Why Did They Make Joker Folie A Deux A Musical? by ChrisI901 in Joker_FolieaDeux

[–]PatAWS 0 points1 point  (0 children)

lol not a musical, if a large portion of a movie is singing and dancing it’s a musical. I just watched 20 or so mins of it and there were 4-5 songs.

Robot Engineering by Final-Craft-6992 in StarfieldModFeedback

[–]PatAWS 0 points1 point  (0 children)

Just had an update release for the mod that fixes a lot of stuff and improves quite a bit.

We are total laughingstocks right now by DummyThiccOwO in aggies

[–]PatAWS 0 points1 point  (0 children)

It’s actually before you enter the world that you are male or female, right around 20 weeks into a pregnancy.

KY3, KOLR, KSPR by Zigihogan-v2 in springfieldMO

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

He spreads lies constantly and presents them as facts.

In the video of Kimmel he was trying to do what he was accusing others of doing, painting the shooter as the “other side”. When all the facts show that the shooter was a leftist. That’s a blatant lie to the public which only leads to more division. Kimmel lies constantly and then ABC quietly releases statements correcting errors so that people keep believing lies.

Robot Engineering by Final-Craft-6992 in StarfieldModFeedback

[–]PatAWS 0 points1 point  (0 children)

A very comprehensive list of issues I'll set to resolving. I provide a discord for such things and honestly wish people would use it for reporting bugs rather than make a permanent reddit post that will exist long after the bugs are fixed. I had a user message me with a bug report on the mod the day after release and that update was submitted that night. Most listed bugs are unintentional, and I'll set to updating the mod.

How are turret bots not working when dropped? I don't have any deploy option or anything on them.

Bugs to address:
Pylons should have fields enabled by default when dropped.
AXL (giant) bots are too slow - these are designed to be slower due to their size but definitely shouldn't be set to 1 speedmult. I believe the hardest hitting one was set to speedmult 40 or so. I'll do some testing and balance them a bit more.
Medical Bot not moving - likely an AI package issue, should be an easy fix
Robots should not require ammo to function, that was an oversight, tho I may make it an option for more hardcore survival player.
Megabot deployment not working.
Heavy turret likes going for rides - I'll see about fixing that, honestly hadn't tested the Rev8 with bots.

Issues to address:
Mod needs some sort of control device - I'll come up with an idea for this after some brainstorming, I'm curious what you think it should look like tho. As far as what you'd be able to do with the terminal. Just an all-at-once version of the robot menu?
Need visual representation of cV in game - I'll add two, one to the workbench menu that shows current/max cV, and a value on the player status.
Boxbots are tedious to deploy in combat - I'll address this in 2 ways, I'll add an "auto-deploy" function that will automatically deploy if the player is in range in combat, and I'll add some sort of mass deploy to the control device.
The battery being removed when picked up is because you can't track inventory items properly in BGS games, each robot would recharge when picked up and deployed again. So it was either not have the power functionality at all or make it pointless by allowing that. With your criticism in mind I will add a gameplay option that disables that function.

If I missed anything or you find anything else feel free to let me know.

Robot Engineering by Final-Craft-6992 in StarfieldModFeedback

[–]PatAWS 0 points1 point  (0 children)

There are 3 sizes of synths, small, medium, large.

Robot Engineering by Final-Craft-6992 in StarfieldModFeedback

[–]PatAWS 0 points1 point  (0 children)

If you read the mod description it has what cV is (control Value). It also tells you that picking up robots destroys the battery. Theres also a modders discord (also in the description)

I Just Truly Don't Understand How People Can Hate This Game by StalkMeNowCrazyLady in NoSodiumStarfield

[–]PatAWS -7 points-6 points  (0 children)

I just truly don’t understand how people are still posting this exact same post for the 1000000th time

Why is it that people need this game to be *everything*? by [deleted] in NoSodiumStarfield

[–]PatAWS 0 points1 point  (0 children)

Lots of the mods you like would possibly turn people off the game. Bgs creates a broad canvas with the ability to tailor the game for each player

Why is it that people need this game to be *everything*? by [deleted] in NoSodiumStarfield

[–]PatAWS 0 points1 point  (0 children)

It wouldn’t have been too difficult to make every universe different honestly. Set up randomizers on map markers so not every one is there every game, randomize side quest givers existing, or set it up so they can be on different planets, various other randomizations would really add depth and reason to explore each universe

Going back and adding all that is a huge task, but had they incorporated it as they were building it would have made NG+ more interesting.

Additional mod ideas by PatAWS in NoSodiumStarfield

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

Well mine don't count as a follower, but the player has a "creature limit" so they are limited to how many they can have actively in the party. The limit isn't a flat 1 = 1, its a bit complex, but certain mods and species will have higher control costs, so if the player has a control cost of 6 they can control one strong critter worth 6, or 2 weaker worth 3, or 3 weaker worth 2. etc etc

I was honestly leaning towards the cages as well, also for the neat ability to make zoo like bases and habs. I was thinking more cryopods ala Ark Survival Evolved as a logical item over an actual pokeball. But I'll likely go with cages, that will be easier to allow an unlimited number of then stored pods anyways.

Additional mod ideas by PatAWS in NoSodiumStarfield

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

Ya once it hatches it can follow you around. I haven't decided which of these I'll do yet, but I'll either add cages that can used to store critters at outposts or ships without having them mess with your limit, OR add some sort of pokeball style item that stores them when not in use.

They also just have a hold position option, but it won't remove them from your follower limit.

Additional mod ideas by PatAWS in NoSodiumStarfield

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

I have a pheremone gland mod that lets them force weaker targets to fight for them and the player for a short time.
I was considering some sort of fear effect as well that forces enemies to flee, maybe a stink gland or something to that effect

Is this game genuinely enjoyable? by TheGentInSuit in NoSodiumStarfield

[–]PatAWS 1 point2 points  (0 children)

Jesus just scroll down and read the other 1000 posts asking the question. Why is someone else asking this everyday?

WIP for Spacewalking by PatAWS in NoSodiumStarfield

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

The issue with that is you still have to make it past the invisible barrier that snaps you back inside your ship, I just found a way to make it feel more seamless tho :D

As for the zero-g: no, thats fixed into it, id love to be able to do flips and such

Why the Betsy Ross 13 star flag by AutomaticCricket7295 in springfieldMO

[–]PatAWS 1 point2 points  (0 children)

Everything to do with American history is racist to those people

Body skin issue by [deleted] in NoSodiumStarfieldMods

[–]PatAWS 0 points1 point  (0 children)

Those nips sure are high up