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I uploaded a brand new video about the DB4 last Sunday. Here I share some of the perfomance tricks I use live as well as a send/return hack and how the xone k2 adds a lot of capabilities to the loopers
Hi Dave/All, an additional trick that was not covered yet (I believe) I recently realized that the DB4 can be synced via the K2. Not sure if that was mentioned anywhere already?! But this is solving the clock sync issue the DB4 has, not being class compliant. The K2 is and sends the clock signal to the DB4 via X-Link.
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Another way is to way on the opening windows, you know, with the gate where you are asked to click to enter the game. If you stay there some time, the cheat window open and close super fast, that make the mouse disappear. BUT, if you stay there to see the moment it happen, you just have to manually open and close the cheat window yourself and the mouse come back direct. It only work if you make it just after it do it alone
Editor's note: The above score applies to the PS4 and Xbox One versions of the game. Due to performance issues specific to the console versions of the game, the PC version has been given four stars out of five. To see that score (note that the text is identical across both versions of the review), click here.
Buggy, yet beautiful. Occasionally broken, but robust in a way that few games attempt, let alone achieve. This has always been the push and pull of Bethesda's action/adventure/role-playing games. On the previous batch of consoles, it felt easier to work past the technical glitches--on some level, it was just impressive that games of that size and scope could even run on an Xbox 360 to begin with. But with each release, the "fun" of watching the games glitch out and behave in maddening and/or hilarious ways became a little less thrilling. At some point, I just want the games to work reliably. Fallout 4 follows in the footsteps of its predecessors, which is to say that it's a large, sprawling world filled with so many different quests and locations that most players will miss entire subplots as they scavenge their way from one side of the world to the other. That's also to say that it's occasionally kind of broken, from performance issues specific to the console versions to scripting glitches that might just prevent you from progressing to the same sort of "physics gone wild" moments that make for killer animated gifs and such. There's a great game in Fallout 4, but how much of that greatness gets through to you is largely dependent on your own tolerance levels for those glitches and how willing you are to play another game from the same template as Skyrim, Fallout: New Vegas, Fallout 3, and Oblivion.
I liked every one of those games quite a lot, but I will say that I was a little disappointed with how closely Fallout 4 sticks to that formula of factions, exploration, and points of no return that you cross as the factions are inevitably pitted against each other and the story winds down. Here, though, you get to explore a brief, pre-war prologue and see a little bit of what life was like before the bombs fell, turning your Boston-area suburb into yet another super mutant-filled wasteland. You play a created character who entered a Vault-Tec vault devoted to cryogenic experimentation just before the nuclear apocalypse, so you spent the next 200 years on ice... except for one key moment, where some dirtbag and his scientist buddies thaw you all out to steal your infant son out of the arms of your spouse, murdering said spouse in the process, and putting you back to sleep. You wake up, unsure of how much time has passed, but focused on finding the kidnapper and getting your son back.
Having a pre-war player character here is a cool idea that maybe doesn't get played up as much as it could have. As you're presented with things that any Fallout player would simply recognize as the current state of the world, the hero largely accepts everything without batting an eyelash. Every creature, from deathclaws to radroaches, is simply taken at face value, and the game's annoyingly generalized dialogue system rarely gives you the opportunity to express any incredulity at the state of this "modern" world. Actually, the dialogue system, which now just gives you vague ideas of what your character might say, failed me more than a few times by serving up lines that, tonally, didn't fit with what I was expecting. I'd rather just see the full text of the responses and not be surprised or forced to reload when the outcome is poor.
Anyway, after your kid gets kidnapped you're released into the open world. From there, the first thing the game does is point you at your first quest and introduce you to the workshop and base building mechanics. It never quite makes clear why you'd want to build a base at all, but you can slap down structures, walls, turrets, sources of food and water, and beds to keep existing settlers happy. If you want more settlers in a base, you can build a generator and a radio beacon that attracts people to the base. Then you'll need to plop down more beds and make sure they have enough food and water. Theoretically, making your bases more attractive will also make them more susceptible to attack, but other than fast traveling into a base and discovering a few super mutants hanging around once or twice, this didn't seem to happen that often.
More frequently, the bases you unlock and populate across the map will gin up combat missions for you like "go kill all the raiders/ghouls who are in this location." I was usually happy to help, but these definitely didn't make me feel compelled to build up and establish bases around the map. Even after finishing the game, I never really figured out why all that base-building stuff is in there. It feels pretty aimless, though I did end up enjoying cleaning up a lot of the scrap around my initial base and being able to store your crap in your workshop means you can loot the world (within reason, encumbrance is still a limiting factor) and not have to stash all your things inside some dead body or random toolbox. Though, of course, you can still do that if you're feeling "old school."
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