The Outer Worlds

Started by Art Blade, October 24, 2020, 06:38:43 AM

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mandru

Something I'm enjoying about the ending segment of TOW is that you can make a save right before leaving the ship to meet back up with Phineas.  That save (post Credits) will allow you to run through this part of the game with a lot of different gear arrangements and companions.  I've now played that part of the game a few times in a couple different styles of combat and team choices.

It also gives a chance to experiment with different dialog options when prompted.

The Continue option on the other hand (after the Credits) returns you to Phineas' final dialog and replays the synopsis of your experiences and game choices.

- mandru
Gramma said "Never turn your back 'till you've cut their heads off"

Art Blade

I did the same: various attempts and also watching the different endings.

mandru

I'm not sure if breaking down found items in a workbench gives a better yield of components than breaking down directly from items found in a storage chest or off a dead body.  Or if there a difference of parts yielded between breaking down items found in storage chests or found in the inventory of a dead body.  :undecided-new:

There have been a few times that I have encountered a valuable weapon or armor item laying loose (outside of a victim's inventory  :evil2:) that I really don't want to pack around with me because of the weight involved or the simple fact that I deem it as being worth more to me as weapon or armor parts for future repairs.

But sometimes once its in my inventory and I'm out roaming without access to a chest or workbench it  dosen't show up as being available to be broken down.

To get around that I've found out that items I can't break down directly when held in my personal inventory can be scrapped if I place those found items into a storage chest and then break them down from there.


In theory having Parvati in your party is supposed to yield a higher level of mods to add to you gear but I'm just not seeing a difference.  Maybe some of my stats aren't high enough for that feature to kick in.

- mandru
Gramma said "Never turn your back 'till you've cut their heads off"

Art Blade

I don't know about the yield of breaking down stuff different ways but you can simply find out: drop a savegame. Break down that item, write down what you get, load the save, break down that item a different way and compare the stats with what you wrote down.

Parvati (or any companion) doesn't affect your mods.

Companions got skills, like persuasion. If your own persuasion (with or without mods) is, say, 100, then having Parvati and/or Felix with you who both got persuasion skills will add to your own persuasion which can be seen in your stats changing as adjusted value in parentheses if you look it up.

mandru

Regarding Parvati affecting getting more gear enhancing modifiers (maybe mods is the wrong term  :undecided-new: ) that can be applied at workbenches I have seen several times on the tips and hint texts at the bottom of the various Loading Screens clearly saying that having Parvati as a companion increases finding weapon mods(?).

It may not be during breaking down found gear instead rather an increased number of mods(?) will be found in storage chests and in the inventories of dead enemies.  I'm not sure where the Parvati and extra mods(?) effect becomes active but it's supposed to happen at some point.


When aboard the Unreliable a player really doesn't have any companions active.  Aboard ship the companion boosts don't show up stacked into our stats (at least not mine) until we step outside the ship.  Once I've debarked from the Unreliable then those companion stats including boosts from their attire stack onto my skill levels.
- mandru
Gramma said "Never turn your back 'till you've cut their heads off"

Art Blade

Sounds familiar..
Quote from: Art Blade on December 07, 2020, 12:08:21 PMJust by the way, skill boosts from your companions can ONLY be seen when you're outside the Unreliable because you need to have an active team. Inside, you'll only see your own skill boosts without help of companions.

As to the "Parvati bonus" regarding finding mods and stuff, if I remember correctly, it's a perk you need to activate first.

mandru

Yes, Parvati's personal side quest was the first of the companion quests I was able to complete.

The outside the ship qualification was rough on me when dealing with the first contact when landing on the prison planet.  I didn't have the stats to claim to be the eyebrow fixer.  ;)
- mandru
Gramma said "Never turn your back 'till you've cut their heads off"

Dweller_Benthos

Finally got to Byzantium and looked around. No one to kill here, well at least if you want to complete the quests. I'm sure you can kill everyone in this game and still finish it somehow. But anyway, I bought a rifle called "the Pink Slip" from the weapon dealer as it had much higher damage than the one I was using even after upgrading it several levels. Haven't had a chance to use it on anything yet, because well, nothing to shoot there. I'm sure that will change soon. I have a few quests to do now, as I finished up pretty much everything on Monarch (hey I remembered the name finally!) and moved on to Byzantium as I now have three or four quests there to do, plus the new ones I'm getting.
"You've read it, you can't un-read it."
D_B

Art Blade

:anigrin:

I too have problems with all those names and what stuff is called when a game is new :bigsmile:

mandru

In an earlier post I was wondering about the number of parts given when breaking down weapons and armor through the three different methods available.

So I ran a test when not aboard the Unreliable with three identical helmets and three identical rifles.  For the storage bin test I placed the test item into the bin from my inventory.  Workshop break down and In Inventory (Q key) breakdown items were drawn directly from my inventory as the workshop doesn't store items.

3 level 11 helmets
Storage bin gave 4 armor parts
Workshop gave 4 armor parts
Break Down from inventory gave 3 armor parts

3 level 26 Dead Eye assault rifles
Storage bin gave 5 weapon parts + a Mag to Zap mod
Workshop gave 5 weapon parts
Break Down from inventory gave 4 weapon parts


I believe the storage bin that gave the weapon mod was a random event unrelated to the break down method and the rifle involved as the Dead Eye rifles were Impact Damage flavored but the mod awarded was electric in nature.

But I'm happy to confirm that breaking gear down in either a storage bin or a workshop will award a better return on parts and I additionally found that higher level items award more parts than lower level items.

And parts do not carry a weight penalty!  :anigrin:

- mandru
Gramma said "Never turn your back 'till you've cut their heads off"

Art Blade

thumb's up :thumbsup: for your research, cool, and thank you :)

Dweller_Benthos

Yeah I figured there would be something like that, so I try to breakdown at workbenches, though it's nice to know just breaking down from a storage container is just as good. I only breakdown while out in the wild when absolutely needed, but with a carry capacity of something like 350 kilos I don't get close to that much anymore. I was carrying around over 75 kilos of raptidon meat as I thought that got dumped when you sold junk, but that's in the food category so it's not. Since it's half a kilo each and I had well over 150 of them, that was a big chunk of what I was lugging around all the time. Now I sell it when I get to a vendor along with the junk I pick up.
"You've read it, you can't un-read it."
D_B

mandru

D_B, I too ended up carrying around a lot of raptidon meat and not realizing even though I was trying to trim down my load to make room for other things a large portion of my carry weight was being wasted.

There is an option of marking items like the raptidon meat as Junk so that it does auto-dump along with the rest of the junk when you hit a venting machine and empty it all out.

- mandru
Gramma said "Never turn your back 'till you've cut their heads off"

mandru

It's obvious to assume that some items are always categorized as junk and all other items fall into other predesignated sections of your inventory based on their usage. 

I tried marking a single unique item (in this case wooly milk) purchased from a vending machine and marked it as Junk.  I then purchased another wooly milk and instead of it being added to the junk it was placed in my food and medicine.

When I bulk sold the junk only the wooly milk in the junk was sold and not the other.

So if you mark something as junk it is a single incidence and must be repeated if you wish for it to continue to be sold as junk.

I noticed that when viewing the junk in my inventory there is an option to remove a usually non-junk item that had been placed into that location and return it to its proper spot in the inventory.

- mandru
Gramma said "Never turn your back 'till you've cut their heads off"

Art Blade

I made the same observations as you guys, including 2kg meat slabs piling up and taking away inventory space or more precisely, leaving less and less free carry weight.

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