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The Outer Worlds: Spacer's Choice Edition - Obsidian's first-person sci-fi RPG set in a corporate space colony

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,446
Location
Grand Chien
In other news, you can now mod out lesbian ship AI and replace with a normal looking person.
Awesome, can we do the same with the human companions? Looking to replace any of the female companions with someone actually attractive and pleasant to talk to
 

Immortal

Arcane
In My Safe Space
Joined
Sep 13, 2014
Messages
5,070
Location
Safe Space - Don't Bulli
In other news, you can now mod out lesbian ship AI and replace with a normal looking person.
Awesome, can we do the same with the human companions? Looking to replace any of the female companions with someone actually attractive and pleasant to talk to

Make characters not look and act like potato's ?
At that point you are making a new game.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,561
Pillars of Eternity 2: Deadfire
And beef up the traits: the specter of Josh's dread hand of balance hangs over offerings such as Taste Tester: beverages your character consumes last 1.5% longer or Extreme Environment Specialist: your character permanently gains 2% plasma resistance.

Wow, another one falls for that joke after all this time...
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
To heaven and beyond:



We released patch 1.2 of #TheOuterWorlds today, and it includes a fix for the dreaded "the game thinks my companions are dead" bug, which I believe I spent more time investigating than I have for any other individual bug in my career (1/18)

The gist of the bug was that, for some players, a companion quest would be marked as Failed in the quest log, with the reasoning that the companion was dead -- despite the fact that the companion was very much alive and well (2/18)

This was perplexing because (outside of SuperNova mode) companions *can't* die (3/18)

There were one or two cases before launch where this issue seemed to happen, but no one in QA ever managed to reproduce it and despite our best efforts we couldn't learn anything concrete about it (4/18)

One reason it was so hard to pin down is that it was impossible to tell when the bug actually happened -- all of the cases we had were essentially "hey something bad happened in the last ten hours and now my quest is broken" (5/18)

Investigating it involved figuring out the location of every script and line of code that could possibly make the game think that a companion was dead (6/18)

The only logical culprit was a bit of scripting that runs when a companion's health reaches zero: if they're in the party, it waits for combat to end and revives them; otherwise it marks them as dead "for real" (7/18)

The only place in the game when a companion is present but *not* in the active party is when the player is on their ship
The problem is, when companions are on the ship, they are undamageable (8/18)

Eventually we figured out that "undamageable" does not mean "invulnerable" -- they can't take damage from attacks but can still get hurt from other things
One of those things: falling a great distance (9/18)

The problem with *that* is that there are no spots in the player's ship that are high enough to result in a lethal fall
So now we had to figure out how companions were mysteriously ending up way above the level (10/18)

I looked into tons of theories, including "maybe their height data is preserved when fast travelling from other maps" and "maybe a physics interaction between two companions causes one to rapidly accelerate upwards" (11/18)

My personal fav was "what if a companion is standing *right* where a cow spawns in during a random event and they're launched into space"
Was genuinely bummed when that theory didn't pan out (12/18)

By this time, the game had come out, and all hopes of this being a weird fluke only a couple devs would ever see were dashed, as players all over the place started reporting their companion quests failing (13/18)

Eventually, an offhand comment in one user's review mentioned seeing a weird bug where a companion was "climbing nothing", and this comment led me to figuring the whole thing out (14/18)

On the dev side of things, the system for NPCs interacting with the environment is called "furniture"
Sometimes this is literal furniture, like sitting in a chair, but it covers everything from using a terminal to leaning on a wall (15/18)

Somewhere deep in the complex beast that is the furniture system, we had code that disabled all NPCs from starting new furniture interactions if the player was in a conversation (16/18)

The problem was that using a ladder is considered *two* different furniture interactions: one for getting on the ladder and starting to climb, and one to stop climbing and get off (17/18)

So, if someone started climbing a ladder and the player entered a conversation before they stopped, they wouldn't be able to exit the ladder, and, well…. (18/18)

 

Daidre

Arcane
Joined
Jan 30, 2019
Messages
2,003
Location
Samara
Pathfinder: Wrath I'm very into cock and ball torture
What does it matter if progressive activist journos choose the commie game over the traditional liberal game?
That we should expect barrage of critique how TGA desperately needs much more inclusive jury?

huOoSkF.png


Current one is definitely too prejudiced to properly appreciate beauty of asexual lesbian love story)

PS source https://www.forbes.com/sites/paulta...ominees-with-winner-predictions/#717a724b894a
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
What does it matter if progressive activist journos choose the commie game over the traditional liberal game?
That we should await barrage of critique how TGA desperately needs much more inclusive jury?

Eh, no.

Disco Elysium is more popular among hardcore leftists like Kotaku and VICE than Outer Worlds. The asexual writer OF Parvati (and most SJW writer Obsidian has) prefers Disco Elysium as well. It won't get backlash. At all.
 

LudensCogitet

Learned
Joined
Nov 4, 2019
Messages
210
Didn't have any interest in watching the Game Awards. Then this morning I'm like 'What the heck, I'll check them out". First video that catches my eye is aged Green Day performing on stage...
:negative:
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,745
Is TOW really "liberal"? In what way?

If anything, criticism of corporations and their growing power and dehumanising practices is a social-democratic activity.
Libs do this all the time. It comes across to me like the path that results in the best-possible-ending-for-the-most-amount-of-people is working to reform the corporations as opposed to deposing them altogether.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,558
Location
Bulgaria
:smug::smug::smug::smug::smug:
Disco Communism 4 - 0 Outer Cuckz
:smug::smug::smug::smug::smug:
What does it matter if progressive activist journos choose the commie game over the traditional liberal game?
Why are you trying to twist everything and make it about politics? I am a very far right individual,yet i can enjoy a good game even if it is made by a bunch of communist larpers. The game is just good,while tow is just forgettable and boring. Also it is not only retarded journos but the public too. Disco wouldn't have stood a chance if it was against fallout 3 or 4.
 
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Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,745
Also it is not only retarded journos but the public too. Disco wouldn't have stood a chance if it was against fallout 3 or 4.
Prior to 2017, there were 28 industry experts and representatives that selected the winners, while the awards from 2017 onwards have used over 50 such experts.[17] In 2019, non-English media publications were added to the jury.[18] Winners are to be determined by a blended vote between the voting jury (90%) and public fan voting (10%) via social media.[19]

90% journos, not democratic.
 

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