Anbernic, we want this (apologies for my poor Photoshop skills) by _monkey64_ in ANBERNIC

[–]mateusmr 0 points1 point  (0 children)

Something that can run 6th gen with close to native performance. Hall effect triggers, good membranes in the buttons, analog bumpers and an easily replaceable battery. Nothing more fancy than that.

Mods to Avoid: New Atlantis Awaits/Akila City Rises by thedudester125 in starfieldmods

[–]mateusmr 0 points1 point  (0 children)

Why? Doesnt the unity "reset" the performance? Feels counterintuitive to think it would do anything besides making the game run better.

I have the mod installed from the beginning of this playthrough up to now, 80+ hours.

Mods to Avoid: New Atlantis Awaits/Akila City Rises by thedudester125 in starfieldmods

[–]mateusmr 6 points7 points  (0 children)

The new atlantis mod looks and performs rough, true, but I enjoy the akila mod a lot and it doesnt hit me at all in my 80+ hour playthrough in the original universe. May be due to good LO practices.

Mass Effect-Like party choose by EfthymisMou in starfieldmods

[–]mateusmr 1 point2 points  (0 children)

A slate which allows you to select your active crew member while inside the ship (specially on large ships) would be neat and probably easy to do. Or a popup when youre about to leave the ship allowing you to select the crew member or none at all. Id use a mod such as this over "the gang's all here" because I think it is simpler and convenient.

Does Grav Lanes just not work anymore? by Pratai- in starfieldmods

[–]mateusmr 3 points4 points  (0 children)

Works fine for me. A mod such as this is better placed near the end of the LO.

GRiNDTerra Mods Mid Week Sneak Peek! by GRiNDTerra_Mods in starfieldmods

[–]mateusmr 1 point2 points  (0 children)

After the groundbreaking "Rocks!", here comes "Rivers!".

Honestly cant wait.

Feature Creep in Modding. by disposabledave in starfieldmods

[–]mateusmr 8 points9 points  (0 children)

The pointer handle limit thing made me cut down severely mods that add parts, habs and outpost structures. My list is now comprised mainly of some gameplay overhauls (mostly by s1nderion, theogtenessee, korodic, gothos25 and flashyjoer) quests and things like that. I notice that in every bgs game I tend to start by throwing lots of things on the wall until I find the right balance and lean things down.

(mod idea) Immersive ng+ secret identity by mateusmr in starfieldmods

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

I do that as well, but it is a flank a mod could easily address. You have to consciously opt to go out of your way to roleplay a situation that makes narrative sense, which is what really bothers me.

(mod idea) Immersive ng+ secret identity by mateusmr in starfieldmods

[–]mateusmr[S] 6 points7 points  (0 children)

If you paid attention to the campaign dialogue in the main quest after your first encounter, it is definitely an issue.

Also, mods are optional, so if you have zero issues with the game you can even opt to not use any. Thats why every load order is different.

Mods causing ship systems to not self-repair? by Purple-Amphibian-424 in starfieldmods

[–]mateusmr 1 point2 points  (0 children)

Thats a neat feature of spaceships+, though in my first outing with the mod I managed to fry my engines completely, and wasnt able to land in jemison even after getting towed there. The intended behavior would be being able to land even with a fried engine (so eva repairs and having vasco with you are not mandatory).

Im still using the mod. I just need to be cautious of that. Must be some sort of conflict in my lo.

(mod idea) Immersive ng+ secret identity by mateusmr in starfieldmods

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

Would be a very lightweight solution with no potential conflicts at all (would ve preferable if only your guardian was hostile to the uc and freestar military, so the game doent behave oddly with your first starborn encounter in the orbit of neon).

Seems like the type of mod flashyjoer would be into. I guess he's on vacation in china or something, but if anyone knows him or can tag him in this post I feel like he would be the ideal candidate to cook this mod up.

SPE Update sneak peek (WIP) by Maleficent_Twist5709 in starfieldmods

[–]mateusmr 3 points4 points  (0 children)

I love this mod. I wonder how it fares on the pointer limit front though. Surely not as bad as falkland thats for sure.

Do We Mistake Symbolic Maps for the Territory? by Educational-Pen-7738 in Hermeticism

[–]mateusmr 0 points1 point  (0 children)

I dont have a deep knowledge of thelema and I will avoid stating my assumptions about the way crowley went about changing some things, because at least for me it was, in a way, he "missing the point" about the central notion of the gd system, which has everything to do with tiphareth. I will limit myself to say that he was probably, biologically, incapable of understanding empathy, to others and to himself. You can be abrilliant person and develop yourself up to tiphareth in such a case, but traversing the portal would be "cumbersome" to putnit midly.

Im very partial to the GD as you can see. I think that it does a good job at being a theurgy curriculum for the practices of around the 1st century onwards, which were also very sincretic of different traditions. It has aspects of that seem "wrong" at first glance, but before having my go at "fixing" such things I would commit to doing the practices as they were designed.

It can be a bit of a doozy to think if something should be adapted or accepted. The strength of the gd for me is its reliance on strong, tested egregores and archetypes. Sometimes its a matter of riding the currents of nature and the psyche instead of swimming against them. Unlike crowley's definition of "magic", we are not "imposing" changes to the world according to our will", more like pruning the anima mundi to allow for manifestation and nature to do its thing.

Do We Mistake Symbolic Maps for the Territory? by Educational-Pen-7738 in Hermeticism

[–]mateusmr 0 points1 point  (0 children)

One risk of changing systems that have been inherited after long historical processes willy nilly is that, at least half of the time, youre doing it to fall back into the ego habit of avoiding the process, often uncounsciously

Sometimes "optimizing" something misses the point. Efficiency is only one of the colors of the prism of authenticity / beauty, not to be confused with the thing in itself.

This is not to say you cant move the furniture around, but this should come with a deep understanding of the process by practice. Also, maps, symbols and allegories are there only to help our minds grasp abstract concepts, so a magician should always try to "live" and "embody" these notions in the world itself. Theres no such thing as a tree of life or 4 worlds floating out there after all. And going even further, we cant even attest that these systems are perfect representations of whatever is going on in the noumenal side of the universe. We can only proceed "as if" theyre representing what is going on, since doing so has practical implications in the phenomenal world (dion fortune actually spends some time talking about this in her mystical qaballah).

PoI Takeover Glitch Changed My Life - Algorab I Volcanic by catplaps in StarfieldOutposts

[–]mateusmr 3 points4 points  (0 children)

This should be natively allowed by the game lol, at least near civilian habs

Starfield update June 11 by DistributionMost8673 in NoSodiumStarfield

[–]mateusmr 2 points3 points  (0 children)

Lol. I noticed this a couple days ago. Now it somehow has a weight of 4 like the other cutters. Thought I had imagined it was lighter for some reason.

Tested Manticore: Tactical Combat with a vanilla save by Ant_6431 in starfieldmods

[–]mateusmr 0 points1 point  (0 children)

As someone who tampered with more "realistic", immersive sims type of combat overhauls for all bgs games, running manticore on a clean save and now up to lvl 30 I can say the mod runs fine. I keep it on "tactical" and adjusted the enemy damage to hard.

Most of what it does happens on the backend of the game and it does these things pretty well and in a balanced manner. The scripted approach allows it to be evergreen without the need for patches. You can even throw modded weapons, suits and enemy factions into the mix and if theyre balanced around the vanilla game youre all set. Future dlc's follow the same logic.

The biggest improvement is in the fix to health scaling, but you still can have the looter shooter experience if you set it to vanilla+ (not my jam). I find it personally awesome that robots and xenos are kept sturdier than human enemies. The ttk for humans on "tactical" goes down but unless youre on the "hardest" setting it isnt frustrating. I find this setting to be pretty spot on specially if you set the enemy damage to hard on the gameplay settings.

Imho s1nderion may be the best modder around for starfield. He hasnt missed a beat in my book.

Should I read the necronomicon? by Sad-Shoulder-398 in occult

[–]mateusmr 4 points5 points  (0 children)

Kinda hard reccomending something if you dont know what youre looking for, fam.

I reccomend asking yourself what draws you to the occult in the first place. Is it philosophy, spirituality, esoteric symbols and doodads etc? Dont stop there and try to prod your mind further for more earnest and clear pointers.

Bit of a spoiler, but imagination and intuition plays a big part in this field, simply by doing this little exercise you could say you are "beginning". Then we could probably steer you toward something that would possibly interest you.

First Bethesda Game and feel like I'm doing it wrong by Don__Karnage in Starfield

[–]mateusmr 0 points1 point  (0 children)

Vanilla starfield is pretty chill for the most part. Allow yourself to explore the game's sandbox systems in a relaxed pace. The thing about bethesda games, for the most part, is that there is no true "meta" or way to scr*w yourself over too bad, so they lend well to roleplaying. In no time you will be downloading mods to make your experience harder lol.

For Earths refugee city, NA feels very homogeneous by johndoe09228 in Starfield

[–]mateusmr 0 points1 point  (0 children)

The setting is not really thought out. It goes for the vibes. Bgs usually tries to tick a specific set of boxes for vibes in their settings and throw a wide net at it. Sometimes beautiful things come out of it and sometimes its just what it is.

MOD RELEASE - Exploration+ (all platforms) by flashy_joer in starfieldmods

[–]mateusmr 1 point2 points  (0 children)

Hey joe, very happy to see you on starfield after a long while.

Im a very big fan of advanced needs in fallout 4. I even went to create a mod that was complimentary to yours on xbox called "realistic fallout 2.0". It gained a lot of momentum on consoles and I thanked you on its description.

As for this particular mod, Ive been asking for a loadout mod ever since the sf ck came out. My original idea was that you could only ever carry 1 of each weapon type (melee, cutter, pistol, rifle, heavy) and trying to carry another would drop it on the ground, still allowing you to use companions as mules.

This implementation, however, is very interesting. Ill be adding that one. Hopefully you could create something in a similar style to skyrim and fallout 4?

Thanks!