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Comment History
Origma
Origma - - 6 comments @ The Nameless Mod

It's properly ******, here is a guide that was written by another user that I can confirm works 100% - but you will not be able to change the brightness in game.
I have no idea why the mod author has not properly added an install guide - very lazy.

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[INSTALLATION GUIDE FOR 1080p and 1440p]

If the mod author reads this for the love of god put this information in the installer or at least in a readme file, because it is seriously egregious.

1: Install New Vision Moddb.com
2: Install TNM + Patches Moddb.com // Moddb.com // Moddb.com
3: Install Kentie's Launcher Kentie.net
4: Go to '/deusex/system'
5: Delete 'TNM.exe'
6: Copy and rename 'deusex.exe' (kentie launcher) to 'TNM.exe'
7: Run the game off the desktop shortcut
8: Configure -> Change renderer to DX10 and set custom GUI x2
>> Remember to set your resolution in the bottom section!
9: Data Directories -> tick TNM and new vision
10: In the bottom right corner of the launcher click on TNMUser.ini
11: ctrl+f 'fov'
12: change desired and default FOV values to 105.0000000

Optional: in game go to settings -> colours
Change the HUD colour scheme to PDX and text background to non-translucent.
The TNM colours are way too faded to read on a large screen.

There, enjoy your game.

Good karma+6 votes
Origma
Origma - - 6 comments @ The Nameless Mod

I agree, you're saving yourself from some anguish in the long run. I too tried to stomach it but dropped the mod when it literally gave me motion sickness (if you continued playing you'd know exactly when). The design choices are just too odd.

Good karma+1 vote
Origma
Origma - - 6 comments @ Crossfire 2.0

Greetings all,
Thoroughly enjoying the mod except for one gripe - the level requirements. I'm not comfortable with grinding through 5+ missions to progress the story. I simply don't have the time or the patience to free roam for that long.
Is there a config file or a modification I can perform that would reduce the level requirements by about 50%? It's simply too much at the moment.

Good karma-1 votes
Origma
Origma - - 6 comments @ The Nameless Mod

(buried)

[ REVIEW ]

About 10 hours in and half way through the game I gave up. It definitely needs severe touching up in a few areas, but the core gameplay is all there. I'll list the positives and negatives below.

Overall I give it 6/10 and in it's present state I can't recommend it to Deus Ex fans or to newcomers especially.

+++++++++++++++++++++++++++++++++++++
/ The voice acting is decent for what I can assume are volunteers
/ The lore and world building is quite good
/ The weapon store is implemented very well
/ The maps are fun to explore but can be quite large
/ The characters are quite colourful and uniquely designed
(Unfortunately most sound deadpan or uninspired, the bouncer at Sol's was the
only one I could genuinely remember being interesting - whoever voiced her did
a stellar job)
(The MC's voice is one of the more lackluster which is very unfortunate).
/ The soundtrack is very fitting, the stereos were a nice touch!
+++++++++++++++++++++++++++++++++++++

-------------------------------------
/ The story, I have to say, is absolutely abhorrent and there's simply way too much going on.
DXO? PDX? WorldCorp? Llamas? Goats? There are too many things, places and people to keep track of that hinder the enjoyment and pacing of the mod. I found myself being hurled data after data in conversation and reading notepads that serve no real purpose other than being jokes or useless information. The style of game is all over the place. First it's a serious missing-persons case. Then it's to do with lighthearted cult antics. Then it's in a trans-dimensional voodoo shop. Choose your overall theme and stick with it. I'd say it's about 20-80 ratio of relevance to fat. Currently it plays like poorly written cobbled together fan fiction.

/ The maps are too vast and backtracking is a pain
There is so much wasted space taking up this mod and you'll find yourself running back and forth to accomplish goals or navigate your way through the levels. Much like the story, this could easily be trimmed down to negate the hassle. I literally had to install the speed augment to make it bearable. More is not always better.

/ Lack of player agency in approaching situations
Whose bright idea was it to lock THAT MANY doors behind passwords and inf./inf.? This literally takes all of the power from the player and is rarely seen in the original Deus Ex for a good reason. Also, why is there usually only one approach for the player in a given scenario? The beauty of this game is that it's NOT linear. Give the player OPTIONS in tackling environments instead of having them run from corridor A to B to C. The sewer entrances are a good example of choice but even that turns into a nightmare at WorldCorp's entrance. It makes me think that your idea of non-linear is to make everything as complicated as possible. As soon as you hit WorldCorp sewers my interest was lost and it turned sour.

/ The new 'weapons' are gimmicky and hinder rather than add.
Sporks? Foons? What the **** is this? Do you want your world to be taken seriously or as a joke? I understand that it's a forum filled with colourful characters but this severely takes away from the immersion. The phatray? The blowgun? The 3500 credit katana that is worse than the dragons tooth? Come on. The only saving grace was the landmines, Trestkon's pistols and the EMP gun which were quite intriguing.

/ One of the missions literally gives you nauseating screenshake until you work your way through the level and solve the puzzle under its effects. This was half way through the game and I didn't play past this for good reason.
Remove that **** now. All of it.
--------------------------------------

Good karma-8 votes
Origma
Origma - - 6 comments @ Whispering Hills - a Silent Hill overhaul for Fallout 4

Is there any way I could personally change their spawns? I looked at it through FO4 Edit but I'm not sure where the values are.

Good karma+1 vote
Origma
Origma - - 6 comments @ Whispering Hills - a Silent Hill overhaul for Fallout 4

Hey Mangaclub, fantastic mod I've been really enjoying it so far. The only gripe I have with it is the enemy spawns.

1. Is there any way to reduce 'lying figure' spawns? It's not exactly scary when there's 30 of them in Concord walking around. In addition, their passive sounds can be heard from too far away (in my opinion) and in groups they basically destroy your ears. I think more dangerous, less common would really help the atmosphere.

2. Is there a function for me to control the number of spawns? There wasn't any in the ini file so I was wondering if this was coming in an update.

Apart from these two gripes, it's a great mod.

Good karma+1 vote