I was playing it on an Xbox and I don't think there is any way to get the mods working there.
I was playing on Steam Deck and not all of the mods worked. I managed to get the resolution correct, but I couldn’t figure out the level-stitching mod in Linux. I’m not sure how much of a difference it would make, though, given that the levels are clearly designed to be segmented and the loading times were quick.
I was playing it on an Xbox and I don't think there is any way to get the mods working there.
There's a new version of the Sneaky Upgrade coming up. If you'd like to help improve things for the Steam Deck, let me know.
It makes a great difference, but of course for some maps more than for others. The Widow Moira mission, which is basically a house arbitrarily split in two, probably benefits the most but also the Cradle, where you do run back and forth a bit. But for all the maps, not having an immersion breaking teleporter pop-up thrown in your face half-way through is a great improvement. Also, besides the merged half-maps, lots of stuff has been fixed.I’m not sure how much of a difference it would make, though, given that the levels are clearly designed to be segmented and the loading times were quick.
If you can guide me through installation, I’d be happy to help test it for you.
That's great - I'll start a separate thread in the Mods and Utilities forum tomorrow.
Thread is up. Post if you have any questions...
I came to this thread hoping for more creative bashing of Eidos...meh, this thread needs more ZylonBane:=)
Here's an article with a little bit of new info:
https://www.pcgamer.com/games/vr/thi...immersive-sim/
Rope arrows have been limited to specific points, just like Thief 2014. The explanation being pretty much the same. They've placed them where they are deemed logical by the devs.After 10 years and all the feedback out there about this issue in Thief 2014, my confidence in this team has been knocked down a few notches.
Russ Harding, chief creative officer at developer Maze Theory, defends the decision. "We've integrated anchors into the environment in a way that feels natural and diegetic. You'll need to read the space, stay alert, and think like a thief to find them. It's a system that rewards observation and encourages vertical exploration. We believe the approach preserves the spirit of rope arrows—clever tools for those who take the time to look up, scout ahead, and plan their next move—while making traversal feel intuitive and comfortable in VR."
I am thinking of Trespasser and the Richard Attenborough monologues that triggered the first time you entered specific areas. We'll see how it turns out in Thief VR, but in Trespasser, it worked very well to create atmosphere and anchor the game in the established lore.Originally Posted by PC Gamer Interview
I may finally have a reason to use Steam