I am playing Prey for the first time with the CORE Balance mod and I am having a hell of a time keeping my weapons in shape because I can't find enough repair kits.
Going through the game I also now met that bullshit nightmare monster and other stronger enemies and I have to say, I very much prefer just exploring the place.
As an aside, to play Mooncrash, do I have to remove the mod?
I’d recommend the Dismantle ability if you haven’t already got it - there are enough hostile operators and spare weapons lying around to keep yourself set in spare parts.
Mooncrash's game files are totally separate from the base game, so you don't have to worry about uninstalling my mod first.
If all else fails, you can swap to other copies of weapons you find on the ground, or craft new ones (they start at 100% condition)
I probably said this before but I hate the Mooncrash timer. I have enough deadlines at work and I don't need more of that shit when I try to enjoy a game I like. When I first bought Mooncrash I dropped it not long after because of the time pressure.
Recently, I felt like playing Prey again. In the end I decided to go with Mooncrash but with the addition of a mod that changes one of the five corruption level timers to 250 hours (it doesn't even disable the achievements).
I have to say right now I'm having a blast, as I can explore at leisure, just like I did with the original game.
Yes, it's quite simple. Take the patch_COREBALANCE_1-2.pak file (or if you're using one of them, the patch_COREBALANCE_1-2_HALFMAT.pak or patch_COREBALANCE_1-2_MOREMAT.pak file), rename the extension to .zip, extract it, and then go to Ark\Player\PlayerConfig.xml and change the line
to<Stat name="focusMenuModeTimeScale" value="0.5"/>
Then you just need to rezip the edited contents, rename the extension to .pak, and put it in your Prey\GameSDK\Precache folder.<Stat name="focusMenuModeTimeScale" value="1.0"/>
Are you certain you're zipping the right folder? You need to zip the \Ark\, \Libs\, etc. folders directly rather than zipping the containing folder that may have been created when you extracted the pak contents. I had that issue when I was starting out, and I can't think of any other reasons it wouldn't work.Yes, it's quite simple. Take the patch_COREBALANCE_1-2.pak file (or if you're using one of them, the patch_COREBALANCE_1-2_HALFMAT.pak or patch_COREBALANCE_1-2_MOREMAT.pak file), rename the extension to .zip, extract it, and then go to Ark\Player\PlayerConfig.xml and change the line
to<Stat name="focusMenuModeTimeScale" value="0.5"/>
Then you just need to rezip the edited contents, rename the extension to .pak, and put it in your Prey\GameSDK\Precache folder.<Stat name="focusMenuModeTimeScale" value="1.0"/>
Well I'm replaying with your mod right now and just tried this - didn't do anything.
Are you certain you're zipping the right folder? You need to zip the \Ark\, \Libs\, etc. folders directly rather than zipping the containing folder that may have been created when you extracted the pak contents. I had that issue when I was starting out, and I can't think of any other reasons it wouldn't work.
<Stat name="focusMenuModeTimeScaleTransitionTimeIn" value="0.4"/>
<Stat name="focusMenuModeTimeScaleTransitionTimeOut" value="0.1"/>
1.0 actually makes the menu real-time... oops. PlayerConfig.xml is only loaded on new game anyway, but you can hackfix it by attaching a -1.0 modifier for this variable (or -0.5 if you tried all this after New Game) to a Neuromod skill before you obtain it. Look at Ark\Player\Abilities.xml, locate the desired skill, and add<Stat name="focusMenuModeTimeScale" value="0"/>
following the element and whitespace conventions of the other skills.<StatModifier StatName="focusMenuModeTimeScale" Modifier="-1"/>
PS : they really fucked up the communication around this game, didn't they. I had no idea it was a system shock / deus ex thing. I thought it was a narrative-driven linear shooter like, well, Prey.
PS : they really fucked up the communication around this game, didn't they. I had no idea it was a system shock / deus ex thing. I thought it was a narrative-driven linear shooter like, well, Prey.
I never understood why they stubbornly stuck to the Prey name.
It wasn't like the original was exactly well known.
That second sentence it super weird when Prey obviously wants to be seen as a follow up to SS2 and not much else, but whatever.Prey is competently-executed . Sort of a cut-rate mashup of Deus Ex and Bioshock. Doesn't do anything at all new or interesting, just rehashes old, well-worn tropes and gameplay elements.
I'm puzzled as to what you mean by impact here. Narratively, it's pretty much the whole story which is affected. Basically you were in a sim and it ended with your jury giving you a verdict. Did Morgan Yu really exist, did things realy go as the sim suggests, were the characters you meet in such sim real or just based on gaben's sexbots ? It pretty much fucks everything up for no reason.I'm rather baffled why would anyone care so much for the plot twist when it comes at the very end and has like zero impact on anything.
That second sentence it super weird when Prey obviously wants to be seen as a follow up to SS2 and not much else, but whatever.
Damn Junta you're harsh.Prey is competently-executed
PS : they really fucked up the communication around this game, didn't they. I had no idea it was a system shock / deus ex thing. I thought it was a narrative-driven linear shooter like, well, Prey.
I never understood why they stubbornly stuck to the Prey name.
It wasn't like the original was exactly well known.
I'm assuming its because they weren't actually trying to name it after the 2006 game.
Prey is actually a pretty accurate name for the game if you consider that one of its primary themes is that of predation; Typhon prey on humans, and Morgan preys on Typhon.
An it obviously is. There's shitton of direct parallels between Prey and SS2 (and that's even without the fanservice nudge nudge wink wink stuff like looking glass tech or gravshafts), but not really DE or Bioshock. Well, ok, with Bioshock there are, but that's only by proxy.Yeah, that's what it wants to be seen as.
Yes, what I meant is that it doesn't impact the game at all and narrative/story-wise you could see it coming from far away. It's just your lame "it was all a dream" ending, but when it didn't affect the journey then why care. Though I have to agree that it happens for no reason at all, just like replacing scary audiologs with dnd sessions and lesbian office romance.I'm puzzled as to what you mean by impact here. Narratively, it's pretty much the whole story which is affected. Basically you were in a sim and it ended with your jury giving you a verdict. Did Morgan Yu really exist, did things realy go as the sim suggests, were the characters you meet in such sim real or just based on gaben's sexbots ? It pretty much fucks everything up for no reason.
If you mean to say it doesn't have any impact as it doesn't change the course of the game, then yes. That's usually how endings work though. Doesn't mean endings can't ruin the rest.
Solid emergent gameplay, solid atmosphere and solid reactivity
?
If not, then what does "competently executed" mean compared to "well executed" ?
Me neither.(FWIW I don't consider a different epilogue sequence as reactivity.)