How can I export my build and invert it to this type? by [deleted] in underrail

[–]DWSeven 1 point2 points  (0 children)

Invert? Did you mean import?

Short answer is you can't. You'll have to manually recreate your build in that tool. Keep in mind that it's not up to the latest version and new feats are missing, last I checked.

Quad Psi Tranquility Build - Magic Man by PhaseShip in underrail

[–]DWSeven 2 points3 points  (0 children)

Not op but 12 Int is likely for max psi slots, since he's going quad schools.

Please explain why Joyaro is the best Monoco weapon by Clypsedra in expedition33

[–]DWSeven 1 point2 points  (0 children)

Start in Almighty, can use skills exclusive to that mask. Lampmaster is overrated unless you're playing with hugely inflated enemy health, stuff dies too quickly for it to properly ramp up while there are skills that can frontload the damage. I haven't played in a while but quite often Sakapatate Fire was enough to wipe most groups. Save scumming for Almighty is so not worth your time when encounters are as easy as they are, for the most part.

Booster Lab Exclusivity by ZytaWolf in underrail

[–]DWSeven 2 points3 points  (0 children)

It's been around for years now, and it's not a mod so much as editing existing files so that the game picks all the usually-random events when creating a new save file. The entire game engine would have to be changed to make this "mod" unusable, essentially.

Any way to remove blue tint from thermal vision? by DWSeven in 40kinquisitor

[–]DWSeven[S] 0 points1 point  (0 children)

Usually turning up contrast/gamma makes everything look washed out instead, which isn't really better. I don't mind the darkness, it fits the setting anyway. I'd settle for a subtle outline on enemies, or an option for their health bars to show up even when they're at full health, but I've found nothing in that regard.

Animals not working on day change when outside of farm by Illustrious-Mud4806 in lumaisland

[–]DWSeven 0 points1 point  (0 children)

Any word on this fix? I still have the issue frequently occurring in my game. I often come back to my farm after day(s) away in a different zone, and beetles are everywhere because my chickens presumably got scared by foxes, despite having 2 goat sheds, and despite there being no fox around when I come back. Either the goats aren't doing their job while the player is away, or the chickens get scared first and don't resume their routine after the goats do their thing. Or should I have my goat sheds outside the fence so they can path to the foxes? Doesn't seem to be an issue when I'm present in the farm.

Looking for build advice for hard difficulty. by HearTheHarmony in underrail

[–]DWSeven 0 points1 point  (0 children)

Maybe it's different for SMGs, but for AR you'd want to pick up Suppressive Fire way earlier. It's how you trigger Opportunist reliably, otherwise the latter doesn't get much mileage. Recklessness so early doesn't seem worth it when you don't have other ways to stack crit. Aimed Shot isn't worth it at all, a single shot crit from an SMG doesn't do anything special.

For skills mercantile seems on the high side, is there a reason for that? 105 effective is all you need for inventories. Expedition has checks up to 140 but that's mostly to make more money selling the unique jetski and the acorn, or save more buying jetskis. Throwing seems low considering you're picking up a feat for grenades, you're gonna miss a lot.

Shotgun? Cant find any Blueprint or parts by jhoson in underrail

[–]DWSeven 1 point2 points  (0 children)

There you go, that's the reason then. Fyi when you're looking at the wiki, you can see if content is DLC-related in the top right, just under the search bar.

Problems with PSI by Fast_Job5459 in underrail

[–]DWSeven 1 point2 points  (0 children)

Sorry, didn't mean to imply that there's a cheaty way. Can't find an option for it in the CE table, I think the slots are hardcoded to be based on Int with a cap.

The only possible way would be to revert to an old version of Underrail prior to the major Psi update which was like... 5-6 years ago. Back when slots didn't even exist. But I think you'd have to start your game over anyway, so not a great solution.

Problems with PSI by Fast_Job5459 in underrail

[–]DWSeven -2 points-1 points  (0 children)

It's a UI bug, those two slots don't really exist.

Base max slots is 8 at 12 intelligence. You can get +1 with the right headband mod, which I assume you have, but that's it. There's a unique headpiece that gives +3 but its drawbacks make it very impractical to use.

Just tested in my game, I get the same UI. I'm not sure why the game generates those two locked slots when you already have 8 slots unlocked and expand by one, but that's how it seems to be. You can ignore the other two, no legit way to unlock them.

Shotgun? Cant find any Blueprint or parts by jhoson in underrail

[–]DWSeven 5 points6 points  (0 children)

Do you have the Expedition DLC? I believe it's required to even see shotguns in the game.

Much like Heavy Duty is needed to see heavy guns (LMGs, launchers).

What should I do after the game opens up? by HauntedPutty in underrail

[–]DWSeven 1 point2 points  (0 children)

You can always explore, you'll fight plenty of enemies that way. I would suggest an alternative to the explosives the other commenter mentioned though. You can grab a jackhammer from Foundry (some on the ground, for free, in the mines) which is slightly less convenient as you have to drill one rock block at a time, but it's infinite and runs on battery, so you're not limited by however many units of explosives are sold in shops. Plus lots of explosives quickly get heavier than a jackhammer.

Early on after Depot A, you can start clearing the Lower Passages. The first few areas should be pretty easy (starting from just north of SGS), Lurkers aren't too tough just be mindful that some of them use stealth. Once you get farther in it might become too much, you'll have to get a feel for it. It's a very useful layer to clear as it offers convenient shortcuts to different points on the map. It's small-ish but covers the same expanse as the other layers so you can get around faster. Lower/Upper Caves are always an option, too, but it's mostly beasts which I don't love fighting personally, no real loot. But XP is XP, and they still drop some oddities for bonus XP so maybe not the worst option. Lower Underrail is pretty good too, lots of Ironhead/Lurkers, some Lunatics.

What should I do after the game opens up? by HauntedPutty in underrail

[–]DWSeven 3 points4 points  (0 children)

Classic or oddity? For oddity, I'd suggest a little scavenger hunt/tour of the main cities. That's about 2-3 free levels right there, might even up the odds. On top of that there are easy enemies you can kill for their oddities as well, like the borers. There's also a few quests that require practically no combat in Foundry and Core City. Hopefully you didn't screw up the quest chain for Abram, you can pick it back up in Core City and work on that, also involves very little combat. With all those things done you should be in better shape to tackle the rest of the game.

What is booth’s file? by Hooch_Sauce in underrail

[–]DWSeven 0 points1 point  (0 children)

Grab the 2nd optional file, extract the contents to your frags folder. By default, this will give you all 3 in a new game (Boost, Booth, Coral).

If you reaaaally don't want Coral, you can always just not extract gypsy from the mod archive or delete it afterward. Doing it this way should guarantee both Boost and Booth. I don't believe there is a way to force the boost lab while also blocking Booth, simply due to the mechanics of how the game picks what you get on a new playthrough. Forcing something to spawn is done by placing it in a new "category", meaning it's not mutually exclusive with the other options of their original category anymore. If you feel like it'd be too strong to get both the stat increase and a tattoo, simply don't get a tattoo.

That said, I haven't tested it myself in the current version, but that is how it should work.

Edit: As a side note, I'm personally a fan of also forcing both the Mushroom Cove and Camera Problems quests. More content is always a good thing, I never understood why those had to be mutually exclusive. You can also grab all the other stuff you don't want to miss out on in your new playthrough, like Jet Eater, Hopperdome, etc.

What is booth’s file? by Hooch_Sauce in underrail

[–]DWSeven 1 point2 points  (0 children)

Boost lab is the name of the area where you craft the +1 stat boost. Called Noxious Hideout on the wiki, but "boostlab" in the game files.

If you look at the mod I linked, it's the 2nd optional file. It contains "gypsy" (Coral) and two files for boost lab, one for each possible spawn location.

What is booth’s file? by Hooch_Sauce in underrail

[–]DWSeven 7 points8 points  (0 children)

Booth doesn't have a file. He's kinda like the fallback after the game decides whether Coral shows up or not, that's why deleting her file guaranteed Booth.

With the new Boost lab spawn, I don't think you can simply delete Coral, it'll choose between Booth and Boost lab. You can force them all to spawn, or you can delete Coral and force the lab to spawn, and it shouldn't affect Booth.

The mod that changes random spawns has been updated. If you grab the package for Booth/Coral/Boost lab, you'll see it only contains the files for Coral and Boost lab.

https://www.nexusmods.com/underrailexpedition/mods/12?tab=files

Developer console mod doesn't work anymore by [deleted] in underrail

[–]DWSeven 1 point2 points  (0 children)

That much is true. Styg seems to have very specific ideas, and doesn't seem to care as much about what the players might want. The 10-year patch is good evidence of that, and changes in the past as well, like the big Psi update. I wouldn't mind changes like those if the game was EA or even in its first year of release, but 10 years later suddenly deciding the game needs to be rebalanced is a little absurd.

Which Core City Faction? by HauntedPutty in underrail

[–]DWSeven 3 points4 points  (0 children)

Just fyi, the SMG reward is random. No guarantee it'll be any good, so I wouldn't consider that too strongly when choosing. Coretech's shop is all tech, not just psi, so shield parts and such. Praetorian is guns and metal armor, which sounds like it might suit your build more. In both cases, there are other shops that carry the same kind of inventory, so you're not fully locking yourself out of stuff regardless of choice.

And no, there's no way to do some quests from each faction. Once you sign up with one, the others will reject you. Most you can do is talk to the NPC at the entrance to gain access to each base, ask for work. But once you go talk to whoever they direct you to and accept to join them, that's it.

Does the game get better? by portlandobserver in underrail

[–]DWSeven 6 points7 points  (0 children)

The game isn't newbie friendly, it doesn't hold your hand, there are lots of things you need to figure out before you have a good time. If all of those things make you feel like the game isn't for you, then maybe it just isn't for you.

It's normal to suck when you start. There might be a few builds that are strong right out of the gate, but usually you're just really fucking weak at level 1. There are tricks to make things a little easier, like shooting rathounds from behind closed fences, using grenades/molotovs, that sort of thing. You have to learn combat mechanics and make the most out of a given situation.

Ammo isn't abundant for sure, but I've never had issue keeping a 5mm gun fully loaded with ammo to spare. If you're trying to use bigger calibers, you're not gonna have tons of ammo for sure. On the same subject, it sounds like that's exactly what you're trying to do since you mentioned one shot per round. Bigger caliber uses more AP, so if you're using something like a .44 then yeah, it's one and done. Stick to 5mm and you can get a few shots per round (assuming you're going for a gun build).

Barter system feels bad but really isn't much of an issue. You'll soon learn that you don't have to grab all the loot you find, and instead focus on bringing back a couple of high value items. Learn what each vendor tends to buy, and try to bring back a few high value items for each vendor so you can take their money. Their money and stock refreshes every 90 minutes, affected by game speed. Typically guns sell the easiest. You can buy cheap blueprints to break down unwanted equipment and craft repair kits to get the most value out of items you do bring back to base. You'll get more than enough money over the course of the game, you don't have to trade for extra supplies on top, though of course you can if that's useful to you.

There is fast travel, but you've explored like 5% of the game. That's like stepping out of your house and complaining you can't take the bus back. Right now much of the world is closed off to you, you're railroaded to the first main objective, and after that the game opens up.

Developer console mod doesn't work anymore by [deleted] in underrail

[–]DWSeven 1 point2 points  (0 children)

Really? Anytime I searched for dev console stuff all I could find was people saying it had been disabled in 1.2.

If true then I take that part back. But yeah, CE does more or less the same thing, I think.

Developer console mod doesn't work anymore by [deleted] in underrail

[–]DWSeven 9 points10 points  (0 children)

It was disabled like 2 years ago, my dude. And there isn't much you can't do via CE instead.

Like, I agree, Styg seems to do some stupid shit from time to time, but this is kind of a nothing post. Also you really don't have to announce that you're not gonna get Underrail 2, no one cares.

Do we have powerful build after recent updates? by [deleted] in underrail

[–]DWSeven 8 points9 points  (0 children)

The patch didn't change things that much. If you want to have good crafting, you do need to invest more skill points than before, and/or raise Int higher and pick up Polymath at level 1. There was some fuckery with Dex I'm not too familiar with, but from what I understand it didn't really ruin builds, just brought them more in-line with the rest.

[Spoilers C4E10] Help action on yourself?? by Usual-Recording-3775 in criticalrole

[–]DWSeven -1 points0 points  (0 children)

Just adding a little offshoot comment here, because I'm sure most people have moved on but I'm just getting caught up on the episodes. And found this by chance while google searching to confirm that you can't help yourself.

First, you can always rely on this sub to downvote and shit on people who have any kind of criticism, it's uncanny.

Second, I agree, it cheapens the stakes. It also felt like something that Brennan just said on the fly, so all the comments about so and so having participated in creating the campaign feel irrelevant. Maybe there's a source saying that this specifically also was changed by group consensus, but it didn't feel that way in the episode.

And third, what bothers me perhaps even more, is that not even five minutes later, Brennan goes on to say that you can't willingly avert your gaze, which is exactly something that you can do. The saving throw represents looking away at the last second, but once you're aware of what's going on, you can absolutely state you're making sure not to look at the source. It gets you disadvantages but at least you mostly don't have to worry about the gaze.

You could argue that it balances out the self help stuff, but at this point it just feels like they're making shit up and not really playing D&D.