Instale o Steam
iniciar sessão
|
idioma
简体中文 (Chinês simplificado)
繁體中文 (Chinês tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Tcheco)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol — Espanha)
Español-Latinoamérica (Espanhol — América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polonês)
Português (Portugal)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar um problema com a tradução
A) To better mask the fact that npc's only spawn within a short radius of the player and outside of that the map is empty. If it's nighttime every couple of minutes and your flashlight barelly illuminates anything then you're less prone to notice those limitations.
B) To make hunger and sleep deprivation far more meaningful and present this time around (Although admitedly the rates at which they build up can be entirelly tweaked without being tied to the day/night cycles, the rate at which skif gets hungry does seem to suggest they tried to tie them together because he's nonstop hungry aswell)
Maybe. Either way, it's mildly annoying because you always feel like running against the clock if you want to exploit daylight.
60 minutes per Game day
There's a mod on Nexus that can increase that by 1.5x and 2x.
Bad enough they don't let us have binoculars anymore. Even having a gun with a scope on it doesn't change how dumb that feels.
"You have hard locked keybinds like new vegas, but skipped the binoculars?"
Now you see some point of interest, go to it and before you get there its night, so it feels like you spend whole day traveling, but in fact its few meters from your central hub on map.
In SoC, you could clear third of a game and not see proper day/night cycle.
The problem is, that these mods may break other game-timed elements, such as dynamic weather or even some quest and NPC behaviors. I tested the one you mentioned, and these issues are easy to notice over time. There isn't an optimal solution for this.
Q: "Hey why does your mod entirely unrelated shaders disable the shader compile (that takes me less than a minute anyways) so hard you need to hand edit files to reenable it even if your mod is removed?"
A: THE DEVS ARE STUPID DOODOO HEADS! WHEN THEY FIX SMART I CHANGE MOD!
Which I wish was hyperbole for various mods. and UE5 means unlike smaller CoP mods I can't casually reach in with a text editor to remove "That one stupid thing". Like CoP weapon packs that make all bandit always aggro so every emission is a pile of free corpses to loot by hubs and caves when the truce time is turned into wartime. mistaken for "realistic challenge"
I can see at night just fine, but just wondering if I need to plan my side-quest missions outdoors around the day/night cycle due to random spawn frequency. I'm still very early in the game so avoiding most mutant encounters, unless they are weaker mutants.