Apollo 11 VR. I would be amazed if it's a common response as most folks would probably just think of it as a very boring simulated rollercoaster. For me it produced an overwhelming feeling of awe as I reflected on humanity's path to that point and the enormity of lifting off from our little blue pearl.
Virginia came later, for what it's worth.
Has anyone seen any discussion on how companions behave in combat?
I haven't seen anything so far and am a bit worried that they just follow you around like in previous fallout games....
I'm hoping that companion interactions are somewhat similar to how mass effect handles it: you can have them move to a specific spot and use particular abities. Any idea how it actually works?
I launch normally through steam, though with the skip launcher option on so I don't have to bother with the splash screen.
You should check out Solasta: Crown of the Magister and it's DLCs. With the unfinished business mod it's the closest to RAW DND available.
Critically it has fantastic support for full custom campaign creation as well, as can be seen in the workshop. Custom overworld campaign map linkages only became possible in the past month or so, so most custom campaigns are linked areas (not unlike BG3). Now that overworld maps are also possible I can't imagine a reason to use another toolset.
I run a bunch, mostly focused on making the game closer to DND 5E where possible, expanding build options, somewhat more difficult and tactical, and more immersive generally. I've been very happy so far.
- Additional Fighting Styles
- Bard Fixes and Tweaks
- Cunning Strike and Swashbuckler
- Eldritch Adept
- Fighting Initiate
- Tactician Plus (a lot of these mods do make the player more powerful, so this helps even it out a bit to keep the challenge relevant)
- Choose Your Stats (I use this to create an effective variant human)
- Spell Sniper Fix
- Invocations Expanded
- SCAG Cantrips (booming blade et al)
- PHB Dragonborn Breath Weapon Fix
- Feats Extra
- Full Release Mod Fixer
- Fix Bad DM (changes jump/shove into full actions -- makes terrain and fields like grease et al far more relevant)
- PHB Ability Score Revert
- Approval Tweaks (Absolutely necessary to not have the whole thing turn into some weird polyamorous polycule after like half an hour)
- Realistc Carry Weight (makes strength matter quite a bit)
- Hide Quest Markers
I use BG3 mod manager for most mods. For that one though you have to do everything manually, if I recall. It was just a matter of dropping the files from the zip file into the game directory and overwriting (I of course backed up my own copies first).
The achievement enabler introduced a bunch of odd bugs for me (e.g. skipping interactions as if I'd pressed a button) that coupled with the fact that it's a full on dll replacement (read: arbitrary code execution) skeeved me out enough to uninstall it.
If definitely did work for enabling achievements while playing modded, for what it's worth though.