Nexus mods shouldn’t need Steam at all. Other than the steam_api.dll file, the file structure and all the files are identical, and all you have to do is out the mod files in the right place and turn them on in your load order. What mods do that? The only thing it really makes more difficult is if you want Steam Workshop mods. Which you can download, but you need to use a 3rd party tool to do it if you don’t own the game on Steam.
There is also the new engine updates that fucked up old mods. Many Special Edition mods don’t work on the Anniversary edition, and Fallout 4 was supposed to be getting similar treatment recently. I don’t know if that is released yet or not, tho.
My hundreds of Mods works fine on GoG version, including so many that requires skse. It’s hard to find a mod or function that I use since Oldrim without it’s GoG compatible version nowadays.
At a glance (haven’t enabled yet, will later today), GoG uses the RFC standard TOTP model. This means you can use whatever app you want whether that is the google authenticator that ties it to your cloud account, something related to your password manager (e.g. keepass or bitwarden), or even just a python script you have in a random directory. It gives you control of your 2FA and protects you in the event you lose a device without properly de-authenticating it.
Valve use their own model that, to my knowledge, is only accessible through the Steam mobile app. Which is a huge nightmare if you ever have a device stolen/damaged (and is why you back up the recovery code)
Just enabled. Yup, bog standard TOTP and they even provide the plaintext key so that I don’t have to extract it from a QR code.
I don’t quite remember how to get the TOTP secret from the Steam app (they could in fact take notes from GOG here), iirc you have to extract it from the Android app via adb;
but once you have it, if this GitHub comment is correct you simply have to set the code size to 5 digits.
If your phone has a rooted Android install, I found this guide.
I don’t recall, I’ve set it up a few years ago - I’ve been trying to look for instructions for another comment, but it seems that they made it VERY difficult for people without rooted Android to obtain the TOTP secret.
Though it is RFC 6238 compliant, using 5 digits instead of 6.
Actually, it’s arguably even worse - it’s not that Steam doesn’t support normal TOTP, it’s that Steam goes out of their way to prevent TOTP from being used without switching to an entirely new algorithm.
Could be worse. GOG’s approach is super annoying, and a lot of platforms (like fucking Apple) actually require the use of insecure and invasive SMS verification. And as far as I know Steam hasn’t been hit with any data breaches since 2011.
I don’t know if I’d go so far as to say it’s amazing. But it’s totally worth this price.
The pacing is all over, and if you hate radio buddies be prepared for a bad time. The story was also really lame. But if you can get through the halfway point, the game really opens up and gets a lot better. Your skill development follows a fun and challenging curve, and fighting hoards of zombies becomes a lot of fun. It just takes so long to get to that part of the game.
Agreed, I was pretty annoyed with parts of the main story.
::: Spoiler warning
Imo boozer should have died, that would have made finding Sarah more emotional. His miraculous recovery always felt bullshit.
Also Sarah’s character was ridiculous. I get that it’d been 2 years, but she didn’t care at all that deacon was alive. Their “keep it secret” thing was fine but like even in private she didn’t give a fuck, which was weird to me. And her whole “I can save them” arc was really weird.
I remember thinking that there must have been a lot of cut content, because the end of the story progresses really fast compared to the rest, I had expected more build up.
And finally, it would have been nice if at the end boozer and Sarah weren’t just boringly “sitting” at lost lake. like, they are badasses after that story but at the end they’re just content with sitting around while deacon goes off. The end game could have been vastly better than it was.
:::
Read all of Sarah’s lab notes that are scattered around as collectibles. They really help give insight into her thought process as soon as she saw Deacon again and flesh out the reasoning why her reception seemed as icy as it was.
Has anyone heard anything about the series x enhanced update for fallout 4? It was mentioned a long ass time ago and there’s been radio silence since then.
I think doom 2016 does theme/story and just the over all ‘fantasy’ of being the doomguy WAY better. I really missed it in Doom:E. However I do really enjoy the way they built the gameplay loop into this frantic dance of violence.
I always liked the idea of doomguy, an absurd character, being grounded in a little lore and just playing around with him decimating any kind of plot a villian was comming up with.
Doom:E seemed to build a bunch of lore that no one was really asking for. Does anyone really want to know “Who was doom guy?” I didn’t. I really enjoyed him being barely a character, more a force of nature trying to eridicate demons. Rip & tear!
Agreed about the story. What I didn’t like in DE was the transparently arbitrary gameplay loop. You can’t punch enemies to death anymore, and your flamethrower instead of doing damage causes… items to appear. All are obviously in service of a gameplay loop, but they are terribly contrived. I wouldn’t say I go into Doom for immersion, but c’mon.
It’s been a while since I’ve played it, but as I recall, melee combat worked very differently and much more intuitively in 2016. It’s always there in case you run out of ammo.
I just re-played both games in anticipation for Dark Ages.
Doom 2016 only has pickups and chainsaw kill, with limited fuel, to get ammo. There’s also a rune for “infinite ammo,” and also the Pistol, with infinite ammo.
Eternal is the same, just that the Chainsaw always refills one charge (and no unlimited ammo rune). That’s why you get like half (or less) max ammo in the Eternal, compared to 2016, because you’re supposed to chainsaw a demon every 30s or something. Also, probably no Pistol because of that.
The straight-up melee does some damage in 2016, like the old games. You could theoretically punch everything to death.
In Eternal, I think it deals no damage at all, and it’s just there for the Glory Kill, but you get a special punch for a big damage AoE melee attack.
Glory Kills (melee finishers/execute) on low health demons are the same in both games, there to look cool and give you health.
BTW, I’m not saying you’re wrong for liking Doom 2016 more than Eternal. Some people don’t want to do the whole song and dance of jumping, dashing, swing bars, quick switch weapons, flamethrower, grenade, grapple, punch, chainsaw, whatever. I like it a lot, and it makes the game a lot more fun for me, compared to the more simple Doom 2016.
Right, it’s the fact that melee does no damage in Doom Eternal which I find aggravating. It worked just fine in 2016 as a last resort. They clearly removed its ability to deal any damage in order to force the player to engage with the flamethrower mechanic, which provides ammo (and also does no damage). It seems to me like clumsy design – it achieves the desired gameplay loop, but in the most heavy-handed way imaginable. Fun gameplay loop sure, but zero effort to justify it with what’s happening visually on screen.
I did enjoy the combat ballet though; in particular, it was fun to be always switching weapons. I just found myself often shaking my head because it’s so contrived how it’s implemented specifically. I’m sure most people didn’t care, but it did pull me out of it.
Also, I couldn’t understand the plot in Eternal whatsoever. Am I supposed to be saving Earth? It sure doesn’t feel like Doom Guy gives a damn. He’s just there to do some kind of prophecy I didn’t really find myself pulled into. In contrast, 2016 is punctuated sporadically by plot points I at least understood and felt some amount of motivation for. Take, for instance, the scene where Mr. Glados says “don’t dismantle the power generator things! They’re really expensive!” And Doom Guy is like: “IDGAF. Demons bad.” Best scene in the whole franchise if you ask me. (I’ll admit, some of the dialogue moments that lock you into a room are way too long though.)
Free games on Gog are hardly one click, since you have to go into the notification settings in your account to turn the marketing emails back off after they were turned on because you claimed a free game.
this seems to be the case. i tried to redeem it a few times with no success (in a couple of browsers and in heroic). an hour or so later i got an email saying it was added to my library.
It’s really good. Incredibly frustrating and challenging combat but good once it clicks. The rest of the RPG elements are amazing. Except lockpicking. Fuck that nonsense.
I never played the first one but i’m a fan of challenging games. From what i’ve read after getting my ass beaten by single random bandits, the combat is better and more fluid than the first game. Fewer locked in animations is what i gather is the biggest change.
The one thing you really have to get in your brain is do not spam attacks. You will die. Your stamina is like armor in that the lower your stamina the more it hurts to be hit.
Like i said, once it clicks it’s great but boy oh boy was it frustrating to learn.
Seriously though, lockpicking irl isn’t as difficult as the game makes it seem even if you were picking modern locks. On medieval locks it should be a joke to pick them yet Henry can’t hold the pick still for half a second so it’s “nope, fuck you gamer”.
Like all of Henry’s skills, he sucks at the start.
You are him. So you’ve got some faint knowledge that it can be done, but no idea how exactly, and with rudimentary tools to boot.
Just like you IRL, it takes Henry learning how locks fundamentally work, what picking is actually doing inside, then getting better at the feel of it. And just like IRL, Henry gets good at lock picking quite quickly after some practice and being shared knowledge. Sure enough, he too soon understands how easy mediaeval locks are.
All of the skills are like this by design. You may think something is easy, but Henry don’t. He knows as much as you did before you looked into it.
Yeah, that argument falls apart when henry just randomly moves the pick even though you didn’t move the controller. That’s the portion that I get pissed off at. Fine that he has shit skills, fine that the game has to make it artificially harder for RP. But don’t make me fail at something just because the game doesn’t want me to complete it yet. Just make it not pickable. When something says “easy” it should be actually easy if you know the patterns or method of doing said thing. Like how combat is easier once you realize you can’t spam swing your sword. There is no such thing for lockpicking. It’s just “fuck you gamer, grind it out like a chump” or break tons of picks trying to get the one fiddly rng location to unlock the lock.
Edit: Also he picks locks in the first game doesn’t he? So he just forgets how locks work because of his fall? Bad design imo but a great game other than that one system.
Yeah, that argument falls apart when henry just randomly moves the pick even though you didn’t move the controller.
Literally—well at least from the devs and ever since KCD1—that’s how it works.
How else would they express how noob he is?
Look at Henry like you look at yourself 10 years ago. So confident, knew so much less. He’s your intern. Interns are frustrating. You were also a frustrating fumbler at the beginning of everything you learned.
That “random” movement increases the further through the lockpick acrion he gets. But when he’s skilled, it doesn’t. He’s patient and gentle with the tension.
What more could you want from a lockpicking system that’s super basic for all gamers but still represents the reality of someone learning lockpicking?
Edit: Also he picks locks in the first game doesn’t he? So he just forgets how locks work because of his fall? Bad design imo but a great game other than that one system.
The immersion of this is all explained. I highly recommend you play KCD1, though it is more challenging and realistic in skilling and especially combat. You have to teach him to read before you can read lockpicking books, for example. Becaue obviously not many people knew how to then, especially a blacksmith’s boy in a small village. You can, yes. Henry can’t. And if you try read it appears as gibberish to you, slowly getting better as he learns.
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