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Dogs, Parkour and Motorcycles?!! - Fallout 4: Reclamation Day DEVLOG #2

ZKDev

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Dogs, Parkour and Motorcycles?!! - Fallout 4: Reclamation Day DEVLOG #2

739 просмотров · 10 дн. назад
ZKDev
103 подписчика
739 просмотров · 10 дн. назад
(APOLOGIES FOR THE MIC ISSUES, NEW MIC COMING SOON)   / discord   New: ZK’s Fluid Movement (parkour) Parkour inspired by SkyParkour V3 by Tsptds, in first and third person, and synced so other players see your moves. Climbs, step-ups, vaults, ledge grabs and a landing roll. The slide is a little slower and shorter. HUD ledge marker, on by default, with new climb, step-up and vault icons. Chain-link fences and other see-through obstacles can be climbed. Your weapon leaves your hands for every move, so it no longer breaks the animations. Full Body First Person: your body does the moves too. No stop at the end of a move: once you’re up, holding a direction finishes the move quickly and goes straight into walking or running. Without a direction held, moves play out as before. New: Realtime Pip-Boy Map Press M to raise your Pip-Boy and read a live map while you walk. Tap M to keep it up, or hold M to glance. The world map outside and the local map inside, turned the way you face, with your quest targets, nearby locations, exits and the other players. While it’s up: your weapon leaves your hand, your right arm hangs down out of view, and you move at your normal pace. Sprinting lowers it. Mod compatibility Graphics mods load: ENB, ReShade and other mods that replace d3d11.dll or dxgi.dll in the Fallout 4 folder now work. Before, they were silently skipped. Any draw distance: a raised uGridsToLoad (7, 9, …) works and is synced, and the “this will break the mod” warning is gone. Modded Weapon Sync: Another player’s gun now shows up when they switch to one of the same kind. A Glock, MAC-10 or .38 used to stay invisible until they holstered and drew again. A weapon you rename keeps its name for everyone, even after you drop it. Join checks: Each plugin’s version is compared with the host’s, and you’re told which mods differ. If you have the same mods in a different order, the overlay offers a Re-sort load order button. Multiplayer and performance Much less network traffic: characters that haven’t changed aren’t sent again. That’s about 80% less data in our tests. Rejoining works: after leaving a server, joining again connects at once. It used to take up to half a minute, or never connected. Other players appear once your game has loaded where they are. A crash when two players arrived in the same new place at the same moment is fixed. The overlay is smooth with graphics mods: 60 frames a second at any resolution, where it used to drop to about 5 under ENB on large screens. It also costs the game far less. On screens wider than 16:9, HUD and menu backings now sit under their elements. Fixes Respawn: going down shows one 10 second countdown, and you get back up when it ends. Before, a 5 second countdown vanished, nothing happened for a while, then a second countdown came. No landing stumble in power armor. A ragdoll crash after random encounters is fixed. The note about having mods no longer opens the overlay every time a save loads. Other: DOGS!!! Updates have plain version names like v1.6.7-181, without the code at the end.