I was looking at made sense. I think that's their way of hiding how bad their LODs are, and all of those terrible tree meshes... or the lack of any real lighting depth.

I don't get that... their lighting system can give so much better results than they ever get with it. I've seen plenty of games do more with less. But maybe that's bethesda's mission statement over in their offices "We shall always strive to do less with more." Probably have a big sign hanging right above where they all sit watching mod and lore videos to learn about their games. :D The random ambient ghost lights are kind of case in point there. They put some effort into improving their engine sometimes, but it's like they only do it to take the laziest route possible in actually utilizing any of it. So much "butbutBUT... *sigh* WHY?! Why? You can just do this! Easily you can do it! I know there's proof. Christ... I can do it. Why didn't you do that?"

And yeah... their AO. Is it real? Nobody knows. Some claim to have seen it. Others point to science saying it's not possible. I do know that in FO4 you can play around with it in the ini and make it possible to actually see, but it's not very good. ENB SSAO does a better job for less frames.

And then the usual weirdness that is non graphical. Taking Bourbon from my pip boy has a tendency to crash the game. Not Vodka. Not Wine. Nuka Cherry also just fine. But not Bourbon. And only when the Pip boy is in 'power armor hud' mode.

Yesterday I was going to take over a workshop. Had one enemy left to kill. Apparently it felt happy spawning inside a wall. Quest impossible to finish.

Spawning after loading in or fast travelling in your CAMP has a tendency to spawn you with feet stuck in the ground. The game debugs you visibly, pushing you upwards to avoid being stuck. In one spot I had to consistently jump and look to the left or even that mechanic would fail and every fast travel to camp would make the game unplayable.

So that's what post apocalypse and a broken world looks like... :p
Ahhhhhh it's so REAL! Glad to see nothing's changed :laugh: Have you experienced death by car yet? I'm not sure they ever fixed it. Since many cars have havok physics, it can bug-out and think it's barreling through the air at 1000mph when it's just sitting there and you just happened to brush it while sprinting. It's gotten me a few times. First couple I didn't even know what killed me because I never saw the car. For all I knew, I just spontaneously dropped dead next to a car, for some reason.
It's a thing.

I know right,I also ended up doing that in the past. :D

Played Skyrim since the release date and slowly modded it up over the years,at least as much as my PCs could handle.
Mainly improving the graphics in general and various game fixes,slight addons +quality of life improvements too but nothing game breaking or anything that changes the original game too much.

Until ~3 years ago or so when I accidentally deleted the entire game's folder and I could not restore it 'another game's uninstaller deleted my entire Game's folder..'
That totally killed my mood for it,even tho I had a screen of my modlist but still.

Its only nowadays that I'm starting to miss it,the whole thing I mean and your posts are kinda triggering that old 'addiction',maybe this year after a GPU upgrade I will try SE and get back to modding.:)
OH man, that's rough. I lost my FO4 setup once. So many trials and tribulations to no avail. Tried to deploy a backup that should've had everything, but it was corrupted and ended up breaking my Win10 install. So I had to start from the absolute beginning with getting the machine set up before I could even think about the game. And then, when I mounted the backup image, all I really had that wasn't compromised was the file names and folder hierarchy... so the Nexus mod id numbers for every mod I had installed, at least... though not the rules and everything that takes all of the time to get right. I tried implanting the good bits over to my fresh install of everything, but either that just doesn't work great with Vortex or all of the files were actually corrupted... not sure!

I think that made it worse on me, tbh. It's just the most heart-wrenching feeling. But you know? After a short period just forgetting about it all, I went back and did it up so much better than before. I hadn't realized how many junk mods I had collected and bunk, redundant fixes and futzes had creeped in... or that I was hiding some of the best textures I had by accident. All in all, it took a couple of days from start to finish, and I never had better experiences playing the game. It was actually good for getting the stagnant air out and convincing me to change my ways. You get ingrained when you have a few hundred mods. A lot of things you might like to change are made more complicated by the fact that you've been building it up over countless hours. While when you're starting new, you can plan beforehand for anything you might want to do and not take up too much time or cause problems elsewhere. I ended up trying all sorts of new mods, while doing without other things and I can really say it was pretty worth it. Pretty rewarding, actually.

My condolences for your addiction. I truly do understand, hah. The effect it has on me is like being on Adderall. 11 years ago I had a prescription for that stuff and let me tell you, when you take it, you get this feeling about some endeavor and think to yourself "Man! I can just do THAT." And it strikes you like this big, life-altering epiphany... like whatever it is you're about to go and do is the answer to everything. I'll never forget it... it's a bizarre state of mind. What's in front of you becomes all you see and you can just keep going for hours, not noticing much else. Modding these games isn't quite on THAT level of crazy, but I can sense some of the same mechanisms turning. It really does play with your dopamine system hardcore. It's oddly similar to taking speed in how it pulls you in if you're not careful.

My balance is simple. I don't have the time and energy to miss a bunch of sleep or be consistently plopped down at home to go all the way down the rabbit hole. If I tried, I'd probably just crash instantly out in the real world :laugh: Now, if I DID have a bunch of time on my hands... the LAST thing I would want to do is pick up one of these games. It's 'goodbye world!' for me past that point. :rolleyes:

Have you ever modded SE before? Bit of a different creature. It's evolved pretty far beyond the days of modding LE. Definitely worth checking out if you're into that kind of thing. I think you'll appreciate what it brought out. The only real step back was the loss of parallax texture occlusion... they lost that when they left DX9 behind. :/ But everything else is pretty significantly improved, in terms of what people have been able to pull out of it, especially when it comes to editing meshes and playing with how they call textures. It can essentially do everything that was possible with parallax, along with a bunch of other things that couldn't be done if you wanted a stable game.

I'm already playing Skyrim again. Although this time it's 1440P instead of my first play through at 1080P. I blame @robot zombie for enticing me.
Good, good. Let the hate flow through you...

I actually didn't originally pick it back up just to mod it. I've been getting back into the lore. I can now say that I think to really appreciate Skyrim's lore, you need to go back to Morrowind first. Morrowind is such a treasure trove of lore... in that game they slapped you in the face with it for the whole play through. And there was no question as to what was meant to be true, a lot of the time, anyway. Skyrim's lore is vague and mysterious. Very often it's impossible to tell what is true and what is not. But once you have a picture of the whole timeline back to Morrowind, you realize how insanely deep it actually is. You have to dig and be really observant of minute things. But the thing is, with out the lore from other games, a lot of it will seem like vague, meaningless little oddities and quips. It's easy to miss references and assume whatever it is was only supposed to be a superficial little thing... it wouldn't be missing anything that way... it seems right. But what seem like holes often aren't... you're just missing information, or haven't caught onto how it needs to go together for things to make sense on the lower levels. And of course many other things are up to interpretation, which with the way it's all written, can get really interesting. Fully experiencing Skyrim's lore is like personally witnessing legends with such scale and reach that you yourself aren't able to fully comprehend what you're witnessing. It's all relative to what you know. The more you learn, the grander and more complex it becomes. So many times playing Skyrim with new info I have these moments of like "In all my years of Skyrim I could never have imagined..." And when something clicks like that, it's as though you peered beyond the seam... like a kid finding the cookie crumbs and empty milk glass on Christmas morning. "Hah. I KNEW it!"

And the thing is you never really do 'know' it. It's always inferred or implied. But at the same time, once you catch it, you just kinda know what's really up. I appreciate those experiences for how they sort of pull the games world over you. It's a place I always enjoy being. Honestly, the writing can seem so totally hapless at times, but the synchronicities and emergent archetypes that emanate from that grab bag of writing and ideas can get on top of you when you least expect. But I mean, people often describe the universe and all of the things in it as a random mix of interacting matter and energy... so I figure even if it's accidentally brilliant - or otherwise more in my head than in the writing itself, it's still as real and substantive as life is, as a gestalt of physical interactions. Does that make sense? I guess what I'm saying is that the way the lore comes together almost makes it more real than if it all seemed like it was meant that way. That you can't know if it means anything or not only makes it seem more significant than if it was laid out plainly and linearly.

I'm betting most people who've played Skyrim don't know the origin of Sleeping Tree... it's way more than I can put in one post and really one hell of a tale that spans across parts of the ES franchise. I can tell you that. No doubt everybody sees it, but very few think anything of it. I won't go into details and instead just say that the Sleeping Tree is technically an evil, genocidal, sentient being. It'd dominate all of nirn if it wasn't dormant and homesick. It could actually be a pretty serious potential threat lol. Make no mistake, that tree has some big plans.

I think that's most of what I'm in it for at this point. That game has a never ending supply of weird shit. But you have to tap into your inner weirdness to understand it.
 
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I finished both Infamous: Second Son and Dishonored 2 during the holidays.

Infamous was a little disappointing. I have fond memories of the first game, so perhaps I was expecting a little more from it than I should have. Completed a "good" playthrough. Not sure if I'll attempt an evil one, if I do, it'll be a much faster playthrough. And I still have First Light to play as well. I hope it's a little better, or less repetitive, at least.

Dishonored 2 on the other hand was great. I really like the look and feel of the series, and the level design is usually pretty great as well. Jindosh's mansion was one of the most enjoyable maps I've ever played in any game. I also love how the series gives you different ways to complete the objectives and I wish more games did that. Finished a low chaos playthrough with Emily without killing anyone and being seen. I'll be sure to do a guns blazin' high chaos playthrough with Corvo.

Since then I've put a couple of hours into Monster Hunter World. I really like the premise of this game, but I wish the execution/polish was better. The UI is a complete clusterfuck and it took me a few hours to make heads or tails of it. I think I have the basic gist of it now, but man, those first hours were a wild ride and I nearly gave up on the game. The controller keymap is also pretty clunky and sadly there isn't a remap option. Aaand I'm not a big fan of the online aspect of it, but since I read you can complete the main story line on your own, it's not a huge deal.
Once I got past all that, the game is pretty enjoyable and looks like a dangerous time sink.
 
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Finished 1 playthrough of Remnant fallen of ashes and verdict is its a fun game if you play with friends but really short despite exploring and doing every dungeon, the game expects you to play multiple times to face different bosses and different weapon drops.
On chapter 3 of Witcher 1 and the damn game has a bug where it will just crash on its own in the final segment...
 
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Ahhhhhh it's so REAL! Glad to see nothing's changed :laugh: Have you experienced death by car yet? I'm not sure they ever fixed it. Since many cars have havok physics, it can bug-out and think it's barreling through the air at 1000mph when it's just sitting there and you just happened to brush it while sprinting. It's gotten me a few times. First couple I didn't even know what killed me because I never saw the car. For all I knew, I just spontaneously dropped dead next to a car, for some reason.
(Fallout 4) Death by car It's a thing.
This is hilarious. :laugh:

On chapter 3 of Witcher 1 and the damn game has a bug where it will just crash on its own in the final segment...
Man, kudos to you. I tried playing the first game after playing the other two but I just couldn't.
 
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Man, kudos to you. I tried playing the first game after playing the other two but I just couldn't.
It's not that bad really once you get the hang of timing your mouse clicks to execute the combos, the constant change of styles takes a bit of time in getting used to but its quite simple to understand.
I still don't know how you actually dodge correctly(move your cursor away from the target and double click, if done correctly you will perform a dodge apparently) so I just let the game dictate whether I dodge or not based on my stats so I just go full Arnold mode majority of times.
The character model is definitely from late 2000 era and comparable to like KOTOR, the voice acting of Geralt is the same from 2&3 while the main ones like Triss is different she sounds more mature than she does in 2&3.
The only consistent character design seems to be mainly Geralt from 1-3(factoring aging) while the rest have a complete overhaul.
Not sure about other key characters but i'm sure Dandelion had change in VA aswell, the polish VAs for the games may all be the same though from 1-3.
The other thing that bothered me was I tried playing the game with polish audio and the game keeps reverting back to english after booting the game.
 
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just a demo but free to try which looks like Fear:


NOTE: This game is not compatible with Avast. Avast deletes game files, causing crashes. If you use Avast, please add your Steam folder to exceptions before launching the game.
 
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Well now obviously not :p But yeah, that's definitely a part of it. The physics were a huge jump forward. It's the first that can really feel good to play. I still have flashbacks to FO3's gunplay. Thier experience with Wolfenstien helped, no doubt. Picking up some tricks from id, perhaps? No doubt that eats headroom, though. All of that stuff has to be polled and dealt with frame by frame. But if physics, animations, and scripts are actually noticeably hurting frametimes to the point where maybe one too many dynamic shadows tanks it all, then they have major CPU optimization problems. Maybe that's why all of the CPU grunt in the world can't help with those deficits past a certain point... it's meaningless if you can't use it. I would think with proper allocation it wouldn't be possible to bog down the engine on stuff like that... the only limits would be your hardware. The former is something you only associate with, at this point, really old games that had far less forgiving and highly innate code limitations.

Settlements were definitely among the biggest resource hogs in the game. Actually... it all kind of goes back to the precombined meshes. Settlements can have a ton of stuff in them... more than any other locations. Even worse, the precombined meshes they use anywhere else aren't compatible with them, because almost everything has to be dynamic to be scrappable and movable. And since their system can't update on the fly (I'm calling it the 'Jenga Pipeline') you lose that critical optimization for the cell. Drawcalls skyrocket in those places. That definitely has to detract a bit from oomph to do more things visually. At its worst, it can basically sludge-out the whole graphics pipeline. So to get it working acceptably in a wider variety of situations, I could see them disabling more at other points in the rendering process globally to make sure it doesn't completely halt for some unlucky player.

Of course, if that's true, why wouldn't they make it so the engine juggles non-foundational GFX stuff dynamically... scaling back things as drawcalls and polygons increase, so it always has enough engine grunt to continue smoothly drawing all of the shapes and plopping textures, without stuff further down the pipeline ripping it back. Maybe not pretty, but maybe not that bad? At times DLL-based mods that did that with shadows and godrays were very popular and for a lot of people immensely helpful in places like a heavily built-out sanctuary or downtown boston, where the vanilla precombines themselves were bad and lead to drawcall spikes all over the place... depending on which direction you looked.

That's a lot of it... they wanted more objects and polygons across the board. More structures, piles more junk for their new crafting/building system, more complex geometry for ground, rocks, trees, and buildings... So they devised that primitive system for holding it all together... and it never worked very well. The engine often still winds up carrying the weight of all of the extra geometry. And even when the precombines are working right, they can cause performance and stability issues of their own. If that whole system worked like it was supposed to, I'm betting the whole game could've been made better. Sometimes I wonder if that's not why they nerfed reflections in FO4. You can sort of force it with the help of ENB and digging up some unused ini settings, but what you'll see is that it has major occlusion problems. It comes out all chopped up and shimmering with noise. Maybe it so happened that the new precombine/previs system interfered with the surface's ability to 'see' what it's supposed to be reflecting? I mean, it looks really old. Remember when games really first started using them and all reflections in games were basically moving, indistinct splotches of static and color? It's a lot like that.

It's kind of crazy to go back to Skyrim and see the difference in how it handled reflections. The sun, clouds, land, and trees are all clearly defined, almost never have that weird occlusion misfire where an object between you and the water casts a 'shadow' on the reflection of the land even further back and closer to the water... or cuts awkwardly into the reflection of a bridge. It actually looks nice. Adds critical depth and plausibility to exteriors. And it's something that's impossible to get out of FO4's engine. I wonder how many other things got scaled back trying to gut for new features.

To me, it just wasn't a good tradeoff. The stuff you got came at an incredibly high price, without improving the experience enough... even making it worse many times.


Heh, I had my godray epiphany by playing with them off until I was used to it and then turning them back on. When I did it was like a eureka moment... suddenly what I was looking at made sense. I think that's their way of hiding how bad their LODs are, and all of those terrible tree meshes... or the lack of any real lighting depth.

I don't get that... their lighting system can give so much better results than they ever get with it. I've seen plenty of games do more with less. But maybe that's bethesda's mission statement over in their offices "We shall always strive to do less with more." Probably have a big sign hanging right above where they all sit watching mod and lore videos to learn about their games. :D The random ambient ghost lights are kind of case in point there. They put some effort into improving their engine sometimes, but it's like they only do it to take the laziest route possible in actually utilizing any of it. So much "butbutBUT... *sigh* WHY?! Why? You can just do this! Easily you can do it! I know there's proof. Christ... I can do it. Why didn't you do that?"

And yeah... their AO. Is it real? Nobody knows. Some claim to have seen it. Others point to science saying it's not possible. I do know that in FO4 you can play around with it in the ini and make it possible to actually see, but it's not very good. ENB SSAO does a better job for less frames.


Ahhhhhh it's so REAL! Glad to see nothing's changed :laugh: Have you experienced death by car yet? I'm not sure they ever fixed it. Since many cars have havok physics, it can bug-out and think it's barreling through the air at 1000mph when it's just sitting there and you just happened to brush it while sprinting. It's gotten me a few times. First couple I didn't even know what killed me because I never saw the car. For all I knew, I just spontaneously dropped dead next to a car, for some reason.
It's a thing.


OH man, that's rough. I lost my FO4 setup once. So many trials and tribulations to no avail. Tried to deploy a backup that should've had everything, but it was corrupted and ended up breaking my Win10 install. So I had to start from the absolute beginning with getting the machine set up before I could even think about the game. And then, when I mounted the backup image, all I really had that wasn't compromised was the file names and folder hierarchy... so the Nexus mod id numbers for every mod I had installed, at least... though not the rules and everything that takes all of the time to get right. I tried implanting the good bits over to my fresh install of everything, but either that just doesn't work great with Vortex or all of the files were actually corrupted... not sure!

I think that made it worse on me, tbh. It's just the most heart-wrenching feeling. But you know? After a short period just forgetting about it all, I went back and did it up so much better than before. I hadn't realized how many junk mods I had collected and bunk, redundant fixes and futzes had creeped in... or that I was hiding some of the best textures I had by accident. All in all, it took a couple of days from start to finish, and I never had better experiences playing the game. It was actually good for getting the stagnant air out and convincing me to change my ways. You get ingrained when you have a few hundred mods. A lot of things you might like to change are made more complicated by the fact that you've been building it up over countless hours. While when you're starting new, you can plan beforehand for anything you might want to do and not take up too much time or cause problems elsewhere. I ended up trying all sorts of new mods, while doing without other things and I can really say it was pretty worth it. Pretty rewarding, actually.

My condolences for your addiction. I truly do understand, hah. The effect it has on me is like being on Adderall. 11 years ago I had a prescription for that stuff and let me tell you, when you take it, you get this feeling about some endeavor and think to yourself "Man! I can just do THAT." And it strikes you like this big, life-altering epiphany... like whatever it is you're about to go and do is the answer to everything. I'll never forget it... it's a bizarre state of mind. What's in front of you becomes all you see and you can just keep going for hours, not noticing much else. Modding these games isn't quite on THAT level of crazy, but I can sense some of the same mechanisms turning. It really does play with your dopamine system hardcore. It's oddly similar to taking speed in how it pulls you in if you're not careful.

My balance is simple. I don't have the time and energy to miss a bunch of sleep or be consistently plopped down at home to go all the way down the rabbit hole. If I tried, I'd probably just crash instantly out in the real world :laugh: Now, if I DID have a bunch of time on my hands... the LAST thing I would want to do is pick up one of these games. It's 'goodbye world!' for me past that point. :rolleyes:

Have you ever modded SE before? Bit of a different creature. It's evolved pretty far beyond the days of modding LE. Definitely worth checking out if you're into that kind of thing. I think you'll appreciate what it brought out. The only real step back was the loss of parallax texture occlusion... they lost that when they left DX9 behind. :/ But everything else is pretty significantly improved, in terms of what people have been able to pull out of it, especially when it comes to editing meshes and playing with how they call textures. It can essentially do everything that was possible with parallax, along with a bunch of other things that couldn't be done if you wanted a stable game.


Good, good. Let the hate flow through you...

I actually didn't originally pick it back up just to mod it. I've been getting back into the lore. I can now say that I think to really appreciate Skyrim's lore, you need to go back to Morrowind first. Morrowind is such a treasure trove of lore... in that game they slapped you in the face with it for the whole play through. And there was no question as to what was meant to be true, a lot of the time, anyway. Skyrim's lore is vague and mysterious. Very often it's impossible to tell what is true and what is not. But once you have a picture of the whole timeline back to Morrowind, you realize how insanely deep it actually is. You have to dig and be really observant of minute things. But the thing is, with out the lore from other games, a lot of it will seem like vague, meaningless little oddities and quips. It's easy to miss references and assume whatever it is was only supposed to be a superficial little thing... it wouldn't be missing anything that way... it seems right. But what seem like holes often aren't... you're just missing information, or haven't caught onto how it needs to go together for things to make sense on the lower levels. And of course many other things are up to interpretation, which with the way it's all written, can get really interesting. Fully experiencing Skyrim's lore is like personally witnessing legends with such scale and reach that you yourself aren't able to fully comprehend what you're witnessing. It's all relative to what you know. The more you learn, the grander and more complex it becomes. So many times playing Skyrim with new info I have these moments of like "In all my years of Skyrim I could never have imagined..." And when something clicks like that, it's as though you peered beyond the seam... like a kid finding the cookie crumbs and empty milk glass on Christmas morning. "Hah. I KNEW it!"

And the thing is you never really do 'know' it. It's always inferred or implied. But at the same time, once you catch it, you just kinda know what's really up. I appreciate those experiences for how they sort of pull the games world over you. It's a place I always enjoy being. Honestly, the writing can seem so totally hapless at times, but the synchronicities and emergent archetypes that emanate from that grab bag of writing and ideas can get on top of you when you least expect. But I mean, people often describe the universe and all of the things in it as a random mix of interacting matter and energy... so I figure even if it's accidentally brilliant - or otherwise more in my head than in the writing itself, it's still as real and substantive as life is, as a gestalt of physical interactions. Does that make sense? I guess what I'm saying is that the way the lore comes together almost makes it more real than if it all seemed like it was meant that way. That you can't know if it means anything or not only makes it seem more significant than if it was laid out plainly and linearly.

I'm betting most people who've played Skyrim don't know the origin of Sleeping Tree... it's way more than I can put in one post and really one hell of a tale that spans across parts of the ES franchise. I can tell you that. No doubt everybody sees it, but very few think anything of it. I won't go into details and instead just say that the Sleeping Tree is technically an evil, genocidal, sentient being. It'd dominate all of nirn if it wasn't dormant and homesick. It could actually be a pretty serious potential threat lol. Make no mistake, that tree has some big plans.

I think that's most of what I'm in it for at this point. That game has a never ending supply of weird shit. But you have to tap into your inner weirdness to understand it.

Death by car? No, but I'll keep that in mind. I think the safe solution is clear. Nuke em all! Thanks for that write up because it really does confirm many things I've always considered but never dove into. Interesting :)

Exploring the code Wasteland further, yesterday I happened upon my own turret trying its best to shoot a powered billboard in my own camp. Indefinitely. Also, one of my large water purifiers (I've got 7 sitting there for caps farming, good money!) somehow now only tops up to 4 purified waters instead of the usual 5. Very mysterious. That happened right after finding the two Scorchbeasts I had shot down a few miles further away on my own CAMP's roof after fast travelling home. Yeah. :kookoo:

Good things come to those who wait though. I soldier on, and happen to run into a lv 50 Legendary 3 star Sheepsquatch. And I just went out to farm Lead (dumbells ftw!) so I carried just my trusty 10mm silenced pistol. Minor panic occurs. Then, somehow, I also get ambushed by Scorched. At some point the Sheepsquatch turns to a single Scorched dude and feels content flinging dirt (or whatever it is) at him while the rest dies by my gun. So I start popping away at the Sheepsquatch. No response. For all of the painful 8 minutes I spend chipping away at that health bar (-400 ammo at least, 12 rounds per clip...lol), Mr Sheep is very happy flinging dirt at a dude who seems very happy to return one shot from a crappy Hunting Rifle.

I suppose Stealth is OP and this was intended design :D
 
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Reading all of these posts reminds me why I stopped modding and why my love affair with Bethesda has turned sour.

When you have to spend more time modding then playing just so the game goes from suck to comical drove me nuts. But the worsts, is that deep down, playing Skyrim felt like playing Oblivion which felt like playing Morrowind. And the story....sigh....just flat.

All of that said, If I could play Skywind tomorrow, I'd be there in a heart beat.
 
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Ruru

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FEAR3, never completed this before :)
 
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