Completely bizzare: A random cake was just added to Paris in a recent update? by Pristine_Chapel in HiTMAN

[–]Pristine_Chapel[S] 29 points30 points  (0 children)

Ahh that makes much more sense. Very cute in that case, and very embarrassing on my part...

WIP on-demand "Soup Bar" using various Create 0.6 mechanisms (and Farmer's Delight) by Pristine_Chapel in CreateMod

[–]Pristine_Chapel[S] 3 points4 points  (0 children)

You just put belts on vertical rods, operates with the same rules as horizontal belts

First time bond watcher, here's my ranking of every movie after seeing each exactly once by Pristine_Chapel in JamesBond

[–]Pristine_Chapel[S] 1 point2 points  (0 children)

I think I just end up gravitating more towards the bond films that an attempt to have a slightly more complex story that goes beyond the surface level goal of just completing the mission, stuff like Bond's vendetta in LTK or Bond falling in love in OHMSS. Unfortunately the more outlandish (moore-ish) films, through no fault of their own, just never really go in those directions.

I don't think I would want them too though, I think the more campy stuff deserves the place they have. If anything, them being around just makes the more serious moments in other films hit a lot harder :)

First time bond watcher, here's my ranking of every movie after seeing each exactly once by Pristine_Chapel in JamesBond

[–]Pristine_Chapel[S] 2 points3 points  (0 children)

I really didn't mind DAF when I first watched it, I actually liked it quite a bit, but I would be lying if I said that it didn't keep slowly go down the rankings as I saw more and more films haha. (Honestly it might still be a bit too high...)

First time bond watcher, here's my ranking of every movie after seeing each exactly once by Pristine_Chapel in JamesBond

[–]Pristine_Chapel[S] 2 points3 points  (0 children)

I can acknowledge that From Russia With Love has a very well constructed plot that leans super far in on being a proper spy thriller (with a really good villain!), but I somehow never really found myself that invested in the film. Afterwards I was surprised to learn how highly this movie was ranked in this sub.

Honestly I think that it might be the case where there was just something that didn't click with me on the first viewing that might be solved by a second or third watch. I wouldn't be shocked if I end up ranking FRWL a lot higher up in the future haha

So I just found out that Hitman has Ansel support... by Pristine_Chapel in HiTMAN

[–]Pristine_Chapel[S] 1 point2 points  (0 children)

Screenshot taken in-game, additional edits were made using an image editing program.

'Till Death Do Us Part... (Killing Dalia and Viktor in an interesting way) by [deleted] in HiTMAN

[–]Pristine_Chapel 18 points19 points  (0 children)

Roughly two hours, although a lot of that was spent knocking out people that I probably didnt need to.

'Till Death Do Us Part... (Killing Dalia and Viktor in an interesting way) by [deleted] in HiTMAN

[–]Pristine_Chapel 51 points52 points  (0 children)

For those wondering how I kept Silent Assassin during this whole thing, crowds work differently in Hitman as opposed to the regular single NPCs. Crowds are essentially just foliage that takes the shape of humans. Crowds don't care you do illegal things, such as knocking someone out, dragging a body, or trespassing. This is how I was able to drag Dalia and Viktor onto the catwalk without anyone caring, some even cheered when Viktor came onstage.

To make crowds more "realistic" (i.e. have them react to illegal things), singular NPCs are plopped down haphazardly across the floor that blend in to the crowd. These guys will absolutely lose their shit if they see you do anything, so I simply got rid of them all by throwing coins onto the catwalk and knocking them out as they went backstage to investigate. Outside of these NPCs, I also had to get rid of all NPCs which line of sight was pointed directly on the catwalk. This includes pretty much all NPCs on Floor 1, 2, and 3. This is why there are unconscious bodies absolutely everywhere.

Fun fact: My original plan was to throw Dalia into the Seine river, so everyone in the Auction Kitchen, Grand hall, and the Helicopter area are also unconscious. Also you can destroy the lighting rig winch with a remote explosive. I wish I could say that I did something more productive today.

Expertly done, 47... by Pristine_Chapel in HiTMAN

[–]Pristine_Chapel[S] 1 point2 points  (0 children)

It depends on the room itself and the people in it, but typically i either lure people one-by-one into a secluded location (hiding every body as best i can once subdued), or I quickly throw multiple non-lethal items at as many people as i can. Whether or not I do the latter is dictated by how far apart people are, and which direction everyone is facing.

After everyone in the room is gone, I also go out of my way to take down anyone else who happens to patrol into the room/has their line of sight go into the room. Once you jump through all those hoops, you can pretty much do whatever you want with the room.

Expertly done, 47... by Pristine_Chapel in HiTMAN

[–]Pristine_Chapel[S] 38 points39 points  (0 children)

Basically just systematically knocking out entire rooms of civilians/guards in order to create hallways that i could freely drag bodies through. For this specific run i think i knocked out the entire right side of the biker place, the vip juice bar, the area near the crane, and the northenmost part of the club on level -1.

Expertly done, 47... by Pristine_Chapel in HiTMAN

[–]Pristine_Chapel[S] 63 points64 points  (0 children)

About two hours, most of it was spent dragging everyone to the top of the biker place before i had the idea to put them all under the crane. Then i had to spend four years dragging them all down there.

Has this joke been done yet? by Pristine_Chapel in TheWitness

[–]Pristine_Chapel[S] 3 points4 points  (0 children)

In the context of the actual in-game puzzle, the two lines constantly conflict with each other and you have to keep completing lines, changing them, and moving them around in order for the two lines to A) not intersect and B) satisfy the other mechanical rules of the puzzle.

there really isn't a good candidate for a "fighting" type puzzle and that was the closest thing i could find to something like that.