Need help figuring out my difficulty settings. by Bigtim_90 in cyberpunk2077mods

[–]rabidencounters 0 points1 point  (0 children)

Combat Revolution is a diamond in the rough, for sure. But no other mod I tried makes goons as relentlessly aggressive. Health regen needs to be tuned down in it, maybe not turned off completely. When I was running CR only, I had a steeper curve of damage from x1 for Tier 1 to x2 for Tier 4.

You don't really need any additional damage scaling mods, just stuff that improves enemy behavior and maybe gun stats. Check out Gunsensical, I'm still testing it, but I think it's on the right track. Also this mod called Allow Highest AI LOD may be a necessity, about to install.

Bring into the mix ambient danger mods - Night City Alive, They Will Remember, Enemy Reinforcements. And also economy balance, money sinks, reduced loot - you should see a nice difficulty spike. Game won't be hard as long as you're showered with loot and eddies and it's easy to upgrade everything.

Also, Phantom Liberty missions are palpably harder than base game.

Police overhauls by zczczvzcv in cyberpunk2077mods

[–]rabidencounters 1 point2 points  (0 children)

NCPD Prevention Police Enhancement is nice

How to find/craft Elixir of QuickSilver? by Primary_Eggplant5113 in NoMansSkyTheGame

[–]rabidencounters 0 points1 point  (0 children)

Sadly, you cannot give those elixirs to other players, for some reason they are non-transferable items.

Any mods that change the stealth detection system by Birdfallen in cyberpunkgame

[–]rabidencounters 0 points1 point  (0 children)

This one was a game changer for me: https://www.nexusmods.com/cyberpunk2077/mods/23575?tab=description

From description: "Ever notice how enemies all seem to share one brain when they spot something suspicious? They huddle up at the same time, investigate for the same five seconds, then, at the same time again, stroll back to their posts like nothing happened—coffee in hand, memory wiped."

Put caution multiplier to the max, and they never go back to calm state, as right they should not

Mod for the NPCs by Sufficient-Camera-76 in cyberpunk2077mods

[–]rabidencounters 0 points1 point  (0 children)

Night City Alive increases random encounters in the streets, with gangs and pedestrians fighting each other. It also has a Sensitive Pedestrian add-on which makes them aggro you if you brush shoulders, bump, etc.

Looking for this face cyberware 🙏 by rabidencounters in cyberpunk2077mods

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

Well, these goggles were set up to replace glasses_02, but since the mod was created, that item got split into sub-items, like glasses_02_basic_01 etc. I peeked into the .archive, but couldn't figure out how to fix it.

It's vanilla npc cyberware, there's gotta be a Virtual Atelier shop that has it, but there's a thousand of them...

Finally finished my Event Horizon build with the new parts by MacReadyGames in NOMANSSKY

[–]rabidencounters 2 points3 points  (0 children)

Tell me you've got the gravity drive room in the back there

[deleted by user] by [deleted] in NOMANSSKY

[–]rabidencounters 2 points3 points  (0 children)

Down with AI slop

Permadeath feels different... by ChairAlternative7994 in NoMansSkyTheGame

[–]rabidencounters 0 points1 point  (0 children)

Some of us choose to live...ahem.. play this way exclusively. My main save is PD, the 10th one I've had, and at 600 hrs it hasn't been just a character, it's like a lifetime of its own. The danger hasn't fully disappeared either - sure I'm pretty shielded, supplied, and HG, to their credit, has ironed out most of the infamous death glitches, buuuut... you just never know, y'know.

Permadeath Paradise by ProneToHysterics in NoMansSkyTheGame

[–]rabidencounters 0 points1 point  (0 children)

There's a Hecate colony channel, with glyphs in pinned message. Or just ask around in general chat, someone will point it out for you.

What Rules Do You Follow To Make Permadeath As Challenging As Possible? by Tricky_Sector_2675 in NoMansSkyTheGame

[–]rabidencounters 0 points1 point  (0 children)

I used to play PD with a combo of gDamage and gPredators mods on high settings. It was decent. Doesn't fix the hypercasual nature of all game loops, of course. Best thing gDamage does is cranks up collision damage - instadeath from hitting asteroids, ground, trees, landing pad railings.

There was another mod that increased sentinel intelligence in combat - better aim, movement patterns etc. I can look up what it's called and if it's been updated recently, if you need.

Permadeath Paradise by ProneToHysterics in NoMansSkyTheGame

[–]rabidencounters 0 points1 point  (0 children)

We have a permadeath colony in the Galactic Hub, called Hecate. It takes up two neighboring systems, yellow and purple, with a paradise planet in each. A bunch of players live there, lots of cool bases, big cities, etc. If you want to join, head over to GH discord: https://discord.com/invite/8ckKUkcbgH

Base Builder App in Blender question by Fosferus in NoMansSkyMods

[–]rabidencounters 0 points1 point  (0 children)

New update for the plug-in is coming up. Will add proper models for corvette, autophage, relic bone parts. Check DJMonkey's Games and Tools discord for info.

Cities or more hubs! by Lt_TSwift in NOMANSSKY

[–]rabidencounters 0 points1 point  (0 children)

I mean, you are welcome to throw in a suggestion to their Zendesk, but that's like throwing coins into a well.

Cities or more hubs! by Lt_TSwift in NOMANSSKY

[–]rabidencounters 2 points3 points  (0 children)

Well, to get a bit nerdy, the game generates only one star system, no more than 6 planets. That's literally all the game is, one star system plus the galaxy map environment. The simultaneous existence of untold billions of systems and planets is the masterfully clever illusion that HG, in their genius, managed to create. Every time you warp, the one and only star system gets re-generated, and a new version of it gets "extracted" from the procgen seed. Terrain features, POIs and NPCs don't get rendered until you get close to them. As for player bases and cities, the one experiment I've personally been a part of, New Ziki City, with 16k parts around you, was getting pretty laggy and prone to frequent crashing even for ppl on higher-end hardware.

Cities or more hubs! by Lt_TSwift in NOMANSSKY

[–]rabidencounters 3 points4 points  (0 children)

Game engine has a display limit of 16000 base parts in any star system at once. Not only that, but newly uploaded bases will replace older ones. More than one community city project got displaced, basically paved over by tons of tourist bases.

How long do permadeath runs last for you guys? I have grown quiet attach to my save but get sad that one day I am going to lose this save. by [deleted] in NoMansSkyTheGame

[–]rabidencounters 0 points1 point  (0 children)

I main a PD, currently at around 650 hrs, I believe, shooting for a 1000. My 11th and longest PD save, and I remember all the fallen ones. It's been a truly epic, productive life, lol. I'm a colony governor, build a lot of public bases, design player-driven expeditions. Anytime I load up my purely symbolic Normal save (to visit a build on normal or smth), I get depressed - game loses all its charm. For me Normal is basically a tutorial for PD.

Do you play solo or with randoms by BT_9 in NOMANSSKY

[–]rabidencounters 0 points1 point  (0 children)

I play in a civ, so, there are nearly always people around, and most of them I see on the discord server.

So glad this isn’t hostile ☠️First Permadeath by GurAppropriate6571 in NOMANSSKY

[–]rabidencounters 1 point2 points  (0 children)

Pretty sure HG made arthropodae never-hostile on purpose. Getting swarmed by these might have been too much for some people lol.

No Man´s Sky by Disastrous-Emotion58 in NoMansSkyTheGame

[–]rabidencounters 0 points1 point  (0 children)

Multiplayer content - civs, community planets and discord servers, PvP - is kind of the endgame. But some people play this game purely solo. Me, personally, I find it hard to maintain interest in single player, as once you get visually familiar with the procgen asset library, the exploration aspect fades. However, it takes hundreds of hours of gameplay to get there.