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pyide

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  1. Requested this over a week ago as well: https://forums.nexusmods.com/index.php?/topic/11127488-mod-request-auto-hide-compass-or-separate-onoff-toggle-from-entire-hud-onoff/ I think having it auto-hide with the rest would be fine, since you can pull up the full hud temporarily whenever to glance at it by pressing Y on the gamepad. If you want a temporary solution, the latest nightly builds of SpecialK (links on discord) have a setting to hide all of the hud with a keyboard shortcut, and since this turns off everything that includes the compass. You can bind it to any key or combo. In the steam controller configuration, what I did was set a long press of R3 to trigger this key which then will show/hide the entire hud using the gamepad. So most of the time what this means it just hides the compass junk. Of course you have to manually long press R3 to bring any of the HUD back. It's not the best workaround but is a viable option for now. You can also bind it to anything on the gamepad you would prefer. There's multi-button settings in steam that let you do chorded or double taps instead for additional binds if you don't want to long press. For example, I was sick of crouching on accident during combat, so I unbound L3 in the game, and bound the keyboard key for crouch to chorded press of holding gamepad Y button + hitting L3, so I never crouch or dismount on accident again.
  2. I'm surprised no one has been able to disable this yet. I've tried asking some mod creators, and also emailed official support for an option, but nothing will come of that.
  3. Flawless Widescreen has already been updated with a solution. Use at your own risk.
  4. Currently, the default HUD behavior Auto-Hides everything except the compass. It's a bit of an eyesore in a poor position, and really not necessary to be visible at all times. Pressing Y displays the HUD temporarily when it's automatically hidden, this would be more than adequate for viewing any info on the compass. Currently, the only way to hide the compass is to completely disable the HUD from the settings menu entirely. Pretty big bummer. If anyone can figure something out now that the EAC can be bypassed for offline play, I'd really appreciate it!
  5. It is possible to bypass EAC with various methods, I can hunt them down and post them if you want. After launching the game using one of those methods, it warns you about tampering / suspicious activity and will not allow you to play online. So mods will be possible offline, but doing so may still result in a ban if you go online later. It's all up in the air at this point. I've played some offline with EAC disabled, and the frame drops and stutters are still there, can't blame performance on that alone. Poor optimization in general.
  6. For future replays. Honestly, the story was one of the weaker aspects of the game for me, and I'm not thrilled about seeing all that stuff again and again. I already had a bunch exposure to the early bits on multiple Commander attempts before finishing the game. I'd love to see all the fmv cutscenes and talking head stuff in the base and on missions ripped out so it's pretty much pure gameplay. A few in-engine scenes like the Skyranger departing and landing (since you can skip them anyway) and when a mission objective is highlighted would be fine to keep. Would something like that even be possible? I know there are some mods to shut Central up on certain missions, but I want to shut him and everyone else up for good! And ditch the videos. One of the major things that sucks about highly replayable games like this is when they employ plenty of fairly linear storytelling, and force it upon you over and over and over. Sure, you get to choose what order you do some missions, but the setup is never going to change from game to game.
  7. It's great that you can use a vertibird to cart you around as a real-time method of travel instead of the non-interactive and anti-immersive instant warp through the menus, but the robotic and slow landing is not nearly as badass as it could be. You can survive great drops while inside Power Armors, so why can't you combat drop from the birds in mid-flight? I noticed you have the option to manually force an early landing while flying somewhere along your route after you set a travel point and are in the air, but I'm dying for the ability to skip that nonsense and just dive bomb into a group of bad guys below. Probably not possible until the official tools?
  8. It's pretty hilarious how even on "Survival" mode, every single raider I kill seems to have a stimpak on him. I've got nearly 100 of those things from bodies and containers, and I use them constantly to heal my busted limbs.
  9. It feels kind of weird having these three separate perks for pacifying animals, creatures, and humans in the Charisma tree, but you're almost better off just killing them all and getting some XP rewards instead. I think even if the XP gain for a pacify was only half, or even one just 1/4 of what the kill would get you, that would be a great improvement. But then you could always turn around and kill them for extra XP on top of that. But that's on the player. I know I don't want to kill them when they surrender. I want to shoot and kill less which is why I took these perks. You could argue the reward is not having to engage in the combat with them, saving potential ammo and health or whatever, but that feels very slight compared to continually gaining XP and new levels and perk points. Would this mod be hard to create? Seems like it should be simple but I dunno. Also would be nice if the pacified humans didn't immediately turn hostile again when I go to use a crafting table or cooking pot that's nearby. That's bizarre. If they had some dialogue like "hey don't touch my stuff!" when I got close I would comply. It's just one of those triggers that seems out of touch with what's happening in the gameplay. Okay, can't tell if that's by design or not. I had a few pacified super mutants nearby and hopped on a terminal and they immidiately went hostile. Even if it's not intentional I'll justify that stuff by thinking they're attacking when my guard is down.
  10. Sorely missing on the slow-mo explosions from previous games. Changing the grenades to an offhand with no way to use them in VATS seems like a big oversight. They'd obviously need to use some amount of AP but I'm not sure which would be the way to do them. Make them actually equippable like other weapons and previous games, or keep the offhand aspect but add a new button to actually toss them during VATS. It always bugs me when games remove basic combat mechanics and options that were already established and working. It's the one change I'm genuinely bummed out over.
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