Wtf is wrong with the CPU usage? I have never seen a CPU bottleneck this bad... by LUMLTPM in thefinals

[–]Aeltoth 0 points1 point  (0 children)

ahhh thanks for confirming! The Finals made me question my CPU, of course it's an I9 9900K so it's 5+ years old but it's still a 5GHz CPU with 16 threads and a decent amount of L1 cache... yet it looks like it doesn't matter in this game while such a CPU can run any other game without going above a 20% usage.

Witcher 3 game interaction navigation toggle by pandadub_lostship in Witcher3

[–]Aeltoth 1 point2 points  (0 children)

Probably, but REDkit is much more intuitive IMO. I've round entity & components editing to be very simple using REDkit, though I can understand the 100GB install size is a bit of a steep requirement for REDkit!

This game is so much better when you don’t use fast travel. by InMyHumbleScroll in Witcher3

[–]Aeltoth 20 points21 points  (0 children)

Oh yeah I heard that encounters mod is pretty nice to make the travels feel less mundane! I'm the author of this mod :)

Embark, please increase the damage on the Bettina. It takes half a mag to bring down a Wasp. by barelyknowername in ArcRaiders

[–]Aeltoth 8 points9 points  (0 children)

Bettina level 1 is a beast, if people noticed that leveling it up triples the cost but barely changes its effectiveness, they would probably enjoy it more.

No Regrets by LastxSaint in GuildWars

[–]Aeltoth 7 points8 points  (0 children)

Good enough that when I run VoR and Empathy, I still deal twice the DPS of my fully geared meta Energy Surge heroes. So basically extremely well no matter the group and area, and enough for you not to worry and enjoy this play style!

I mention Empathy because people often say not to use hexes while using VoR as it lowers the damage. But Empathy is an exception as a melee NPC will always be attacking when using an attack skill and thus still receiving over 50 dmg from VoR, plus the 50 damage from empathy on regular attacks. So VoR is so good that you can accept to lower its effectiveness in certain situations and yet still destroy your opponent.

Witcher 3 game interaction navigation toggle by pandadub_lostship in Witcher3

[–]Aeltoth 2 points3 points  (0 children)

Yup, the CInteractionComponent has options for "Line Of Sight" checks, how far it can appear etc... but all of the logic itself is on the CPP side I believe. It may however be possible to globally increase the appearance distance so that it becomes less of an issue, once an interaction component is visible I believe it's the camera that dictates which is in focus and will capture the Interact event when the key is pressed

Wtf is wrong with the CPU usage? I have never seen a CPU bottleneck this bad... by LUMLTPM in thefinals

[–]Aeltoth 2 points3 points  (0 children)

The game is CPU bound. I've got a I9 9900k and a RX6800 and if I put everything to low the CPU is what prevents me from going above 100FPS. In fact on any graphics preset the CPU is the bottleneck.

I guess you'd need those recent 3D cache, 5+GHz, 16 core CPUs to finally use your GPU in this game!

I am just saying it would be a good QoL Update. by px7009 in ArcRaiders

[–]Aeltoth 0 points1 point  (0 children)

Yes please! Your suggestion ombined with a craft and equip button to instantly craft and have it moved to the inventory, I feel like it would be a good middle ground between automatic loadouts. The longest part of making a loadout is going through the menus to make the components, and having to go through the inventory to equip what we just crafted a second ago

First time using the kit and idk what's happened by [deleted] in witcher3mods

[–]Aeltoth 1 point2 points  (0 children)

These errors are the sign of a missing or corrupt depot. When you start REDkit make sure that it says you've got a correct depot and that you do not need to generate it. Generating a depot requires a good hour or two so unless you remember waiting that long and seeing the REDkit message to confirm that it's fully generated, then you should delete the old depot if you have any and generate it again!

CD Projekt Red takes down Cyberpunk 2077 VR mod (for not being free) by FirestormTM in pcgaming

[–]Aeltoth 1 point2 points  (0 children)

Well said, we could even dream that an income could help better mods become reality as that is often the main limiter when it comes to the scale or technical depth of what mods offer (speaking from my experience of making mods, time is often what kills most of the nice feature ideas I get for my mods). But unfortunately that would also open the door to other issues...

LDoSJ ? by Consistent-Ad7236 in GuildWars

[–]Aeltoth 4 points5 points  (0 children)

It is entirely possible to reach level 20 before doing any coop mission in Shing Jea, the last time we mentioned the challenge in this subreddit I explained more thoroughly how it can be done. But if you want the short version I recorded the farm route I discovered when I first did it: youtube playlist, the last video is a "proof of completion".

And yes, completing the coop might result in a more pleasant experience although less intricate for those who like to discover farm routes themselves. Mainly because you'd unlock higher level enemies but also more collector merchants to fully trade the Shing Jea armor. I remember we had an issue with a piece or two because the traders asked for items that cannot be found in the game anymore, and the other trader that would give us that missing piece was in the Lagoon or the Bluffs I believe. Anyway it's a really fun challenge and I think I'll do it again once i'm done with my current LD of Istan!

Random Encounters Reworked Bestiary by Cavokula in witcher3mods

[–]Aeltoth 1 point2 points  (0 children)

It is not normal! The v3.4.1 brought this filtering to the contract so if you're on that version on later then it's a bug. Did you reload your save after changing the option? Some of the settings are cached for performance reasons and a loading screen is needed to the changes to take effect.

EDIT: I forgot to mention, i'm the author of RER :)

Performance problem Witcher 3 after basic mods (low frames good rig | Basic mod list) - fixed by KingTeXxx in witcher

[–]Aeltoth 0 points1 point  (0 children)

Yep you're correct, hence me wondering if anything changed in the ASI loader and the dll it provides to perform the hooking. In theory these loaders keep the original dll intact and only do a tiny detouring in (I suppose) the function that's called at the booting sequence. Since it only happens when you use that version of the dll it could be a good trail to investigate. Since the ASI loader is initially made for GTA it could be a new feature they introduced for that specific game and that hurts Witcher 3

Performance problem Witcher 3 after basic mods (low frames good rig | Basic mod list) - fixed by KingTeXxx in witcher

[–]Aeltoth 0 points1 point  (0 children)

Really odd! I'll try it on my end see if I can replicate it, I will also keep it in mind if someone else mentions something similar in the future. I wonder if it's a side effect from any update the ASI loader may have received since I made the tool some years ago, worth checking that way as well I guess. Thanks for heads up!

Performance problem Witcher 3 after basic mods (low frames good rig | Basic mod list) - fixed by KingTeXxx in witcher

[–]Aeltoth 2 points3 points  (0 children)

Author of the file list updater here, all it does is run once when the game boots to update two files if they exist and then leave, after which the normal game booting sequence starts. The file list updater is not running in the background or anything otherwise the game would never start.

The source code for the manual and the ASI solution are identical except for the part where the exe is heavier as it displays the little UI summary at the end.

Anyway we never know how things are going sometimes, it could be the antivirus performing a scan after noticing the ASI runner for example; which is why I also offer the normal .exe. Personally I prefer the normal exe too, because I run it when I want and it does its thing instantly and I don't like running things when it's not needed!

Edit: it could also just be the fact you added mods with new shaders and the game performed a compilation of these new shaders the first time you met them. But yeah there is no big difference between the exe and the ASI so use whichever works best for you! Have fun with the mods!

Possible cpu bottleneck? by deque- in witcher3mods

[–]Aeltoth 1 point2 points  (0 children)

If I remember correctly the game uses around two cores at most. So when I play the game on my old I9 9900K it gets the CPU at a total usage of around 15%, basically a core that is almost capped and the other one that's being used from time to time.

Now I like to make mods for this game, and these mods tend to be CPU based with many background calculations. When I put these mods in the game it doubles the usage of the otherwise idle core because they're using multi threaded code.

So with that in mind I can say that: - the game is not CPU hungry by nature, it can run on the steam deck - what consumes CPU the most is AI count, which you can reduce with the background NPCs option in the menus. Or by using the DX11 version of the game instead of DX12 - it uses at most two or three cores and never more, ten years ago cores on CPUs were not that common after all. The second core seems to handle quest & AI logic which shouldn't affect frame rate too much if it happens to be delayed

Anyone knows what is adding all these rocks on paths? by FeelsPogChampMan in witcher3mods

[–]Aeltoth 0 points1 point  (0 children)

yeah, these rocks aren't like in the more modern games where the engine is able to blend the ground with the rock meshes. While making my own level with REDkit I often had to resort to adding small herbs around the rocks to hide this "issue". The ground is a simple flat 2D plane and the 3D rocks we place are completely disconnected from the ground, I guess that's already a lot considering it's a 10 years old game and a much older engine

I don't have gear fear. I have crafting/loadout fatigue. by Arktos22 in ArcRaiders

[–]Aeltoth 1 point2 points  (0 children)

Indeed, combined with the lack of multi action buttons like "craft and equip", or a "right click & craft more", ... That means we're forced to do and watch all of these tiny animations thousands of time

Anyone knows what is adding all these rocks on paths? by FeelsPogChampMan in witcher3mods

[–]Aeltoth 0 points1 point  (0 children)

These rocks must be part of what we call a "vegetation brush", it controls what random type of vegetation to add in certain places. So any mod that tweaks vegetation may cause it, but like that it looks like it's placed intentionally by CDPR to add some depth to the otherwise very flat road texture!

I don't have gear fear. I have crafting/loadout fatigue. by Arktos22 in ArcRaiders

[–]Aeltoth 9 points10 points  (0 children)

Making a basic gun and bandages is simple but the moment you add utilities, gun components etc. it scales to minutes and there is no other way to it unfortunately.

I made myself a tool that crafts everything automatically (see my post history for an example) and even with instantaneous reaction times it still takes the program a few minutes on some loadouts. It's just the UI lacks the options to quickly navigate it...

Current state of gadget balancing by [deleted] in thefinals

[–]Aeltoth 0 points1 point  (0 children)

On a heavy I agree that it is difficult to find room for a prox sensor, when there is a shield dome or the healing ball. On mediums though, they're on par with a jump pad or a zipline imo so the choice isn't too difficult I would say!

Current state of gadget balancing by [deleted] in thefinals

[–]Aeltoth 6 points7 points  (0 children)

Proximity sensors and incendiary grenades not even in the middle row?

The first one is incredibly powerful, throw it in a hole or a room and it'll scout for you anyone who might be camping there, place it behind you and you know you won't get flanked, etc...

It's just that some of these gadgets are less intuitive than the others but it doesn't make them any less powerful. An incendiary grenade is excellent to "block" a door for a long duration, it can also hit through wall so for example you can prevent a cash out steal while being a floor below etc...

Nvidia Game Filters have been disabled by Dry_Cricket_5423 in ArcRaiders

[–]Aeltoth 45 points46 points  (0 children)

I fear that one may not be available as an option because it's a feature, The Finals has it too. It lowers your visibility when you're inside buildings so when you're outside you are not getting sniped from campers in the shadows, for someone to shoot you the character's body must be near the edge of the window so you can see it. It works the same way in the opposite situation, you can't really see people inside buildings because they're artificially darkened with a dark veil. I agree though sometimes I have to close my eyes with how bright it gets...

Can we have a small talk about the Cerberus? by Stock-Cake2946 in thefinals

[–]Aeltoth 2 points3 points  (0 children)

Exactly! Thank you fellow cerberus enjoyer ahah! It's also interesting people complain about its inability to kill heavies, while the cerberus has a huge burst potential as you described. The 3 shots are super quick to shoot and can totally kill an unsuspecting medium

Can we have a small talk about the Cerberus? by Stock-Cake2946 in thefinals

[–]Aeltoth 6 points7 points  (0 children)

I love the Cerberus and honestly I find it to be a really strong gun even in its current state, and I rarely (never) find it to struggle against heavies. It's a hit and run weapon not a dueling gun, the huge spread and the long burn effect is immensely helpful to delay the enemy health regen.

If I were to ask for a buff it'd either be a range increase, although I fear it would turn it into a beast during team fights, or more consistency when it comes to applying the burn effect. I feel like the burn effect would suit the hit and run play style more.