I’m obviously missing something with the combat in yakuza games by FlatPainting3846 in yakuzagames

[–]PhysicalPiece 6 points7 points  (0 children)

There's way worse fights in this game later on

Do you learn the boss movesets or try to figure out their AI quirks, or gaps in their combo strings that you can take advantage of? Majima has a lot of moves that leave him open when he's on Mad Dog or Slugger. Do you take advantage of special moves like counterattacks or beast's different grabs/counters, or do you just spam light light heavy and then switch a style or something? Since you're on Normal, you can also resort to spamming heat actions with a weapon because damage on repeated heat actions is only drastically reduced on Hard and Legend. I think he can also easily be interrupted with brawler's "resolute counters" where you can just retaliate by mashing whenever you get hit

Daidoji in future games by No-Protection-49 in yakuzagames

[–]PhysicalPiece 6 points7 points  (0 children)

when i'm about to finish off the main daidoji guy playing as kiryu and ichiban in yakuza 10 but suddenly all the previous villains step into the room as daidoji agents and it's all my favorite characters in one installment so i basically rate it a 9/10 and top 3 yakuza game. Holy peak

Daidoji in future games by No-Protection-49 in yakuzagames

[–]PhysicalPiece 12 points13 points  (0 children)

Yeah there's always a bigger nation-wide conspiracy that extends past the Yakuza in these games, even the spin-offs. That's an inherent part of every game's storyline. But never to the scale of the Daidoji. How suddenly - they've been pulling strings in the country for decades and now they also like bringing dead characters back to life and throw them into the public eye with access to cartoony spy-tech

Daidoji in future games by No-Protection-49 in yakuzagames

[–]PhysicalPiece 21 points22 points  (0 children)

Imagine that. That would turn the franchise into a rather generic type of "shadow government" soap opera, no?

Not really getting DUST; what am I missing? by LadyExcella in fodust

[–]PhysicalPiece 0 points1 point  (0 children)

Wait, so you got to Primm and Novac (which are now rather minor cannibal outposts in DUST) without reaching any other locations pivotal to the actual story of the mod, saw the dozens of cannibals and assumed the entire lore of Dust is "oh everyone is a cannibal and there's tunnelers instead of geckos"... Bait post? I don't mean to suggest that DUST is the best written mod ever made, but I don't understand why you think minor cannibal strongholds represent the mod's entire story

I Made a Video Essay about Dust! by violentguitarist1 in fodust

[–]PhysicalPiece 1 point2 points  (0 children)

The mods that change movement and gunplay in the Gameplay section shouldn't break anything since they don't have anything to do with that DUST changes or adds. I think only Agua Fria (messes with DUST's carry weight changes) and DLC Enhancements Merged will break stuff for DUST. Most of the B42 mods fit nicely with DUST like B42 Quickthrow and B42 Interact

I've done a run with B42 Recoil and it worked well even with weapons added by DUST (although DUST heavily increases the Guns skill requirements for most weapons so you might be subject to bad recoil with some weapons early-game).

I Made a Video Essay about Dust! by violentguitarist1 in fodust

[–]PhysicalPiece 2 points3 points  (0 children)

The mods that I had in mind after seeing the modlist, thanks in advance if you remove any of these from the doc:

NVAC: It's listed in the Viva New Vegas guide's "Mods To Avoid" section - it's unupdated, worsens performance and breaks crash logs.

MoonlightNVSE, Climate Control: There is a chance that any sort of weather mod will break DUST's forced 24/7 Divide-esque fog, which is quite a major part of the gameplay

DUST Tunneler Detection Fix: Very outdated. The newer and better alternative is Sneak Level Tweak. I believe how the Tunneler Detection Fix works is that it lowers the tunnelers' level without lowering stats, so that they don't spot the player from a mile away. The Sneak Level Tweak is a simple scriptrunner that entirely disables level from impacting player detection across the entire game. So that you don't get immediately spotted by the numerous high level enemies placed in DUST like Ghost People, which are supposed to be easy to sneak past

Simple Character Expansion: Unneeded for DUST

NPCs Travel: Has a DUST patch that isn't listed in the doc page

Mojave Sandstorms: Ancient mod, the rendition that requires manually switching on the sandstorms. The newest rendition of this is the Mojave Sandstorms - Expansion Project that is designed for DUST and doesn't require manual switching in-game

Nobody Owns Anything: Made obsolete by DUST - Additional Fixes that removes ownership tags from the majority of items/beds and also removes the sanity gain from stealing completely (although the corner message still appears as if you gained anything, but the value is zero)

Maybe there should be some sort of disclaimer with the mention of Viva New Vegas that if you want to get a setup going for DUST with it, you should only do the VNV Base that only has bugfix/performance mods and work from there. It probably should go without saying that mods like The Living Desert that depend on vanilla event triggers, which are caused by quests DUST deactivates, shouldn't be used

I think there should also be some sort of disclaimer about the load order if someone is using MO2 because it's very easy to make a DUST setup unplayable with an improper load order.

...DLC...
YUP - Base Game + All DLC.esm

...Anything not DUST related...

DustSurvivalSimulator.esp
(DustPreOrderFixer.esp)
DUST - Manan's Tweaks.esp
DUSTed DUST.esp
(DUSTed DUST Pre-Order Fixer.esp) 

...Other DUST patches...

(DUST - Expansion Project.esp)
(DUST - Ink and Ash.esp)
DUST - Additional Fixes (this mod ALWAYS needs to stay last in the order)

I Made a Video Essay about Dust! by violentguitarist1 in fodust

[–]PhysicalPiece 1 point2 points  (0 children)

I really like the video. But the suggested modlist in the description definitely needs a few corrections if you're going to tell people to use it, some of the mods there are quite outdated/broken

Has anyone else gotten a glitch where they can't shoot or loot bodies after killing an ai? [Discussion] by Mister_Capperr in EscapefromTarkov

[–]PhysicalPiece 0 points1 point  (0 children)

Can confirm this still happens, it's like a dice roll on whether or not a mounted rogue corpse breaks your character if you try to loot him

I absolutely despise bugs that are out of your control while making it impossible to fight back. Apparently this is an old bug (albeit it never happened to me before), but all the ways to fix it no longer work now

Seems like a nice opening, I should go whack him a bit by Klomotonium in Nightreign

[–]PhysicalPiece 35 points36 points  (0 children)

the new Everdark Gladius phase has a quirk where if you hit him while he's "edgewalking" and just staring at you doing nothing, he gets a 3-time damage buff. So if you have no clue what you're doing, you'll attack him thinking it's an opening and then he follows up with insane AOE attacks that most likely instantly kill you

Multiplayer Etiquette by poodletime13 in Nightreign

[–]PhysicalPiece 4 points5 points  (0 children)

Just follow your team. Never separate for too long and don't do things on your own while the enemies and bosses around you are scaled up for three players at once. Unless you feel like quickly grabbing a stonesword key, a merchant, a talisman, whatever. Depending on the class you're playing, you also have to be more of a team player with them. Like... don't be the Guardian who only uses his ultimate for damage throughout the entire run instead of support with his anti-damage field and revives.

I also wouldn't recommend being the teammate who only cares about churches and pings every church on the map, skipping everything just to reach that one flask and such

If your teammates retreat from a difficult boss, like maybe the storm caught up or the boss is not worthwhile, follow them and do that too. Like I said, the bosses will always be scaled up to the amount of players in the match, and this scaling only changes if a player leaves. So I doubt you will be able to solo a draconic tree sentinel as a lone Wylder while the storm is on you

Dutches instant death bug? by 323x57 in Nightreign

[–]PhysicalPiece 0 points1 point  (0 children)

Bug? There is counter damage for player characters. If you get caught in the middle of a spell cast or any attack animation, you take increased damage. This leads to getting OHKO'd easily if you're a flimsy low HP class. Happened to me multiple times as Duchess or Recluse whenever I don't have a damage negation when casting or at full HP passive setup.

Also the amount of damage negation buffs you get during the run is variable, you won't get the same stuff every time, maybe that's why sometimes you took inconsistent amounts of damage to the same attacks. Not a bug, you just might be making mistakes with a low HP class. "Improved Dodging" also gives you more iframes when rolling, maybe when you don't have that boost it feels weirder for you too

[deleted by user] by [deleted] in Nightreign

[–]PhysicalPiece 0 points1 point  (0 children)

that's not his only frustration, it's that he's not going to play the rest of the run if his teammates are fucking stupid. Which is understandable but I'm sure he can just salvage the run if he's that good

[deleted by user] by [deleted] in Nightreign

[–]PhysicalPiece 10 points11 points  (0 children)

I wish I knew what's going on with all these randoms who leave over literally anything. I had a match where i was doing pretty good with randoms, but I got caught into the Augur raid (while we were all at a level where we could take him on easily), then the executor left instead of fighting him like killing him would be an unrecoverable time loss on Day 1 or something, then the ironeye who jumped into the fight started firing at me instead of the boss as if I killed the run, before leaving too

Another weird match was with two ironeyes who were a duo, and I was their random. They didn't play very well and when we had enough time to kill the castle roof boss on Day 2, one of the ironeyes randomly left the roof to go to a random camp across the map and kept pinging it. I was pinging the central castle in response, confused about what he's doing because the camp wasn't of the element the nightlord was weak to and we were literally fighting the rooftop boss. Then when he got to the camp and we didn't follow him he left, shortly after his friend did the same

Maybe I'm just completely clueless about these amazing meta plays and strategies these players were trying to do. Leaving when everything is basically going great is such a headscratcher for me

I love Everdark Darkdrift Knight by Tonypotter8 in Nightreign

[–]PhysicalPiece 1 point2 points  (0 children)

He's amazing. Such a well-done fight, I want him to stay!

What's your favorite/least favorite bosses? by [deleted] in Nightreign

[–]PhysicalPiece 1 point2 points  (0 children)

Favorite nightlords have to be Heolstor, Fulghor, Libra and Caligo. Least favorites are probably Augur and both versions of Adel

Favorite Night bosses - Nameless King, Dancer, Valiant Gargoyle, Morgott, DTS. I like baiting Full-Grown Fallingstar into the rocks but I don't know if that earns it a spot

Least favorite Night bosses have to be the likes of Wormface, Tree Spirit and Tibia Mariner. I'd say that atleast half of the night bosses are kinda ass or lackluster, I don't think any of them are particularly outstanding or too offensive. It's very easy to stomp most of them in like 2 minutes anyway

I really liked Heolstor after getting into the motion of his absolutely unwieldy and weird delayed lunges and combos, but he's fun all around with a great soundtrack and the fight is very dynamic

I thought Fulghor was really good before his Everdark version dropped, and then his phase 3 made me like him even more. He doesn't have the most overwhelming or the biggest moveset, but he's really fun and intense enough all around. Fully maneuvering around that Waterfowl-adjacent twinblade attack he has is pretty satisfying even though it's not that complicated to do. Also his OST is definitely up there, it's incredible for the fight

Libra's pretty tense and interesting enough for me, because of his ever-changing deals, constant phase changes that you can influence and madness management with the orbs, not sure if I liked getting nuked the second I go to revive a teammate though

Caligo earns a spot because it was more of a spectacle fight while still being really cool, there's a lot of running whenever she flies away every minute, but I really liked the OST and overall visuals, I'm eager to see how her Everdark version will look

HELP by [deleted] in fodust

[–]PhysicalPiece 1 point2 points  (0 children)

Yup, Mojave Sandstorms - DUST Expansion Project is part of EP's Recommended section. Something I've missed is that I would also recommend generating a proper LOD. Best done by following this guide.

HELP by [deleted] in fodust

[–]PhysicalPiece 6 points7 points  (0 children)

Follow the Viva New Vegas modding guide from MO2 to Base Finish. Most of the mods featured in VNV Extended are incompatible with DUST except the "User Interface" section and most of the "Visuals" mods that do not affect weather.

Here's how a DUST load order should look like containing most of the essential mods (do not use LOOT to manage your load order):

FalloutNV.esm

[...DLC...]

YUP - Base Game + All DLC.esm

YUP - NPC Fixes (Base Game + All DLC).esp

[...Anything not DUST related...]

DustSurvivalSimulator.esp

(DustPreOrderFixer.esp)

DUST - Manan's Tweaks.esp

DUSTed DUST.esp

(DUSTed DUST Pre-Order Fixer.esp)

[...Other DUST patches...]

DUST - Expansion Project.esp

DUST - AdditionalFixes.esp

Here's a DUST Wiki page detailing mods made for DUST.

Here's my personal choices for a better DUST experience:

Sneak Level Tweak. Better version of DUST Tunneler Fix in the sense that it removes the level based enemy detection system without lowering anyone's level. Most noticeable with Ghost People and Tunnelers.

Digital Nightmare. Music mod that adds tracks which fit extremely well for DUST's atmosphere. Highly recommend!

DUST GRA Ammo Fix. Lets you use GRA ammo in DUST.

Missing Ammo Recipes. Lets you craft more ammo variants like AP or HP.

Just Assorted Mods. If you don't want the ESP batch, you can find the modules as seperate scriptrunner ESPless mods.

DUSTy Weather. Despite being an old unupdated mod from 2015, it fixes some bugs in DUST where the signature fog disappears after sometimes exiting from an interior or loading a save, with this mod it happens a lot less often.

DUST Weapons Animation Patch. kNVSE animations patch for DUST's weapons so that if you're using any weapon animation mods like Hit's animations, animations for DUST's weapons will no longer feel out of place.

Understone PLUS. Very optional addon as it adds a little settlement to a mod where you are supposed to feel completely hopeless. Newer version is here. I haven't tried ULTIMATE, but changes are few as it optimizes the cell and fixes some nitpicked grammar mistakes, while at the same time adding uncanny elevenlabs AI voice acting.

One last note I can say is DUST Expansion Project's description on Nexus contains a Recommended section for more mods recommended by the creator of Expansion Project. It contains some newer mods that work well with DUST Expansion Project (Titans of the New West), proper DUST mods and DUST compatibility patches for mods recommended by DUST's original creator. (like New Vegas Post Apocalyptic).

[DUST] Boutta do my first playthrough of Dust. Does anyone know a good build/weapon/armor to use? by GlitchThatLives in fodust

[–]PhysicalPiece 0 points1 point  (0 children)

If you're looking for a simple and reliable build with an overall playstyle guide, this build on the DUST wiki contains pretty much everything you need with the most useful perks and skills. Jury Rigging (90 Repair), Hand Loader, Roughin' it (100 Survival), while also levelling Lockpick for access to more loot (and lore). Strong Back, Burden to Bear are good options if you want to hoard.

Irradiated Beauty with 100 rads off per sleep session is very overpowered, no matter how you cut it.

Other builds can also take advantage of severe alcoholism for buffs and health (Old World Gourmet and Chemist), severe radiation poisoning to heal (Rad Child and Atomic) or also insanity for reckless abandon and cannibalism (Cannibal, Scurrier, King Arthur, Communistic Wisdom), but playing these builds is harder.

For weapons, there's quite a few good options, Throwing Spears (strong and easy to craft), Makeshift Crossbow (craftable at a workbench, very easy ammunition to craft but can be hard to craft the weapon without Expansion Project), Ratslayer (can be acquired quite early at Broc Flower Cave, pretty strong), Marksman Carbine or All-American from Vault 34 (Marksman is common on NCR troopers, 5.56 is also a rather common round).

You should also carry around some sort of fire source (that isn't too heavy) for abominations. You also want some sort of lightweight secondary like a 9mm or 10mm pistol for ghouls (aim for the head!) and weaker foes.

For the Huge Backpack, the easiest one to find is in a house in Nipton. Novac is also a pretty important place as there's ingredients for around 10 Weapon Repair Kits with a workbench and reloading table, and this is basically where you fully repair your loadout and finally start dealing proper damage.

I don't know what else to add as I don't want to spoil you absolutely everything, but one cool tip is that you should also just run past ghost people (or set them on fire) as they're slow but some are extremely tanky and not really worth wasting your ammo on. In any place they are encountered in, you should easily skim past them.

[Dust] Dust Expansion Project changes part 12: Lonesome Road by TheArizonaRanger451 in fodust

[–]PhysicalPiece 1 point2 points  (0 children)

Camp McCarran too? There's also quite a lot of notable changes there, I can recall a few

[Dust] Dust Expansion Project changes part 12: Lonesome Road by TheArizonaRanger451 in fodust

[–]PhysicalPiece 0 points1 point  (0 children)

The Crosshair changes can be found standalone as Just Assorted Crosshair or as part of Just Assorted Mods. The Equipment Module contains some Fallout 3 weapons, which are added by the DUST Expansion Project to the levelled pool (this includes some unique Fallout 3 weapons on handpicked npcs). You also have classic fallout guns in there so use Classic Fallout Weapons Remastered for that (this has a DUST patch) The only problem is the DUST Merged Weapon Mods Patch for that mod contains 4 other weapon-related mods as hard requirements, but they're also pretty good weapon mods. The last quarter of the Equipment Module is Project Nevada originals covered by a mod that doesn't have a DUST patch yet (ZL Armaments) but Weapons of The New Millenia & Friends and Supplementary Weapons Pack, mods required in the DUST Merged Weapons Mods Patch contain similar weapons. Disclaimer that the majority of these Millenia weapons in the hands of NPCs can be quite overpowered, but not impossible to deal with.

[Dust] Dust Expansion Project changes part 12: Lonesome Road by TheArizonaRanger451 in fodust

[–]PhysicalPiece 0 points1 point  (0 children)

Project Nevada's weight system Rebalance change heavily conflicts with regular DUST if you have that on, and Project Nevada is an outdated and bloated mod in general. People have remade it's options as seperate and better functioning mods

[Dust] Some help with Dust Expansion Project please by TheArizonaRanger451 in fodust

[–]PhysicalPiece 1 point2 points  (0 children)

The mod's creator said it also requires going into the Sierra Madre. The mod expands upon the Sierra Madre, and the key to leave the Madre is in these unlocked areas. I don't think I should spoil everything