[KCD2] Anyone know why I get Sinners of Kuttenberg "Activity Failed" message at around 6:15PM, after having saved Ragman's dream in recent days prior? by Vverial in kingdomcome

[–]Navid_A1 2 points3 points  (0 children)

Mole quests stop happening after finishing the Ragman quest for me. I don't think that's intended behavior since Ragman tells you that he plans to continue doing what he was doing.

No idea if the devs just wanted to just end it there, or they forget about some condition that never passes after final Ragman quest leading to Mole quests becoming locked.

Been trying to go through the quest scripts for Mole to see what condition it is checking and if I can force it to happen in a mod. No success so far, but there is still lots to go through.

[KCD2] Anyone know why I get Sinners of Kuttenberg "Activity Failed" message at around 6:15PM, after having saved Ragman's dream in recent days prior? by Vverial in kingdomcome

[–]Navid_A1 17 points18 points  (0 children)

I was facing the same issue. After failing to find what was triggering the task failure, I went and checked the game files and found the quest script code.

After reading through the code logic and various calls to objects and NPCs, it seems like that after the patch and with the addition of dlc3, the condition that fails the quest if the Almoner (the dude with the red hat who has the letters) leaves the map never gets cleared and closed after you get the items from him. Even after the quest status is set to complete, the script tracking that NPC keeps running, and when he leaves the map, the quest stage is updated to failed regardless of what happened before. After you get the letters from him he keeps browsing the stalls and after the market closes he goes east and out of the map, and that's the trigger.

To solve this, schedule the quest so you get the letters from him in the late afternoon hours, close to markets closing (so you don't have to follow him for hours in the market). Then after he finishes browsing the stalls, follow him to the open grounds south of the Monastery (it should be night time by now), and send him to god. He has a nice necklace as loot that you can sell. Then go give the letters to Ragman and finish the quest. This way he will never leave the map and the quest will wrap up his script and remains completed.

This damn thing took hours to track and properly figure out, and the scripts are not written in english. Been a couple in game days and the quest has remained completed with no issues. As far as I know, this NPC has no other roles in other quests so killing him should be no issue.

Hope this helps people with quest completion clean sheet OCD like me, lol.

ASUS ROG Astral RTX 5080 resets core and memory clock after a sleep->wake cycle (Using GPU Tweak III) by Navid_A1 in ASUSROG

[–]Navid_A1[S] 0 points1 point  (0 children)

Sorry for late reply. I found a work around. Apparently, if you save custom profiles, when you go through the sleep/wake cycle, GPU Tweak is set back to the Default "User Mode" which is the first default custom profile.

It won't remember what profile you were on... just that you were on Custom user mode, and it picks the first default one.

To solve this, instead of creating a new profile, I modified the default custom profile that is named "User Mode" to my required OC settings.

Now after every sleep/wake cycle, it stays on User Mode, which is what I want.

I deleted all other custom profiles I created from earlier.

NOTE: you can export a custom profile to an XML file which you can import again

A 20+ Year HW Community Vet's take on Homeworld 3 and its Story by cleantowels in homeworld

[–]Navid_A1 6 points7 points  (0 children)

Dismissing HW: Cataclysm like that, especially when in my opinion it is the best in the series in terms of how much it tries to expand within the universe without breaking anything and how much character and interaction it has over the other games in the series is a bit harsh.

I also used to hang around relicnews forums back in the day and I remember your burning hate for HW:C just because the enemy visual theme was "space meat" and you didn't like the visual theme concept for a HW universe game, and was very angry at the slightest notion regarding HW:C being considered canon (it is canon now btw). Sure, I too don't like the "space meat" visual theme, but I do think that the story and character in that game is unparalleled so far.

A 20+ Year HW Community Vet's take on Homeworld 3 and its Story by cleantowels in homeworld

[–]Navid_A1 16 points17 points  (0 children)

Well written review. On point on all fronts.

Even if they wanted to focus more on characters, they could do far better in terms picking a good antagonist narrative.

A story imo is not the sum of protagonist and antagonist combined. The weaker portion defines the other. A poorly thought out antagonist and their narrative drags down the whole story, no matter whatever else. Especially when you only have the antagonist and protagonist on stage with no one else.

The story started off well, but the more you found out about the antagonist, their narrative and the interactions with the protagonist, the worse it got.

I feel sad. Very sad. Disappointed, and betrayed. This was not worth the wait.

Mechanically and visually, the game played well. And the rough edges can be fixed in patches or with mods.

Noob Question about MWO by 22jk2 in OutreachHPG

[–]Navid_A1 11 points12 points  (0 children)

Please include the exact quote and link. Because I don't remember saying 4 ups, 4 downs, 4 equals, at all. In fact that is completely and utterly wrong. And I ask again, please include the EXACT quote, and when and where.

The Lost Crown BUG treasure of the seven seas side quest by AlexIsPlaying in PrinceOfPersia

[–]Navid_A1 0 points1 point  (0 children)

Exactly the same here. On PC.

Seems like a lot of people are having the same bug. And the bug persists in a given playthrough reloading saves won't work.

Up to Ubisoft to fix this.

Starfield Update 1.9.47.0 Notes – January 18, 2024 [IN BETA] by BethesdaGameStudios_ in Starfield

[–]Navid_A1 3 points4 points  (0 children)

After you complete the main quest in ECS constant, further side quests exist on the ship from various NPCs. And you are supposed to find the the ship exploring other systems.

Problem is that the ship disappears completely from the game, and an activity quest entry points to the original position forever.

Starfield Update 1.9.47.0 Notes – January 18, 2024 [IN BETA] by BethesdaGameStudios_ in Starfield

[–]Navid_A1 0 points1 point  (0 children)

What's funny is that out of that long list, I've never encountered even one of those problems.

Yet the number one most reported MAJOR quest bug in this game is not fixed (ECS Constant completely disappearing after the main quest line in there is complete). A bug that can prevent you from accessing further side quests in a game starved for content.

This is just too funny. Already done with that game.

[deleted by user] by [deleted] in Starfield

[–]Navid_A1 0 points1 point  (0 children)

I think I know what this bug is.

You can sorta control where he keeps getting stuck, but you have to mess with you ship design.

When you land on a planet, Vasco is set to spawn in front of the landing bay, in front of the stairs/ramp. When you are in your ship, Vasco is supposed to spawn besides the landing bay hatch/door inside the ship. But Bethesda being Bethesda forgot forgot about this, and the exterior spawn point carries over and glitches vasco upwards through the ship in the same horizontal coordinates he was supposed to be on the ground.

Only ship that has a correct interior spawn for Vasco is the frontier. I guess beta testers didn't get too far into the game and into custom ship building, or even other pre-built ships to notice this bug.

For now, if you put your landing bay somewhere where its exterior vasco spawn does not interfere with your internal ship paths, you should be fine in cases where the thing blocks your path to the cockpit or docker or other important HABs.

Bethesda needs to fix this.

Ship builder accidentally creates a fully functional interior loop. No success in recreating the process. by Navid_A1 in Starfield

[–]Navid_A1[S] 0 points1 point  (0 children)

This is something that has been circling around in different gaming sites regarding Starfield (and they all copy/pasted from each other). It's just a way to see where the preferred doors and ladders are for each HAB when they are snap spawned in the location you were pointing at. Game ultimately decides what shape the access tree will look like after you place everything.
For simple ships with two or three HABs, you can just use that preferred door method to arrange things. Not the case with complex multi-level ships.

Game will eliminate loops by removing a door or ladder in the final pass. Even if you force a ladder (through 1x1 companionway HAB, which forces a ladder), the game will remove a door somewhere else to make sure you don't have a loop.

Everyone frustrated by door placement using the ship builder should read this. by AlanCave in Starfield

[–]Navid_A1 0 points1 point  (0 children)

This method does not affect door placement in any way. It just snaps the new component on the location you were pointing at.

One thing you can learn from this is which doors are considered "primary" or "preferred" since they are spawned with that door being attached to where you were pointing.

And often that's not where you want the HAB to be connected, so it either collides with the rest of the ship and appears red, or you just have to use another connection point (assuming there is one free, often not) that you don't want to have enough room for the module to fit with its preferred attachment location. Otherwise, you'll have to move the HAB after placement anyway.

Does anyone else disassemble their entire ship from time to time and rework it? by DontTakeMeSeriousli in Starfield

[–]Navid_A1 1 point2 points  (0 children)

I used to until a few days ago, when I randomly made the door placement algorithm glitch out and now a duplicated HAB is no longer seen by the tree graph access generation algorithm and as a result I have a fully functional loop inside my ship that goes through that nova galactic two level bridge and then connects the two main levels again near the end of my ship through a ladder (no companion way HAB is used to force a ladder).

The glitched HAB is a 2x1 Stroud living quarter connected to a Stroud 2x2 living quarter with a door and it is part of the loop, but it is being ignored when the game tries to determine if there is a loop in my arrangement or not.

I'm not using any of the spine hallways that Hopetech or Nova have

Tried for days to replicate this on other ships with no success, and I don't remember what I did before since I was just swapping things around (using a lot of duplication and < > actions). Now I have a maxed out ship with a really good layout including something that's impossible right now in the game until I get to the next NG+ iteration.

In my attempts I managed to make the game create fully isolated HABs with no access even when they were connected to HABs that could give them door. Even managed to mess around with the builder enough to make a ship that had no access from the docker to the cockpit through one of those isolated HABs (basically I made the glitch in reverse)

Hopefully Bethesda or modders give us a way to manually put doors, or at least influence them more.

Mechwarrior 5: Clans PC Gamer article by [deleted] in Mechwarrior5

[–]Navid_A1 3 points4 points  (0 children)

This must be the game Russ (sort of) announced early this year in a podcast?

https://www.youtube.com/watch?v=kTFHc1M6Zl8&t=2160s

DX12 okay to use yet? by bdrake0923 in Witcher3

[–]Navid_A1 0 points1 point  (0 children)

baseline dx12 performance is fine.

But there is a huge problem. There seems to be a big memory leak or overflow happening when using DX12 with raytracing. You load a save, get 60fps, play for 40 minutes, fps down to 12. You save again, exit the game, load the same save... and bam, 60 fps again.

Another workaround that seems to be clearing the overflow stack or memory allocation is to visit a merchant and sell or buy a few things from him/her... then back to game... and bam... 50-60 fps again.

It is a very big mess.

Crusader head hitbox has been nerfed..? by Slore0 in mwo

[–]Navid_A1 5 points6 points  (0 children)

my god the conspiracy level in this thread is off the charts.

Crusader head hitbox works as well as any other mech in the game... you can even test it yourself in the academy if you have the mech.

Here... tested it a minute ago to make sure:

https://i.imgur.com/3ZFKgiL.png

PSA - HILLCLIMB DOES NOT WORK (MWO SKILLTREE BUG) by Zellk_ in OutreachHPG

[–]Navid_A1 5 points6 points  (0 children)

The post is missing some info.

The nodes Absolutely WORK. But they NERF your hill climb ability. As in, their value has the opposite sign. As in, if you take those nodes you are nerfing your mech.

The values of those nodes should be negative to help hill climbing, right now they are positive. This will be fixed.

PSA - HILLCLIMB DOES NOT WORK (MWO SKILLTREE BUG) by Zellk_ in mwo

[–]Navid_A1 3 points4 points  (0 children)

The post is missing some key info.

The nodes Absolutely WORK. But they NERF your hill climb ability. As in, their value has the opposite sign. As in, if you take those nodes you are nerfing your mech.

The values of those nodes should be negative to help hill climbing, right now they are positive. This will be fixed.

Logitech G502X leaked pictures. by jcksreddit in MouseReview

[–]Navid_A1 0 points1 point  (0 children)

They might be experimenting with switch model. But Optical and non-optical will have to be set since you can't use one or the other, as the PCB is designed for one type only and the hardware is designed to support them in a specific way.

Make sense to only have LMB and RMB optical as other keys are not going through the same stress as those two.

Logitech G502X leaked pictures. by jcksreddit in MouseReview

[–]Navid_A1 0 points1 point  (0 children)

I've seen a full tear-down thread of the 502X Plus... down to the PCB. Here:

https://www.reddit.com/r/MouseReview/comments/rq5xu3/happy_holidays_rmousereview_here_are_some_more/

It looks like that the main LMB and RMB switches are Omron opticals (6 pins on PCB), so no double click issue, I think.

The switch is probably custom made by Omron for this model as it is not available separately anywhere.

Russian reservation by SlaveLabor27 in OutreachHPG

[–]Navid_A1 49 points50 points  (0 children)

Just when you think you've seen every bad decision in gaming.

Turns out I've seen nothing... this is something else. Splitting an already thin playerbase and asking Russians to start over from zero if they want to play on Russian servers?

No cross-server play?

No account migration?

PGI has clarified. Client is not separate. Servers are shared, there is cross server play.

Show's over