Thread #3931144
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H
>Styg finally stops being stingy and pulls the stick out of his ass
>enables the dev console by default and opens up the game for modders
>game instantly becomes 10x more enjoyable than ever before
I can't believe it took this faggot 10 years to realize that cheats and mods can only benefit a single player game
+Showing all 157 replies.
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>>3931144
He did it because Cheat Engine has had functional tables for the game for years and years now, so there was no point in pretending anymore.
The reason he was resistant was because of the fucking attitude of vermin like you and other wannabe modders. He didn't want anime loli tiddies in his art like what happened to Darkest Dungeon. He didn't want shitty weeaboo nonsense in his art, like Skyrim. He didn't want stupid dumbed down god mode cheats being passed off as if it was legitimate accomplishment, like what happened with the Pathfinder games.
And he didn't like your fucking attitude of entitled toxicity. You don't own his work. You aren't entitled to anything. He doesn't have to do anything just because you want him to.
If you want someone to do you a favor, you need to be respectful of them, their work and their time and energies. Not harassing him. Not lecturing him. Not whining at him. Not badmouthing him even in the dankest cesspits of the internet like 4chan.
You rotten, stinking, worthless, greasy shit.
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>>3931156
Are you frustrated?
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>>3931156
Tamiore pls
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>>3931163
You need to work on your social skills, anon. That isn't frustration. It's disgust.
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>>3931156
Don't care faggot, I want to be able to test my builds without devoting 60 hours of my life to getting to the point in the game where its supposed to come online, only to realize that it doesn't work because of a bug. Quality of life trumps every single gay garbage point you just tried to make, and Stygger finally understands that.
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>>3931165
>That isn't frustration. It's disgust.
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>>3931144
>opens up the game for modders
He did not do this.
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>>3931165
Please lurk a minimum of 20 years before posting.
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>>3931175
>>3931190
Guess how we can tell you're underage. Go on. Guess. Hint: you weren't alive in 2006.
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>>3931193
>>3931190
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>>3931193
>we
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>>3931193
Can you take serbian cock out of your mouth before typing, I can't hear you
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>>3931156
Damn... you sound mad.
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>>3931202
Wouldn't it be so much easier to just... not obsessively lurk threads about a game you don't like? Like. If you didn't like it... you could just... ignore it and not participate in conversations about it. That'd be so much easier than camping threads.
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>>3931197
>>3931199
>>3931210
Sure. Sure.
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>NOOOOOOOOOOOOOOOOOOOOOOOOOOOO STOP CRITICIZING MY MASTERRRRR
>STOP STOP STOP STOOOOOOOOOOOOOOOOP
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>>3931271
Obsessing that much over something you don't like isn't normal or healthy, anon. You can just go do something you like instead. Why don't you do that? You'd be happier getting involved with something you enjoy instead of poisoning yourself with rage over something you hate. Go do that. Go do it now. You can literally just go do anything else right now. You have that choice. You have permission to do something you like instead of being here right now.
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>>3931256
Riddle me this, newchama. How is he lurking the thread by posting in it?
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>>3931156
Are you the weirdo who tried logging into my nexusmods account and when that failed, attempted to reset the password?
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>>3931156
NIce copypasta.
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>>3931156
based and redpilled
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>>3931272
>You can just go do something you like instead.
You mean exposing demented bootlickers like you? Why yes, I greatly enjoy that.
Do you think I care about a 10 years old serbian kusoge? I'm here to expose your pathetic circus for what it is and your meltdowns in here and other places only encourage me and other people to rightfully remind you every single day that you're a fucking clown.
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>>3931319
Fanboys often think people who post about a game negatively are dedicated "haters" that expend vast stores of time and energy "seething" over some particular piece of media, rather than simply people making posts on the internet. It's fascinating.
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I mostly want to think of ways in making low Int equal to the buffs high Int got.
Feats that req you be at 3-4 Int
Some that are just idiot savant stuff to boost crafting skills and getting feats, While another could be a stat up and earlier veteran feats at 16 with another stat up once as a spec but can't get polymath or specialist. Req could be having 10 Con and 10 STR being avaliable at lvl 1
Another fun Feat could be at Low Int (3-4) double 1 crafting feat ability or 2 by half their value
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>>3931374
why limit to just low int, do it for all stats
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>>3931397
Maily thematic reasons. Thinking the double effects for crafted gear be available only after getting an Idiot savant feat for the specific type of gear mech, elect, tailor, etc...
Wrote it before but whole idea is you get 10 Int for the purposes of crafting in 1 field and those associated feats reqs also get lowed by 3 so you can get em.

Plus Int already got major buffs was thinking of ways to force low Int runs to be not as painful
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>>3931156
Seething
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>>3931374
>>3931414
I haven't forgotten you my friend. I finished testing pic related and the other 4 craftskills a short time ago. I know you'd probably prefer something stronger, but this bonus is the equivalent of about 6.5 Int, so you never need to worry about Hypercerebrix, plus you get a little bonus on top. And it's not like it costs you the same as a regular Feat. I don't really want to make the game easier, just more varied.

With the 9 new custom Feats I've added, and 6 more to go, the Feats list is looking embarrassingly patchy, so I'd better try taking another swing at figuring out how to assign proper Feat Icons, even reusing old ones if I can't bring in new ones would be better than a blank spot.

I do also have a thought for a real Feat to add, this one not a Utility Feat, but a full blown useful one (I hope - but also not too useful):
>RELENTLESS (req CON 8) - while initiative is less than (x), take 15% reduced damage during the first turn of combat. Additionally, mitigate 10 of the Daze Action Point, and 20 of the movement point penalty. Spec points: 0/2 each point increases AP mitigation by 2.5, 0/2 each point increases MP mitigation by 5
Not sure if anyone might have opinions on that.
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>>3932502
Turns out icons were really easy. I guess I've figured out how to bypass all the external files, and just catch it all as it feeds the executable. Which also means I can actually do item edits now, though placing new ones about is still well beyond me. Also, maybe there's a reason to place things in external files, and I'm going to cause slowdowns or something. Still, pretty good for my retard no-code brain. For now I need to finish my utility Feat plans.

Here's another fun one before bed.
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>>3931319
Yeah you're just like the AI generated handsome hyper-muscular guy! What an iconic ideal of Man you are! Wow! Thank you for sharing your profile pic with us! We all think you're sooooo fucking sexy and intelligent. Please, please keep posting! Please!
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>>3931274
>>3931282
>>3931290
Imagine.
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>>3931144
too late too little
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Kill yourself styig you nigger Siberian faggot
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>>3932625
>Which also means I can actually do item edits now
I actually just had an idea involving that. What do you think of the prospect of some type of tactical grenade similar to flashbangs but for applying the daze effect rather than incapacitation? Daze is a cool effect, but one you so rarely get to actually use in combat due to the limited and fairly build-specific sources of it. Interestingly, the wiki states that you're meant to be dazed for several rounds if you get flashbanged while using night vision, although I can't recall any enemies who wear night vision goggles ever actually toggling on the night vision mode while in combat.
Incidentally, is there any way to change that and make them activate night vision at the start of combat if they have it? It would greatly increase the accuracy of those enemies of course, but also open up some new tactical considerations by making them susceptible to daze from flashbangs which I think would be quite neat and add a bit more depth to combat, making NVGs similar in style to the recklessness perk in the sense of granting enhanced offensive capabilities at the cost of increased vulnerability, with things like balaclavas or helmets being the safer, more stable option.

In any case, to get back to the original topic - I think the chemhaze grenade you get from praetorian security would be the perfect base for the idea of a daze grenade. You could simply add an AOE daze effect to the existing grenade's initial blast and call it a day. In fact, I wonder why it doesn't already do that given how the chemhaze grenade's niche (inhibiting the combat effectiveness of multiple enemies) is far outshined by the common flashbang. (1/3)
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>>3933152
Compared to the chemhaze as it is, the flashbang outright incapacitates enemies rather than merely reducing their accuracy somewhat, which isn't really sufficient against enemies who can deal a ton of damage if they do hit like snipers or stun/incapacitate you like crossbowers and various melee users, which often leads to death due to you missing your turn. I suppose flashbangs can sometimes be resisted, but unless that happens during the course of a long battle, most people will probably just quickload and throw it again. Being considered a tactical grenade despite spec ops not reducing its cooldown, the chemhaze shares its cooldown with the flashbang, meaning you'd probably be better off using one of those in most situations where you might want to throw a chemhaze. Additionally, the flashbang has tremendous utility as a means to forcibly end combat for escape and recovery purposes if you enter stealth while all hostiles are incapacitated. And as the cherry on top, the flashbang is widely available for purchase and easily craftable, while its inferior counterpart is locked behind joining praetorian security.

All of that would change if the chemhaze grenade simply inflicted a daze effect in addition to the accuracy debuff from the gas. Flashbangs would still have their niche of course, but there'd be situations where you might actually prefer to toss a chemhaze instead, such as when you want to disable enemies without worrying about attacks ending the effect prematurely, or against enemies with very high fortitude and resolve or those who are otherwise immune to flashbang effects and want something with greater consistency. Also, I think the praetorians providing access to a daze-inducing riot control style grenade that could act as an improved alternative to flashbangs under certain circumstances would be fitting given their role. Their faction was always the most underwhelming in my opinion, so this change could help even the playing field. (2/3)
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>>3933154
As for the specific details regarding the balancing of this proposal, the idea I have in mind is for the daze effect to be applied only from the initial grenade blast rather than the gas it leaves behind. I think the effect itself should be guaranteed to apply rather than being chance based like immolation or being able to be resisted through fortitude and resolve like flashbangs, given the numerous key advantages of the latter which I laid out in my previous post. As for the duration, I had three ideas: the first is to simply make it a static number, such as 1 or 2 turns. The second is to make it a random number of turns between 1-2, which would add a little bit of variation to the effect while still allowing the item to fill its new niche of being a disabling grenade that's less dramatically powerful than flashbangs but more consistently reliable and preferable in certain situations. My third idea is to set the base duration to 3 rounds, but to allow that number to be reduced by enemy resolve or fortitude, whichever one it is that's used to resist flashbangs. The end result would be that low level enemies or those who are more fragile than normal would be affected for the full three rounds, your average opponent who isn't particularly strong or weak would generally be affected for 2 rounds, and uncommonly resilient and imposing enemies like heavy and more elite troops or higher level opponents like certain bosses or the snake transformed tribals in the black sea would only be dazed for a single round.

Personally, I'd prefer either the second or third idea for duration should you decide to try implementing this. It'd also be nice if the cooldown of chemhaze grenades could be reduced by spec ops in the same way flashbangs are. In any case, what do you think of this proposal? I'm also keen to hear other people's thoughts and suggestions. (3/3)
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>>3933155
>>3933154
>>3933152
NTA but if chemhaze had the suppression effect or better shell shocked it be alot better.
Just lowering accuracy doesn't do as much as even what blinding poison or even cave ear caltrops can do
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>>3933170
It could have thing like -20% going to -40% (acting like gas) on all combat skills and have affected get hit with -2AP per tile movement
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>>3933170
Yeah, the effect as it stands is far too underwhelming to justify throwing one over a flashbang. I like the idea of them applying shell shocked. In that case, how about having a base daze duration of either 1 round or 2 rounds with resolve/fortitude shortening it to 1, with the initial blast applying a few stacks of shell shock? I think I'd still prefer to throw a flashbang in basically all circumstances if it were only the chemhaze gas effect plus shell shock, but if you threw in a short guaranteed daze to go along with it, it might make me want to actually join praetorian security to get my hands on some. In that case, you'd end up using them over flashbangs when all you want to do is dampen the enemy's fighting power, with flashbangs being preferable for escaping combat, activating specific abilities like cut throat which require the enemy to be incapacitated, or for when you want to be able to take on a group of enemies one by one without their friends interfering at all.

Debuffing the enemy's combat potential isn't really something you do that often since it's usually better to just go all-in on dealing damage and alpha striking everything down, so I'm rather eager for a utility item like this that could enable you to approach combat in a different way.
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>>3933187
I think it being its own unique version of it would be better so you can stack debuffs if you can. Maily the gas applies the skill reduction debuff
For stuff like native assualts, warehouse and just several enemies rushing, lowering dodge and evasion for oncoming dudes be great. If anything it could be a thing were it dazes all caught in the initial blasts but can daze any else stacking up the gas debuff when entering. Say it takes 5 stackes to get the max debuff and at max debuff become dazed for 1 turn
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>>3933187
I don't know whether you'd want to keep vhemhaze the same as shelled shock lowering both defensive and offensive combat effectiveness or just offensive with the daze effect added
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>>3933192
>If anything it could be a thing were it dazes all caught in the initial blasts but can daze any else stacking up the gas debuff when entering. Say it takes 5 stackes to get the max debuff and at max debuff become dazed for 1 turn
I like that. You could use it defensively by throwing it into a chokepoint before combat begins, sort of like an instantly spreading toxic gas grenade except more engaging since you'd actually be fighting the enemies instead of just waiting for them to get contaminated and then blowing them up. It'd also be pretty helpful for builds that rely on dodge and evasion, especially on dominating where enemies have higher skills and therefore accuracy than normal, and just for dealing with dominating's increased enemy count and difficulty in general.
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>>3933201
Only thing is I'm not sure how well impleting the daze on max stack be coded. If anything prob have it read something like became dazed at 5 stacks lose 1 stack next turn. Entering the gas can reapply daze if still in the gas or going back in from 4 stacks. Stacks of chemhaze go down by 1 each turn til stacks are gone
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>>3933201
High Con could also make stacks go down by 2 each turn but are still applied the same regardless of Con and can't be resisted
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Post your base of operations. Not that wage cage in SGS, not that shit hole far off to the resident area. Post your real base.
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>>3933170
Suppression should stay on burst weapons, else risk losing its identity. Another shell shock application tool would be cool for sure, but do GLs really need it?

>>3933155
I think it's a great idea, well thought out. I don't think vanilla chemhaze is useless, but it's definitely not as strong as flashbang, so there is a gap for a tank-oriented utility variant. Plus it dovetails nicely with Relentless/Thick Skull, as you probably noticed, given tanks' propensity for dropping grenades at their feet. And you know what, fuck coretech. So, just a pretty damn good thought. Option 3 sounds right to me, pending a little investigation into enemy fortitude values, since daze is quite strong. Best thing, I don't think it's tough to implement. I'll put it on the list.

However, I may not get to it. My interest is fading, for now, and I want to focus on trying to actually update to the new version once the Utility Feats are done. It's getting warmer out and soon I will become busy until next winter. Whenever I mod a game and people give me great ideas I tell them to give it a shot themselves. Underrail may not be the best game to start with, but if the devs are serious about providing support, I bet some kind of item or zone editing tools are near the top of the list, given the files are already separate. So hang on to the idea regardless.

>>3933192
>>3933199
In terms of chemical weapons that make enemies more vulnerable I don't think much is going to top gas grenades. Cryo would be the defensive/CC version, it could probably use some love.
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>>3933212
>Post your real base.
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>>3933215
I think cryogranades should let you freeze dudes instantly if shoot or exploded after being thrown if anyone is a small radius of the can. Certainly would make em different from being a worse version gas
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Does this mean someone can finally make a mod to bring back the old PSI system without having to play on legacy mode missing out on all the new content since the nerf?
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>>3933225
That was done weeks ago. It hasn't been updated to work on the new update yet (maybe ever). I'm sure someone else could do it though. I don't know why no one ever did, desu
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>>3933215
>I think it's a great idea, well thought out.
Thanks. Seeing you mention daze regarding the relentless feat reminded me how scarce that effect really is, and I thought an item like that would pair excellently with that feat as you said.

>Best thing, I don't think it's tough to implement. I'll put it on the list.
That's great to hear. I didn't want to give you too much extra trouble since you're no doubt busy with existing work, but I wanted to run it by you in case I ended up forgetting about it later.

>However, I may not get to it. My interest is fading, for now, and I want to focus on trying to actually update to the new version once the Utility Feats are done.
All good. I'd rather you take your time and not risk getting burnt out, since I like many of the ideas you've come up with and implemented so far. Thanks for your feedback in any case.
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>>3933228
Say what? You mean I could've enjoyed being a psionic god this entire fucking time?
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>>3933212
I use the barrel in the middle of the core city shopping district. The dumpster next to the gun store in the junkyard is also mine. You don't really need anything else. The shopping district is especially convenient because it's right next to a portal.
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>>3933255
You mean containers don't wipe / regenerate??? Is that any and all containers or just those and the ones in your house?
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>>3933255
same
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>>3933258
Containers never refresh, and because your house can get robbed in a random event, it's actually safer to dump everything in a barrel compared to your home.
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>>3931156
Seething brony.
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>>3933292

house can only get robbed if you are a jew and never paid for proper security
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>>3933385
I got my own security right here
>pats groin holster

>>3933111
They sent him to Siberia and he returned... An indie game Dev. The Revenant.
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>>3931156
Preach it brother, i too remember being 14 and thinking about how others engage with their entertainment and how they treat my favorite internet persona was the most important thing in the world.
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>>3933385
Yeah, but you want to have no security so the weebnigger ambushes you in your house instead of chasing him around.
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>>3931156
>mods are bad because:
>some people might use sexy mods and this somehow enrages me
>some people who are already cheating with CE will mod the game to cheat in a more comfy way and this somehow enrages me
>[inane rant and dev cocksucking]
Legit retardation.
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>>3933403
>inane rant and autofellatio
Whereas you're enraged because you want to goon over 16x16 pixels of anime lolis and you're too lazy to use Cheat Engine, and so you're enraged...
No one has sympathy for you. Go goon over your AI-generated toddlers quietly somewhere else.
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>>3933420
NTA but is this some sort of freudian slip
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>>3933420
>no u
Yeah, legit retardation.
>pedophilia out of nowhere
This alone already speaks volumes about (you).
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>>3933420
Stygger cucked out and bent the knee, so what are you even mad about?
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>>3933455
Styg announced the intent to support modding, but did not provide a de-obfuscated version of the executable, which is the main obstacle facing existing mods. Two mod makers displayed a lack of gratitude, leading to >>3931156 >>3931272 >>3931282 >>3933420
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>Clear lunatic mall without dying a single time
>JK LOL there was 1 TC guy still hiding in stealth who just rapes you before you get a chance to act with mental breakdown, bilocation and neural overload and now you get to do it all again because you didn't instantly save after dropping combat
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Hey mr modder, if youre still here, can you make armor sloping additive instead of multiplicative?
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>>3933212
I use SGS and the core city home simply because storing your stuff on the streets and barrels is devolved nigger behavior
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>>3934074
I mean, if you're not pumping your Detection enough, you just have to accept that it's gonna be the weakness that gets you killed sometimes. That's how the game works: you have weaknesses that you have to take into account as you're playing. You are in absolutely fucking full and complete control over your weaknesses all throughout the game.
Put some motion detecting goggles on and / or pump your Perception. Or accept that you get ganked by stealthers sometimes. Those are just two of your options. Other options include things like paranoid flare throwing and trap setting.
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>>3934144
>autistic retard who dreams of being white
Yeah, this is the Undergay thread.
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>>3934176
>"OOK OOK AAK AAK!"
Settle down zoner. Not my fault you live in a barrel.
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>>3934144
>devolved nigger
Oooooo look boys, we got a fucking tchortrist over here.
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>>3931156
got the lowbrow midwits/autistoids seething kek
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>>3934223
No one is seething but you. Project less. It's annoying.
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>>3934209
How would gender dysphoria even work when Tchorts are already basically hundreds maybe thousands of people presumbly shoved in a mutagen blender.
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>>3934144
Based. Only jeets have a designated squatting street
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>>3934096
I'm still here. The mod's not popular at all (20 downloads total), but I enjoy posting updates, so I'll continue to return to these threads as long as I have something to post.

>can you make armor sloping additive
I could, but I won't.

>but I want to be a mobile tank!
See pic related. The Riot Gear Rework fulfills this archetype.

>but I want to do something funny with serrated blades or spikes!
Fair, but those things can be addressed on their own.

>but I want to be a god of tankiness, and have speed, all while wielding the biggest strongest weapons!
Use cheats creatively to achieve your vision.
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Got this working today, it's #17 of the edited or new utility Feats. It was a good request, but I guess enthusiasm can cut both ways, eh?

Once #18 is done, I can finally move on to updating to the new version, which hopefully I can manage correctly and swiftly enough. It will be nice in that I can completely drop all the old modded-in dev console stuff and move to the official one. At that point I'll upload my project files and it will be easy for people to mod the mod, if they feel like it, and I can set it down for awhile.
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>>3934529
Prob not many downloads since most bravely hearing styg is fine with them. Besides some of the more barebones ones I think your the first I'm hearing able to do feats.
So it might take time before people realize they could mod the game further.
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>>3934529
I'm waiting for it to be ported to the current update, but I'm very curious to try it out. If it proves impossible to port, however, I'll just downgrade, obviously.
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>>3931156
>Styg is amongst us with the biggest truthnuke
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>>3931290
>NIce copypasta.
Do people not fucking know what copypasta means anymore?
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>>3934726
People do. The Zoomer children don't.
The actual problem here is that there is no mechanism remaining in society by which they can be meaningfully and permanently harmed as punishment for their deformities and deficiencies of character.
But I encourage you to devise and deploy any.
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>>3934726
Please lurk for a minimum of 250 years before posting.
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>>3934559
Maybe. Better to fly under the radar. Still glad I uploaded it, never used to do that.

>>3934559
Of course it's possible. I just need to try harder.
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>>3934774
That's not a copypasta you fuckin retard
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The map in this game is fucking garbage. I can actually maneuver in Fallout 1 and 2 just fine and their map system is 10x superior. What the fuck is the developers problem?
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>>3934944
>That's not a copypasta you fuckin retard
Yes. That is the point.
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>>3934947
And water is wet. What the fuck was even your point?
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>>3934965
You don't remember when people would post "nice pasta, bro" to retards making pointless walls of text?
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>>3934968
And those were newfags. And you're one of them. On 2/25/2026 you revoke your right to being an oldfag. Any future posts containing any old-school 4chan references and memes has been completely void. Have a nice day faggot.
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>>3934971
>doesn't recognise meme
>has to have meme explained to him
>immediately launches into "I-I'm not a newfag, y-you are!" defence
BSC >>3934774
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>>3934971
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>>3934971
kek
nice try newfag
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You guys have so much energy
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>>3934971
Holy fucking based
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>>3934944
Irony begets irony.
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>>3934975
Oldfag response.
>>3934977
>>3934985
Ultra newfag responses.
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So that's finally done and uploaded. I got the list up to 20 in the end. I will start on updating to the new version next. I just checked out that version of the console and it seems to be fine for what I need. I expect this will take a long time to update and test out, regardless.
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>>3935139
damn i had no idea ppl were moddingthis game now. neat.
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Hey mister modder, is it possible to swap the models of super steel armor and praetorian peace keeper armor? Custom SS is strong but looks like ass while praetorian is the opposite so i want to put on super steel while looking like praetorian armor.
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>>3935302
SS is the best looking metal armor, though, even if Praetorian looks better.
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>>3935318
It's the "best looking" metal armor because all the other ones is just that ass by contrast. I like minimalism but holy shit is the stock metal armor basic.
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>>3935325
True, but Praetorian looks better because it was designed later when Styg had more time and effort to spend on unique equipment designs (and presumably a more talented/experienced artist or at least concept designer). The basic metal armor is influenced by the Panzercop armor from Jin-Roh, too - one of the portraits is a direct homage. Now that I think of it, I'm surprised we never got a blued steel heavy armor option.
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>>3935332
>The basic metal armor is influenced by the Panzercop armor from Jin-Roh.
Maybe it is but then it's a fail job if it's true since the stock is too basic compared to the complexities of the wolf armor. It doesn't help that the player just looks like pic-related all the time. Maybe stock will look better once you stuff a fat muscular bloke into it but we're gonna have to wait for infusion to find out
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>>3935338
No, I agree. I'm just saying I understand why the armor is so basic since most designs were more basic back then, if he was making the game from scratch now I imagine he'd make it more detailed. I would've liked to see a model update but then you'd have the issue where players would screech because the old one had more soul or whatever. Like you said, it'll be interesting to see how Infusion implements it.
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>>3935302
Yes, it is possible to swap IDs in the code just like I do for Feats. However, you shouldn't have to. I'm not at my computer, but I think you can just go into the files and rename the sprites. I believe that sort of modding is considered more halal/kosher, so you could also go and ask publicly on the Discord or forums and they would probably help you out. It's almost on the level of custom portraits, I think.

>>3935345
Equipment display in Infusion looks awesome. I don't think doing another pass on the UR models would be worth the time or money involved in re-arting such a massive sprawling game, but then I'm not the guy who just went out and did it, made his own shit from scratch. You gotta respect the massive amount of care and love put into continuing to update the dream project decades after starting. I hope he never has to stop, just keeps running into the horizon forever.
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so you're saying with the power of modding, i can make all of the exos really good?
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>>3931156
Sounds like he's a fag
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>>3935593
Whatever that means. When you just use random words to mean anything at all, no one else can understand you. It's ok if you have a limited vocabulary in English, but maybe you should consider just not trying to talk on an English language forum.
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>>3935596
your shit's all retarded, bro
>>
I haven't played a legit game of underrail in years. Every run through after my first few I refuse to deal with the tedium and just give myself money or increase my item count to not deal with that slog.
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>>3935872
There's a lot of little things or design philosophy parts I don't like that I would easily look to mod out if given the option, but I figure that's just fundamentally a matter of preference. I was never a big fan of highly fine tuned builds over just picking character abilities for thematic reasons though.
Aside from the weird control freak patches, the only thing that really bothered me about the game was random chances of a quest being in or not. Then again I haven't played since a little after Expedition came out
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>>3935889
>the only thing that really bothered me about the game was random chances of a quest being in or not.
Case in point: boost lab vs booth vs (retch) coral.
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>>3935612
yuh you do be doh, dat's fuckd up yo, fr fr no cap, shiet
>>
>>3935889
>>3936123
With the console I usually just spawn in certain items after I reached a certain point because something couldn't spawn.
Mostly two headed mutant oddity or the uniques that relies on dungeons spawns for builds... cause really Chrono repeater, Unprojector, Rusted Maker, and random spawn uniques sucks to try an build around and won't spawn. Or I just spawn in the DC Uniques cause I like to actually use em after finishing Depot A
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>>3931156
You lost. Your games crash btw, I left you a negative review.
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>>3931182
hop on the 'dex lil bro
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>>3933212
The Aegis Corp camp tent, i switch between it and the docks there and the ones in Core City to drop stuff when i dont want to use the house.
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>>3934945
In FO1 and 2 you are not traveling through individual cells in the desert to go from one city to another, you travel over a map, get hit with the occassional random encounter and boom you are there.
Assymetric Fallout worked with boxes for areas yes but the boxes werent nearly as evident as they are in Underrail where nearly every envirrorment feels like a tiny box you are in. There's also too many loading screens, not every area transition in FO1/2 required a fade out.
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>>3936209
Maychance I wish not to hop on your dix. Considerith thou such?
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>>3935139
Idk if you're accepting feedback on your changes but.
1. Ballistics - the level scaling is too good, that's 18DT for a feat, insanely good for metal armor/tec vest/riot gear
2. Beautiful Bowels - Too powerful, maybe could use a reduction in duration, could maybe use a increase in con score needed to take this too
3. Hand Loader - This should just be a blueprint you can find that lets you do this, i think this suffers the same problem disassemble has.

Overrall i think the changes are for the most part good and i'm looking forward to try the mod.
>>
Is it finally possible to mod in some basic death animations for explosives and energy weapons? I hate how enemies just fall over and bleed out even when I'm killing them with lasers and rocket launchers and I refuse to use those weapons for that reason. I want to gib enemies and turn them into piles of ash like in Fallout.
>>
>player model, no matter the gear, all strike the same virgin incel walk for ease of animation and modeling.
>still comes in different sizes anyways so can't even mod and swap something like super steel armor and praetorian.

Bravo, styg.
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>>3936845
Always happy for another set of eyes to check for oversights. Besides, I can't stop you from posting or criticizing, so go ahead.

>Ballistics
This is actually a description issue. The new Ballistics isn't meant to affect Metal Armors. I'll update the description next upload, but basically the goal is to add some scaling to tac vests and riot gear. They are good early but fall off hard later. I may still want to cap the scaling at level 20 or make it every third level, but it requires actual play testing to be fine tuned. Also, these are designed around Oddity and HybridClassic, which means level 30 is quite advanced. At that point threshold is much less relevant compared to resistance.

>Beautiful Bowels
I don't think further increasing tedium on this will meaningfully reduce its power. The whole concept may be unbalanced, but it's very fun. At least it requires 6 Con, like a little mini survival instincts type cost.

>Hand Loader
I can't currently place items in the world or even create blueprints, just crafting menu options that are hidden until you unlock the Feat. Anyway, I think this one is more personal preference... Personally, I want Burst users to pay for convenience.

I could be wrong about everything. Thanks for your thoughts.
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>>3936915
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>>3936915
When people said this game was based off older Fallouts Styggot forgot to mention he also took inspiration from Fallout 3 (loading screen galore, shitty posture syndrome across all NPCs)
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>>3936947
Pffff hahaha. Got a little split personality disorder there?
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>>3931156
https://youtu.be/a8MZBUoQt68
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>>3936970
The loading screens take half a second. Literally half of a second. Cry more.
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>>3936970
>people said this game was based off older Fallouts
That's how you know they're retarded since the similarities are superficial.
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>>3936123
Thankfully, now, even on a 'normal' play through, I can use the console to check if the locations spawned at the start and load a save.

~
goto dun_cc_stattoo
ENTER

or
goto dun_lup_boostlab

Just need to walk to the exit. If you load the next zone, you're golden. If the game crashes to main menu, try again.

The amount of times I got neither and presumably got Coral instead was ridiculous. Felt like Coral was a 50% chance. That or the exits just didn't work properly. Didn't get boost lab after 15~ tries but then got it 3 times of the next 4 attempts. Thought the rocks might have been blocking the exit but the character can load the next zone just fine over both possible exits. In either case I'm never leaving it up to chance again.

Also:
goto stationalpha-level5
If you just want to dip in for a stattoo and dip out to SGS and don't care about sullying your play through using Commands or some shit.
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>>3936187
>didn't even get that reference
It's weird how third worlders joined the generation wars thing.
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>>3937170
They think they're part of the team
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>>3937170
unc
>>
How come it's always "unc"? Why not "daddy"?
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>>3937233
The zoomers say unc
The zoomettes say daddy
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>>3937170
>reference
Further proof that we're living in that reference.
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>>3937183
Everybody's on my team. Especially my enemies.
>>
Any ideas how to fix motor cognitive transference and predation TC skills.
I think first thing to change is making Transfer cost 5AP so going Tranq lets it be a free move. Than change the psi cost to half and killing the target you tranfered refunds half the psi and gives a 10% up to 25% damage buff for weapens/unarmed scaling with TC for 2 turns.
For predation I think it being able to over fill your psi bar/reserves be fun or it granting +5AP on kill be great with LOC and AOE weapons/MT
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>>3937559
Also on thinking of it predation being able to let you overheal while Hemo is active is something that should be a synergy. Also having it benifit from fast metabolism and other healing increasing gear. Just having it be capped at 50% of max health overhealed at 200 skill but starts at 10%
Other TC thing that be funny is Mental subversion giving psi ghosts the chance to stun or incap with the chance increasing with sunversion percentage. Going as high of 40% when max
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>>3937233
pajeets call old people uncles and aunties.
>>
Where are the files for coral and booth? I want to get the stat increase
>>
As much as I wish things were as they were before, I doubt things will be rolled back or mods will come out anytime soon. I must adapt. My fist must live on. I must crush my enemies again. I must perfect the fist once more.

And heavy punch has finally become something beautiful.
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>>3937823
No, I must go... EVEN
FURTHER BEYOND
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>>3937823
>>3937824
oh, i found the mod
HERE WE GOOOOOOOOOOOOOO
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You cannot be hit if your enemy is already dead.
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>>3937821
search for:
dun_cc_stattoo.obj
gc_gypsy.obj

Specifically they're in Underrail > data > fragments in 2 different files.
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>>3931156
>.t raging zoomer retard
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Jesus Christ. Is Fancy Footwork even worth taking anymore?
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>>3937880
Can't believe I'm saying this but fucking wrestling is a vastly greater early game feat now compared to fancy footwork. It's that goddamn bad
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>>3937884
I'm serious
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>>3937885
Holy fuck.
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>>3937880
You play like ass. Try new strats and take force projection while the build is still fresh.
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>>3937823
since the ap cap for attacks is now 5 going 9 dex is kinda wasteful nowadays
you could go 8 dex and consume eel sandwiches to hit 9 dex.

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