I remember I picked this game up to replay it for a few bucks on steam. I had no idea how bad the PC version was. I must of replayed it 3-5x back in the day on Xbox. I couldn’t believe how broken and unplayable it was on PC.
I remember the time when I was really excited about this game. The original writer and composer were both returning, it looked so promising. But we all know what happened, and after Rik Schaffer himself said the soul of the project left when Brian Mitsoda was fired my expectations are firmly settled at the bottom.
I hope Digital Foundry does a review. I wanna see CPU utilization so badly, Paradox needs to learn to invest into CPU optimizations for their CPU heavy games
They do invest a lot in cpu optimization. The problem here seems to be unoptimized GPU performance.
In addition, you will always struggle with CPU performance in complex simulation games with many interlocking systems. There’s only so much you can do without limiting the gameplay.
I stopped modding back in GTAIV because of Rockstar’s bullshit. They nearly got my channel deleted age have always been dicks about modding, which is doubly upsetting when you see how greedy and stale they’ve become with the games.
Well. It's funny I read this. Since I just watched this video https://www.youtube.com/watch?v=t_rzYnXEQlE about refactoring the entire source code of Super Mario 64. It's insane how much effort modders put into those things.
This is amazing but I wish that more work would go into making it more stable and bug-free. Quite a few times now I’ve had to stop playing due to crashes and bugs.
That hasn’t really been my experience. If you just want to play the game you can stick to the performance, anti-crash, stability and bug fix mods and have a very stable game.
Learning to expand your load order beyond that can be exhausting (and probably takes some work in Wrye Flash and xEdit), but I played through the entire campaign and all DLCs last year with like 400+ mods and had no crashes and only one real bug.
It depends on what types of mods you have installed, and when they came out. Leveled lists used to be a reason, but many modern F:NV mods instead add entries to leveled lists via scripts on startup (thanks JIP!) and so are all compatible with each other.
I needed Bash for Cell edits primarily, because I wanted to use the old Interior Lighting Overhaul since I think it looks better than the newer scripted ones.
Wrye Flash is also great to combine patches into a single file to keep the load order down. Even with the mod limit remover, F:NV gets unstable if it has too many .esp’s loaded. The patch combining feature is automatic and easy to use.
I did spend a huge amount of time creating a personal compatibility patch in xEdit. It’s extremely simple to do manually once you learn it, but can take time. I had several overhauls like CCO and Vicious Wastes that I wanted to combine, with overlaps where I wanted to use the CCO version for some things and the VW for others, for example. I also had to do some manual edits to make sure I got the Brave New World faces and voices working with New Vegas Redesigned 3, the auto-patch missed some.
It’s not my project - I just stumbled upon the repository and figured I’d post a link here - but from what I have seen so far it seems to be a faithful re-implementation so far, so no online MP. I checked the open enhancement requests, and found none. Maybe open one to ask whether they’re considering it?
These modifications are possible because the game has been decompiled back to modifiable source code. At this point they can add anything to the game with enough dedication.
Looking at their GitHub page, I’m gonna say no. You need the ROM file of the original game, so while it looks like they’re doing some things like key bindings and increased frame rates, I’d be shocked if they went so far as to implement something as complex as online multiplayer.
What makes you say that? Last time I checked (about a year ago), yuzu and ryujinx were way more performant and fewer bugs in the emulated titles compared to Xenia (Canary). Have there been such big improvements to Xenia since?
I hope they changed the weird combat system. I know people do like it, but it’s the reason I didn’t end up buying it after playing the full version demo
I enjoyed the combat system overall but it got very tedious and unfair if you got attacked by more than two people at the same time. I suppose it’s realistic, but it wasn’t really fun when you had to “lock on” to multiple enemies.
It takes a bit to get used to. The first thing I do on a new playthrough is go to train with Bernard right away until my sword skill is high enough. You can forget using the sword before that, it’s a night-and-day difference. Once you get to the point where you’re running around with a set of full armor, you’re basically human tank. I actually killed the first boss in one hit once lol.
I think this was a lot of people’s hangups, they expected a hack and slash, that leveled with you, instead they got a peasant for a main character who didn’t know how to handle a weapon at all without actually training. Once you figured out how to train, it got a lot easier to fight.
Same experience as me! The power creep in KCD is hilarious. With good armour and a handful of perks unlocked, combat is a piece of cake and you can just spam parries, clinch, and headcracking.
For me that’s the real flaw with the games combat system. It gets way too easy later on. The directional swings, combos, and watching your opponents moves carefully becomes redundant.
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