
Starvival – Immersive Survival Addon, provides a fully working NEEDS mechanic with stages, new addictions and full list of other complimentary features.
Concider to prepare thoroughly, Starborn!
Features:
BASIC NEEDS
After loading a game you will get a little introduction message about activating NEEDS mechanic and a little book. After a couple of seconds all systems will launch and notify you on Apple HUD Watch.
HOW DOES IT WORK
Starborn will develop needs for food, thirst and rest. Each NEED has several degrees of penalties: from the most moderately harmless to the critically serious.
Each NEED has its own filling scale with a limit of up to 125 points. For each in-game hour, a certain number of hunger, thirst and fatigue points will be depleted. Each NEED has its own number of points and its own depletion rate. Can be configured through the book (please read additional info below)
From 76 to 100 there are no penalties. Starting from 75 points, the first penalties will appear and as you become hungry, thirsty and tired, they will only increase. Maximum can be 4 penalties at a time for each need.
There is also a special bonus called “Nutrition Manager” if you support a character needs beyond the normal limit.
From 101 to 125 a special useful bonus for the character begins to take effect. But it will only work if hunger and thirst are BOTH filled above normal levels. As soon as both or one of the needs falls below the excess norm, the bonus will immediately disappear.
Note: Bonus will not work if you are “Oversatieted”, read about this in the “OVERSATIATION” section.
WAYS TO WORK WITH NEEDS
Sleeping restores fatigue (also read additional info below)
Food only restores hunger.
Drinks (except alcoholic) restore thirst, but in some cases also fatigue, including if it is any type of energy drink or coffee.
Strong drinks worsen indicators of thirst and fatigue, but in some very rare cases they can also give a boost to fatigue too.
The use of drugs also worsens indicators, but unlike alcoholic beverages, drugs reduce all three indicators of NEEDS.
Items from each of the above categories are divided into gradations according to their impact on needs.
For example:
All kinds of snacks and simple food will give a very low increase in satisfying hunger, and fatty foods, especially with good bonuses, will give the maximum.
Simple harmful lemonades give the lowest increase in quenching thirst, milk or water the largest.
Weak chems and stimulants worsen your needs minimally, while stronger ones, with frequent use, will squeeze you dry.
Note: The number of points received for a particular NEED can be found in the item description.
Sleep and Wait
The more tired you are, the more fatigue points you get after sleep.
The more hungry or dehydrated you are while sleeping, the more hunger or thirst points will be depleted. It makes more sense to go to bed while being satieted. After sleep, you will lose MUCH less Hunger And Thirst points.
Waiting doesn’t have any benefits, waiting hours just deplete your NEEDS.
HUD NOTIFICATION
Yeah, you heard it. Notification NEEDS, like your affliction and etc will pop on your WATCH HUD, to make it easier to track when to open up some BOOM POP! or everybodys favorite CHUNKS!
Note: notifications use some icons from some vanilla afflictions, nothing can do about this at the moment.
Just be aware that for example Hunger notification will be hiding under cracked leg affliction icon and vice verca. But at the end of the day it is not a big deal.
CONFIGURATION BOOK
After loading a game you will get a little book: Starvival – Survival Guide.
The book contains some settings. If you are not satisfied with some mechanics, you can completely disable them or change their work simply by reading it.

Note: If you starting NEW GAME, introduction message will pop out after landing on Atlantis for the first time. It was done like that to make things more seamless, like it was already ingame.
Note2: Book will be in your inventory, just read it like any other book or note and menu with options will pop up.
Note3: Book can also be crafted on industrial workbench, just in case.
OVERSATIATION
Eating and drinking consumables cause oversatiation, which subsequently leads to unpleasant temporary penalty.
Oversatiation:
| Next consumed food and drink item will have zero effects |
You can consume food and non-alchoholic drinks until the “Oversatiation” status is completely filled, after which food and drinks will no longer provide any bonuses.
Keep in mind that the more nutritious and useful an item is, the more points it gives towards the Oversaturation status, thus faster you will get the penalty.
To fully deplete Oversatiation Points, you need to rest and sleep.
With the first rank of “Nutrition” perk food and non-alchoholic drinks will give twice as less oversatiation points.
All bonuses of such consumable items have been significantly increased to make them worthy of your stomach, but some decreased to maitain things balanced. “Nutrition” Perk also got some love and now it is worthwile to get.
Being oversatiated doesn’t affect your NEEDS except “Nutrition Manager” bonus. By consuming food or drinks you will restore your NEEDS as usually, it just while being oversatieted they will not give any effects.
Note: The goal of the mechanic is to make the player more thoughtfully choose what to eat or drink, and not to spam everything without any consequences.
ADRENALINE
If you manage to kill 10 targets in a short period of time and while beeing in battle, temporary adrenaline combat bonus will kick in, giving nice boost to your body and reflexes. But you need to keep up with killing your frags, because every 10 seconds count will go down.
After bonus ware offs there is a chance that you will get Adrenaline Aftermath penalty, which can be removed only by sleeping. While being under this penalty Adrenaline Rush can not be accumulated.
Adrenaline Rush:
| +50% melee DMG, +50 carry Weight, +25% walk / run speed, +35% Reload Speed, +20% Crit Hit chance, +45% Jump Height, -25% Incoming DMG |
Adrenaline Aftermath:
| -20% melee damage, -35 carry Weight, -15% walk / run speed, -20% Reload Speed, -10% Crit Hit chance, -20% Jump Height, +15% Incoming DMG |
ADDICTIONS
Several types of addictions that were not previously in the game have been added, such as:
Alcoholism: likely to occur by drinking strong drinks. The stronger the drink, the greater the likelihood of getting this addiction.
| -100% Critical hits chance, -25% reduced persuasion chance, -30% reload speed |
Note: In Vanilla critical chance has a specific pool, when you inflict damage this pool starts to fill, after getting to specific amount crit damage triggers. So -100% Critical hits chance doesn’t mean you will not get any, it justs means you WILL get it, but at much slower rate.
Caffeinophagia: likely to occur when consuming carbonated and especially energy drinks, as well as teas and coffee.
| You can’t rest and sleeping doesn’t give you any benefits |
Cognitive Dissolution: likely to occur when using mind affecting stimulants such as: S.T.E.V.E, Addijack, Neurojack, Snake Oil, Synapse Alfa, Paramour, Hippolyta, Aurora. The more effective the stimulant, the higher the probability.
| Poor Aim Stability, -35% XP gain |
Paranoid Treatment: may occur after using Heart+, Med Pack, Trauma Pack or Emergency Kit.
| Healing effects from med items damage your health. Healing effects from med items are 50% less effective |
Heart attack: likely to occur when using very powerful chem concoction such as: Black Hole Heart, Dwarf Star Heart, Supermassive Black Heart and their equivalents, Panacea.
| -40% to Physical, Electromagnetic and Energy Resistance. -30% Health |
Vanilla “Stimulants Addiction” got some changes, such as:
Significantly harsher penalty.
| -75 Carry Capacity, -75% O2/Co2 Regen |
Note: All Addictions & Diseases now have subtle visual and audio effects when kick in, for better user notification.
AFFLICTIONS
Afflictions far more dangerous now with harsher penalties and more maddening detrimental effects. Also activated a couple more ways to get them such as:
Chance to get affliction while being hit with automatic and non automatic weapons.
Chance to get affliction while taking damage from creatures.
Infections can now be spread.
Effects/Items that cure afflictions now need some time for effects to kick in.
NUTRITION ITEMS
Food and drinking consumables have received improved bonuses and some important changes such as:
Food no longer restores oxygen and CO2.
Drinking no longer restores the player’s health.
Various foods now have a slow but long-lasting health restoration effect, but they can no longer be stacked as before. When consuming two different food consumables with a given effect, the strongest effect will always be chosen.
The same effects between food and drinking consumables, such as carry weight, bonus to EXP, damage resistance and others now can be combined with each other, and not replaced as before. In this case, the strongest effect will always be selected.
Note: All changes were made to ensure that useful consumables were always in use and complemented the player’s/each other’s choices, and did not lie around in the inventory or were not used for the sake of one or another consumable.
Note2: Sparkling water, Baguette, Bitten Sandwich, Synthameat Multi can not be tweaked in xEdit at the moment, because of the Reflection Data in them. So they are vanilla.
STIMULANTS, CURES, MEDS & CHEMS
Stimulants and chems which did not have “Stimulants Addiction” addiction (no pun intended) can now trigger it, such as: Battlestim, CQB-X, AMP, BattleUp, O2 Shot, RedAmp, Panopticon, Pick-Me-Up, Red Trench, Infantry Alpha, Reconstim.
Stimulants and chems now have increased duration.
Med Packs now restore 7% Health/s for 8 seconds, Trauma Packs restore 5% Health/s for 15 seconds, Emergency Kit 27% Health/s for 2 seconds. Thus making Med Packs middle ground. Trauma Packs are the slowest but give the most healing. Emergency Kits for faster healing bursts in hot battles, but give less in HP overall than the other packs.
Junk Flush is not harmless get rid of all addictions inhaler anymore. Upon usage it will take some time for effects to kick in. After that it will cure you from all addictions and diseases, drain 70% of health and put weakness debuff with +35% Incoming damage for half an hour.
In some instances visiting a doctor or infirmary is better solution now. Addiction and disease removal will only cost you less of your troubles.
Note: With this changes Addichrone becomes far more usable item.
OTHER
Med Packs, Trauma Packs and Emergency Kits now can be crafted.
Well Rested and Emotional Security extended to 1 hour.
RECOMMENDATIONS
Less complex but still very high quality survival additions,
If Starvival is too much, the this two may be your cup of tea!
Eat.Sleep.Drink.
Simple Needs – A Minimal Survival MOD
INSTALLATION
1) Put StarfieldCustom.ini to the Documents\My Games\Starfield
or
if you already have this file then open it and add there these lines
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
2) Install Plugin.txt enabler, read its description carefully
3) If you are installing mod with mod manager then skip this phase, if manually then put ESP and BSA into your Starfield\Data (Steam Game folder, not documents)
Changelog:
Version 11.1.8
UPDATE PROCEDURE:
—————–
Just overwright.
Note: Before updating please disable Equipment Degradation. After updating you can enable it back again.
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TWEAKS & CHANGES
==================================================================
:::CONFIGURATION BOOK:::
—————– Added bunch of options for Equipment Degradation – Repair Settings.
—————– Added bunch of options for Rover Systems – Repair Settings.
—————– Added ON/OFF option for EnviHazards – Rare Phenomena.
:::DEGRADATION SYSTEM:::
—————– StarGun: Weapon Inspector now shows all weapon categories conditions which are lower 100% + Currently Equipped Weapon condition.
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BUG FIXES
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:::DEGRADATION SYSTEM:::
—————– Reactivating with conf. book should now properly start the system without active debuffs.
:::ROVER SYSTEMS:::
—————– Fixed inappropriate behavior of maintenance corner message.
—————– Properly restricts repair kit usage after meeting threshold. Was not working before.
Version 11.1.7
UPDATE PROCEDURE:
—————–
Just overwright.
==================================================================
TWEAKS & CHANGES
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:::INGOT MANUFACTURING:::
————– Added ingot availability to more vendors.
:::MISC:::
—————– Revised some vendor leveled lists for MFG and Organic resources
—————– [Availability chances, MFG] Tier-1: 100%, Tier-2: 50%, Tier-3: 20%
—————– [Availability chances, Organic] Common: 100%, Uncommon: 70%, Rare: 50%, Exotic: 30%, Unique: 10%
Before it was always 25% for all tiers.
(!) As always with leveled lists, changes will take effect only on next vendor refresh.
==================================================================
BUG FIXES
==================================================================
:::INGOT MANUFACTURING:::
————– Some recipes from the mod did not have non-ingot counterparts. Fixed.
Version 11.1.5
UPDATE PROCEDURE:
—————–
Just overwright.
====================================================================
BUG FIXES
====================================================================
:::BASIC NEEDS:::
————– Fixed the wrong timer for Oversatiation. Now it reduces back again with time as intended.
————– Serving in jail with enabled Self-Control now should not make you die.
====================================================================
TWEAKS & CHANGES
====================================================================
:::CONFIGURATION BOOK:::
—————– Added bunch of options for Equipment Degradation.
:::ROVER SYSTEMS:::
————– Revised Alias implementation.
————– Minor tweaks for the trunk code and item transfer.
————– [Arc Welder] now can be used for full vehicle repair.
————– [Arc Welder] Added Welding Enhancer modification for crafting – Enhances welding capabilities making vehicle repair more quicker and effective.
————– Maintenance Kits now repair only 25% instead of 100% and can’t repair below 25% and past 75%. Same goes for Auto-Repair module.
————– Streamlined Maintenance & Refuel Menus. Just one button. Script checks both player inventory and vehicle for fuel/kits and after decides from where to take (Player prioritized, then Vehicle).
:::INGOT MANUFACTURING:::
————– Due to technical reasons and to avoid confusion this feature is permamently enabled.
————– You still have “Replace Ore With Ingots” function though. Which works only for industrial workbench recipes.
Version 11.1.2
UPDATE PROCEDURE:
—————–
Just overwright.
=====================================================================
FEATURES
=====================================================================
________________________________________________________________________________________________
:::RECIPES FILTERING FOR COOKING, INDUSTRIAL & PHARMACEUTICAL WORKBENCHES:::
________________________________________________________________________________________________
Pretty self-explanatory. When there are a lot of recipes, but you need a specific one very quickly, it starts to get annoying.
With this QoL feature it will be much easier to find what you need.
1) Just hover your view on the workbench
2) Click on a “Change Crafting Filter” prompt.
3) Select the category.
(!) Works only with all vanilla and Starvival recipes which are assigned to these workbenches.
Unsupported recipes will work outside of categories like in vanilla.
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TWEAKS & CHANGES
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:::WORMHOLE SEQUENCES:::
————– By Default feature is now set to OFF.
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BUG FIXES
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:::INGOT MANUFACTURING:::
————– Fixes outpost recipes not showing in the menu
————– Fixes inability to swipe outpost recipes that contain list of items
(!) It was discovered that duplicate recipes (those recipes that replaced ore for ingots) were not displayed in the workshop menu, even with the correct conditions.
On the other hand industrial workbench recipes work and display correctly without issues. In short – Engine limitation.
So in the end this was done to mitigate the issue:
—————————————————-
1) Workbench recipes is switchable from Ore to Ingots and vice versa as before.
2) All Workshop/Build menu recipes that previously contained ore as component now replaced with ingots without any way to switch, because their records were changed directly.
Version 11.1.1
UPDATE PROCEDURE:
—————–
Beginning from v11.0.0 just overwright.
=====================================================================
FEATURES
=====================================================================
________________________________________________________________________________________________
:::SPACE MINING:::
________________________________________________________________________________________________
(a.k.a. “Pew Pew, but with actual purpose”)
Ever tried mining resources in-game and thought: “Well, yeah, rocks go boom. but so what?”
Me too. I wanted to scream “WOW!”, but all I got was a yawn. So I grabbed my (virtual) pickaxe and decided to spice things up a little.
Don’t expect a revolution – this isn’t DLC, just an upgrade from boring pew-pew to something with actual depth.
In short: mining is now deeper, a bit more fun (depends on how to look at it), and asteroids are slightly tougher.
Happy farming – and may your cargo hold fill up faster than your patience runs out.
[ STEP 1: Asteroids & Wreckages ]
Asteroids:
— No longer explode after one sneeze. They’re now chunky boys, like that kid you made fun of in school (shame on you).
— Might contain valuable resources. or turn out to be total duds. Bad luck? Then you clearly skipped Mining Tools (see Step 3).
— Different loot types: Balanced, Aluminum, Copper, Iron, Lead, Nickel, Uranium, etc. This does not mean that asteroid will only give a specific resource. This means that one of the resources will be in priority.
(!) Balanced Loot Type – means all resources have equal chances, adjusted by your Geology ( Renamed to Space Mining) perk, rarity, and some RNG spice.
Wreckages:
— No longer just fancy space trash. Now they’ve got resources too.
— Same rules: useful. or a waste of time. Your call.
— Can yield manufacturing goodies like Comm Relays, Zero Wires, Adaptive Frames, etc.
[ STEP 2: How Mining Works Now ]
— Regular ship weapons? Forget it. They’re useless here. You’ll need special mining weapons and ammo, sold by your ship technician.
— You need to be very close to the mining object. Don’t be shy, it won’t bite ya, unless you’re flying into it!
— Mining starts only after the “Warm-up” phase – the bigger the rock, the longer it takes. Don’t plan on getting home early.
— Resources drop during mining, not after destruction. Each laser hit has a chance to knock something loose. Shake that asteroid like a pinata!
— Resources go straight to your cargo hold. Mining stops if your cargo is full or ammo runs dry, notifying with message, error signal and powering down weapons.
— And no, you can’t spacefight with mining tools. And yes, you can make dedicated ship for this labor.
[ STEP 3: Mining Tools ]
Mining Lasers:
— Dynamo XZ-375 (A)
— Argos ZY-950 (B)
— Cracker WO-500 (C)
Main tools for resource extraction. Higher class = faster warm-up phase, more efficient mining before the asteroid breaks apart, longer distance from where things get done.
Mining Trackers:
— Pathfinder CRY-100 (A)
— Seeker OKA-75 (B)
— Titan ZIN-800 (C)
Geological missiles that scan objects for resource availability. Higher class = faster scans. Perfect if you’d rather not waste ammo playing in blind.
[ COMPATIBILITY ]
If you use another mod with a similar theme or don’t like “Space Mining” feature from Starvival:
1) Turn off “Space Mining” in the configuration book >>> Systems >>> Activities
2) Put other mod below Starvival (this one is necessary)
________________________________________________________________________________________________
:::INGOT MANUFACTURING:::
________________________________________________________________________________________________
(a.k.a. “How I learned to stop selling raw ore and love metallurgy”)
At last, it’s possible to open your very own ingot production facility. You’re no longer just a space scavenger with pockets full of rocks – you’re a futuristic metallurgist!
What’s New
— After each series of studies at a research station, you’ll gradually unlock recipes for smelting ingots, and eventually special outpost smelters.
— Selling ingots is way more profitable than dumping raw ore. (Ore is for rookies, ingots are for masterminds.)
— Ingots can also be found for sale at some merchants, presumably related to mining.
— (Can be Disabled, By Default: ON) In many recipes, ore has been replaced with ingots. That means crafting ammo, weapons, modifications, and outpost objects now takes a bit more effort. Ore is still required for some recipes and researches, though.
— The ingot models were hidden in the original BSA archives. Seems BGS planned to use them but changed their mind. I thought: why let good assets go to waste?
Bottom line: trading ingots is more profitable than ore, crafting is tougher, and your outposts can now double as metallurgical factories.
Time to fire up the smelter, Commander!
=====================================================================
TWEAKS & CHANGES
=====================================================================
:::MISC:::
— Lowered BASE research sudden development chance from 5% to 3%
— Lowered BASE research sudden development bonus from 50% to 5% (main culprit of triggering)
— Lowered research sudden development chance for consumables from 50% to 35%.
— Lowered research sudden development chance for “Research Methods, Rank-4” from 2x to 1.5x
Note: was way too easy to complete researches without any effort.
Now it really feels SUDDEN and not CONSTANT, plus other bonuses from consumables, perks and clothing regarding this event now make more sense.
=====================================================================
BUG FIXES
=====================================================================
:::CONFIGURATION BOOK:::
— Added back Overencumbrance feature. Was missing.
— Added back Basic Needs: Self-control toggle. Was missing.
— Added back Basic Needs: Oversatiation toggle. Was missing.
— Added back Basic Needs: Drunkenness toggle. Was missing.
:::DEGRADATION SYSTEM:::
— Condition statuses for spacesuit & boostpack now properly hidden when system is deactivated.
:::ECONOMY:::
— Fixed an oversight in the reputation bonus code for all subsystems.
— Revised Contraband “Restrict Drop”. Now it doesn’t add back contraband after selling. And properly unlocks drop in container menus. Retroactively works only for newly acquired contraband.
:::FAME & REPUTATION:::
— Fixed an oversight in the reputation bonus code.
:::LAW ENFORCEMENT:::
— Fixed an oversight in the reputation bonus code.
:::ADRENALINE:::
— Fixed kill counter reset.
:::MISC:::
— Fixed vendors not selling aid items from the mod. For the changes to take effect, you will have to wait until the vendors refresh their wares.
Version 11.0.0
UPDATE PROCEDURE:
—————–
[+] A complete uninstall of the previous version (10.8.0) is required.
To avoid bugs and incorrect operation, you must start a new game or use a save where the mod was not installed.
In version 11.0.0 a lot of “under the hood” changes and optimizations were made.
================================================================================
FEATURES
================================================================================
________________________________________________________________________________________________
:::EQUIPMENT DEGRADATION SYSTEM (WEAPONS, SPACESUITS, BOOSTPACKS):::
________________________________________________________________________________________________
[ DYNAMIC GEAR DEGRADATION – NOTHING LASTS FOREVER ]
This feature introduces a dynamic degradation system for weapons, spacesuits, and boostpacks, adding realism and challenge to survival in the Settled Systems.
Every battle, every planet, and every firefight takes a toll on your gear – nothing lasts forever without a little maintenance.
“Void Rot” – that’s what technicians call the slow decay of unshielded equipment in space.
[ WHAT CAUSES DEGRADATION? ]
Weapons:
————– Firing shots: Each pull of the trigger causes wear.
————– Hostile environments: Radiation, dust storms, or corrosive atmospheres can eat away at metal and circuits alike.
Spacesuits & Boostpacks:
————– Blaster fire and blunt trauma leave their mark.
————– Environmental hazards: Toxic air, radiation, and extreme temperatures slowly compromise the suit’s systems.
[ HOW TO REPAIR ]
Repair Kits:
————– Found in the wild or sold by vendors in most civilized systems.
————– Restore up to 75% condition, further restoration require specialized care.
————– Can’t fix gear below 25%.
Specialist Vendors:
————– Found in major settlements – skilled techs can restore your gear to pristine condition… for a price.
Workbench Repairs:
————– Full repairs using salvaged materials.
————– Best done before your gear breaks in the field.
(!) Don’t forget to equip the gear you want repaired, or the option won’t appear!
[ BONUS RESEARCH: ENVIRO-COATING GRENADE ]
Survivalists and tech-savvy explorers can unlock a Research Discovery at the science station to craft Enviro-Coating Grenades – a field-deployable solution that coats your equipment with a temporary protective layer, shielding it from environmental wear.
Because sometimes, the only thing between you and the void is a thin layer of science.
[ PENALTIES FOR POOR CONDITION ]
Penalties kick in when gear condition drops below 75%, and get progressively worse.
Weapons:
————– Jam mid-fight
————– Unintended or premature reloads
————– Reduced characteristics
Spacesuits:
————– Weaker or non existant protection
————– Oxygen depletes faster – not good when you’re running out of air
Jetpacks:
————– Higher fuel consumption, cutting boost time
————– Disabled boostjumps
[ COMPATIBILITY-FRIENDLY DESIGN ]
The degradation system is applied globally via categories and keywords – meaning:
————– No direct edits to specific items
————– Works with modded weapons, spacesuits, and boostpacks (as long as they use the correct keywords)
Examples:
————– Firing a non-automatic pistol wears down all pistols of that type, whether it’s an antique sidearm or a brand-new model fresh from a Neon vendor.
————– Using a shotgun degrades every scattergun in your arsenal.
————– So forth and so on
________________________________________________________________________________________________
::: ECONOMY ADDITIONS :::
________________________________________________________________________________________________
The Economy system has been supplemented with new and enhanced elements.
[ ::: CONTRABAND SMUGGLING v2.0 aka SMUGGLING CONTRABAND – NOW A REAL BUSINESS ::: ]
The smuggling system has been reworked to make it more immersive and challenging.
Here are the full description together with new features.
Smuggling isn’t just “sell and forget” anymore. Now it’s a mini-game of stealth, strategy, and suspicious deals.
Contraband items have received some love and an increased value. Selling contraband is now much more profitable in big cities. Each big city has its own contraband sell multiplier.
Aurora as a contraband item is more profitable outside of Neon City and can be sold at much higher price (time to travel!).
To successfully offload your hot goods:
————– Carry contraband directly on your character.
————– Avoid security patrols – get too close and you might trigger a scan!
————– Unlock & use Scanner-Jammer Spray via science research to hide from those pesky detectors.
————– Find the right shady NPC and choose “Smuggle Contraband” – no more dumping stuff on random merchants.
Contraband won’t show up in standard trade menus anymore.
Aurora is the exception, but it sells for less via regular trade.
Reputation
————– High reputation? You’ll pass by guards like space royalty – fewer scans, less heat.
————– Low reputation? Expect more scans, more trouble.
————– Also, with the “Deception” perk, every rank makes your contraband even more profitable. Because lying should pay off.
[ ANTI-EXPLOIT MEASURES ]
No more cheesy tactics:
————– Contraband (except Aurora) can’t be dropped from your inventory. You can only transfer it between containers – no tossing drugs on the floor to dodge the law.
————– This change is intended to prevent exploits where players would “cheese” the system by throwing or transferring contraband right in front of guards to avoid detection and arrest.
[ SUMMARY ]
This feature is for you if:
————– Smuggling should feel like a proper space pirate activity
————– You love the thrill of sneaking past patrols with pockets full of illicit goodies
[ ::: LANDING FEES IN SETTLEMENTS ::: ]
From bustling megacities to remote outposts, touching down is no longer free.
————– Landing fees vary depending on the settlement, your ship’s specifications – such as Class and Mass – and your reputation across the galaxy.
————– Charges are automatically deducted upon landing, provided you have enough credits or manually with ship technician / Starview tablet (read in details below)
————– Attempting to land without sufficient funds or pay not on time will result in an immediate fine and a stern notice from the local port authority.
————– Until the fine is settled, your flight privileges will be revoked – no ships, no departure. Delays are costly: every 8 in-game hours, the fine increases by 9%.
————– You can check the landing fee for any settlement via the Starview Tablet under the “Check Landing Fees” section. Fines, if any, can also be paid from there – the sooner, the better.
Mode: Immersive
Upon landing at any inhabited settlement, you must manually pay the landing fee via your ship’s technician or through the StarView tablet. You have 1 in-game hour to complete the payment (essentially free parking time).
If the fee is not paid within the allotted time, you will receive a notification and an additional fine, which can also be settled through the ship’s technician or the StarView tablet.
Mode: Automatic
Upon landing at any inhabited settlement, the landing fee is deducted automatically. If you land with insufficient funds, you will receive a notification and a fine.
The fine will be automatically deducted as soon as sufficient credits are available in your account.
(!) If Spaceship Systems disabled, Starview tablet will not be available. In this scenario settling payments can be possible only with technician. Or just choose Automatic mode.
Settlements falling under this system:
————– Akila
————– Cydonia
————– Dazra
————– Gagarin
————– Hopetown
————– Neon
————– New Atlantis
————– New Homestead
————– Red Mile
[ ::: COSTLY OUTPOSTS ::: ]
Building an outpost is a serious matter. And that means it requires serious investment as well.
From now on, every outpost beacon you build will cost you a pretty penny.
It is not a walk in the park as before. Now you must earn the right to build.
————– The cost of placing up an outpost beacon depends on your reputation and “Commerce” perk.
————– Base cost without any influences is 100k credits.
————– The higher your reputation, the cheaper it will cost to set up an outpost, and vice versa.
————– Removing the beacon will return back invested credits.
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::: ENVIHAZARDS EXPANSION – Rare Phenomena :::
________________________________________________________________________________________________
The Envihazards system has been supplemented with new elements.
[ ::: RARE PHENOMENA ::: ]
Solar Flares:
Unstable oscillations from a local star release bursts of electromagnetic radiation and particle storms.
————– Causes EM shock, health damage, and HUD/interface flickering.
————– Mechanical enemies like robots and turrets will be temporarily disabled.
————– Affects everyone in open space – hide under roofs, ceilings, or inside structures.
————– Can occur only on planets with weak or no magnetosphere, and only during daytime.
Crystalline Frost:
A rare phenomenon in which the planet’s temperature drops to critically low levels, causing deadly and unbearable frost.
————– ?auses all targets on the surface to take continuous freezing damage.
————– Affects everyone in open space – hide inside structures or sealed environments.
————– Can occur only on planets with extremely low temperatures.
Shattering Blaze:
A rare phenomenon in which the planet’s temperature jumps to critically high levels, causing everything in its path to burn
————– Causes all targets on the surface to take continuous fire damage. Sprinting makes it even worse.
————– Affects everyone in open space – hide inside structures or sealed environments.
————– Can occur only on planets with extremely high temperatures.
Agrophonic Resonance:
An anomalous planetary energy flow that boosts biological productivity.
————– Plants yield extra crops but may cause poisoning when harvested.
————– Only possible on planets with an active atmosphere and flora.
Extraction Tempest:
A localized gravitational shift that fractures rock and resource deposits.
————– Mining, gas, liquid, and extractor yields are greatly increased.
————– After each quake, all resources drop to the ground – pick them up fast, or they vanish in seconds.
————– Occurs only on planets with an active atmosphere.
The Absorption Cycle:
A phase of anomalous fauna behavior.
————– All creatures become more aggressive and dangerous, but drop extra resources when killed or harvested.
————– Occurs only on planets with active atmosphere and fauna.
Additional Notes:
————– If a planet meets the requirements for multiple events, time and RNG will determine which one happens.
————– Each event has a preparation phase and lasts for several minutes.
————– Don’t wait for them – play normally. Your HUD will alert you when an event is incoming.
_______________________________________________________________________________________________
::: GRAV JUMP WORMHOLE SEQUENCES :::
________________________________________________________________________________________________
Added several variations of wormhole sequences that will play randomly when grav jumping.
They were all free resources with slight edits from my side. So why let good things go to waste ?
Works very well with enabled “bLoadingScreenOptionsWhiteScreenAfterGravJump=1” in Starfield Engine Fixes – SFSE by LarannKiar
________________________________________________________________________________________________
::: MUCH MORE COMPREHENSIVE TUTORIAL MANUAL :::
________________________________________________________________________________________________
The tutorial pages have been completely redesigned. Errors have been corrected, additional information has been added, and the writing style has been changed to make it easier to read and understand.
Tutorial pages can be found as always in ESC >>> HELP >>> STARVIVAL
================================================================================
TWEAKS & CHANGES
================================================================================
:::AFFLICTIONS:::
———- Added several difficulty presets and options to the configuration book. From vanilla experience to a pure Nightmare. Pick your poison.
:::BASIC NEEDS:::
———- Streamlined calculations for sleep/wait event. Removed some minor functions.
———- Being on hazardous/dangerous planets now affects Self-Control as well.
:::CONTRABAND SMUGGLING:::
———- Smuggling multipliers in conf. book now work intuitively.
:::COMBAT STAGGER:::
———- Separated effects for NPC and Environment/Other damage source. The latter one has significanly lower camera shake effects and can be toggled ON/OFF as well. Now effects can be triggered by being hit from NPC only or by both.
———- Made additional checks to avoid inappropriate Combat Stagger activation.
:::ENVIHAZARDS:::
———- Significanly lowered SOAK damage from extreme planets and weather. You still need to be prepared, but it is more bearable now.
:::SPACESHIP SYSTEMS:::
———- Removed Engine Power Bonus (green pip) from crew piloting skills. It didn’t play as intended with the fuel system.
———- Minor Tweak to grav drive spooling phase. Decreased spooling time on all occassions.
:::WEAPON HANDLING & O2 CONTROL:::
———- Melee Attacks now use oxygen as well. The less oxygen, the less damage you inflict in melee.
:::BOOSTPACKS NEED FUEL:::
———- From now on this feature should play more reliably with mods that change “Boostpack Training” & “Boost Assault Training” perks
———- Now it uses own “boost & hover blocking” perks and effects without making necessary changes to the vanilla perks.
:::MISC:::
———- Starvival effects in the player status menu now show exact values instead of approximate ones. Greatly optimized spell effects and elimnates stutter in DataUI in some circumstances.
———- Added Tesla Grenades with similar functionality like Tesla Pylons. Both can instantly disable robots and turrets for some time.
———- Legendary Tesla Effect and tesla weapon modifications can disable robots and turrets as well, in same vein as Tesla Grenades/Pylons but with 15% chance.
———- Configuration tablet now has craftable version for outposts and uses as activator item. Can be found in the Misc section of workshop menu.
———- Configuration tablet is not QUEST item anymore, so it can be removed freely. Lost one can be retrieved via Craftable Version | Conf.Tablet >>> Debug >>> ADD SETTINGS TABLET
================================================================================
BUG FIXES
================================================================================
:::BASIC NEEDS:::
———- Captain’s lunch box with enabled AutoNeeds now works properly.
:::ENVIHAZARDS:::
———- Settings in the configuration book now should properly apply after exiting the book.
:::SPACESHIP SYSTEMS:::
———- Added additional checks to prevent negative fuel values in some scenarios after modifying the ship.
———- Fixed calculation of spare parts when resolving malfunctions.
———- Added additional checks to prevent a rare issue when Grav Jumps can trigger twice in a row or when inappropriate.
:::COMBAT STAGGER:::
———- Fixed “Empath” triggering combat stagger effects.
:::CHAMELEON / CONCEALMENT EFFECTS:::
———- Chameleon and Concealment invisibility effects now should proper work on NPC and player.
———- NPC with Chameleon Equipment or Concealment skill (like Andreja) doesn’t trigger invisibility effect on the player.
:::TAKEDOWNS & EXECUTIONS:::
———- Fixed points banking and meter filling.
Version 10.8.0
UPDATE PROCEDURE:
—————–
[+] Just overwrite.
================
FEATURES
================
/////////////////////////////////////////////////////////
LAW & ORDER: Criminal Scum Exchange
/////////////////////////////////////////////////////////
Sergeant Yumi from New Atlantis and Booth from Cydonia now offer a new job offering. For each exchange of a living criminal scum from Crimson Fleet, Spacers, Ecliptic or Va’ruun factions, they will reward you with credits and for especially dangerous scum – random legendary equipment.
Consider their offer as an additional source of income.
How To Start:
————-
1) Activate “Law & Order” menu. Prompt will appear by looking at the named officers.
2) Buy some “Capture Containers”.
3) Stun (not kill) an enemy NPC from the named faction by using EM weapon, gas/sleep mine/grenade, concealment skill or other non-lethal option.
4) Put enemy npc into “Capture container” by activating “Capture & Send To Cargo Hold” prompt. “Capture containers” must be in the player inventory to make option appear.
5) Captured NPC and all items will be auto-delivered to your homeship cargo hold.
6) Go back to one of the officers and claim your hard earned reward.
Notes:
[+] Bounty targets from mission boards are more profitable, as capturing them not only net you a mission board reward but also give the opportunity to turn them in to the authorities for additional reward.
[+] Amount of credit reward depends on the faction the criminal belongs to.
[+] With activated “Reputation” feature, amount of credit reward depends on your reputation level and capturing criminals will give some small amount of reputation.
[+] With activated “Fame” feature, capturing criminals will give some small amount of fame as well.
Feature can be toggled ON/OFF with conf. book >>> Systems >>> Law & Order
Feature can be tweaked with conf. book >>> Tweaks >>> Law & Order
/////////////////////////////////
SPACESUIT PENALTIES
/////////////////////////////////
While being equipped with spacesuit, backpack and space helmet your movement speed, reload speed, O2 Regen Rate, CO2 Degen Rate and Jump Height will be reduced.
[+] Spacesuit and backpack stand for a movement speed, reload speed and jump height penalty.
[+] Helmet stands for a O2 regen rate and CO2 degen rate.
[+] Taking off a helmet removes O2 Regen and CO2 degen penalty.
[+] Taking off a spacesuit and backpack removes movement speed, reload speed and jump height penalty.
Now there will be a small reason to unequip them from time to time.
Feature can be toggled ON/OFF with conf. book >>> Systems >>> Spacesuit Penalties
Feature can be tweaked with conf. book >>> Tweaks >>> Spacesuit Penalties
////////////////////////////
COMBAT STAGGER
////////////////////////////
Hits inflicted to your character have much more visual feedback and can cause stagger effects that briefly cancel your actions.
Crouching is now better choice as it makes character resistant to “On Hit” stagger effects.
Feature can be toggled ON/OFF with conf. book >>> Systems >>> Combat Stagger
Feature can be tweaked with conf. book >>> Tweaks >>> Combat Stagger
////////////////////////////////////////
ADVANCED COMBAT SLIDE
////////////////////////////////////////
As you know with “Gymnastics” perk your character can unlock slide maneuver. Looks nice but it is pretty useless, especially when playing in the first person view.
With Advanced combat slide feature it will shine like never before. Now when performing a slide you can knockdown human npc and make them completely stunned.
[+] Performing a slide maneuver during active combat will knockdown the human target, but after a few seconds it will get up again and continue the fight.
[+] Performing a slide maneuver outside of combat on a unsuspecting human target will completely incapacitate it. If you hit such an NPC again, he will wake up.
[+] Performing a slide maneuver on a creature or robot will stagger them instead.
[+] Slide maneuver is not free and cost 30% of oxygen to pull it off.
[+] Fixes 1st person slide behavior. Now character slides properly as expected. Other mods that change “1stperson_sneak.agx” need merge-patch to make full compatibility.
Feature can be toggled ON/OFF with conf. book >>> Systems >>> Advanced Combat Slide
Feature can be tweaked with conf. book >>> Tweaks >>> Advanced Combat Slide
///////////////////////////////////
ADVANCED GRAV DASH
///////////////////////////////////
Again, same story as with slide ability. Grav dash is quite underwhelming power. It looks cool but does almost nothing interesting in the end.
With Advanced Grav Dash feature it becomes more combat oriented, works as a ram and inflicts health damage.
All vanilla features intact, nothing removed.
[+] Performing Grav Dash will knockdown everyone around in small radius and inflict 20% of health damage.
[+] Increased cost: vanilla 15 | modded 25
Feature can be toggled ON/OFF with conf. book >>> Systems >>> Advanced Grav Dash
Feature can be tweaked with conf. book >>> Tweaks >>> Advanced Grav Dash
(!) Knocking down big creatures can look goofy, decided to left as it is.
===================================
Some notes:
[+] Advanced Grav Dash & Advanced Combat Slide features use slow motion effects for visual feedback.
Sometimes knocking down targets can make them fly away after slow motion ends. It is an engine issue and a pretty old one.
If this bothers you a lot, then just disable Slow Motion FX in the configuration book or make slow motion less powerfull.
Conf. book >>> Tweaks >>> Advanced Grav Dash
Conf. book >>> Tweaks >>> Advanced Combat Slide
=================================
TWEAKS & CHANGES
=================================
::: AMMO WEIGHT :::
————————————————-
* Removed posibility to change ammo weight with configuration book. Left increased ammo weights values in ESM.
The function was removed because it caused confusion due to the fact that containers did not take into account the changed weight and took into account only the data from the ESM.
::: BASIC NEEDS: SELF-CONTROL :::
————————————————-
* Losing self-control while NEEDs don’t meet a safe threshold is slightly lowered.
* Losing self-control while in active combat is slightly lowered.
::: CREW MORALE :::
————————————————-
* “StarTeam” status menu can be toggled ON/OFF with Crew Morale Analyze Station.
::: SUBROUTINES INSTALLING :::
————————————————-
* To hack a robot and get access to a subroutine installation you now need to complete “Security” minigame. 3 Digipicks will be used same as before though.
::: SPACESHIP SYSTEMS :::
————————————————-
* Shield OnHit visual effects can be toggled ON/OFF in conf. book >>> Tweaks >>> Spaceship Systems >>> Other >>> SHIELD OnHIT FLICKER VFX
* Added adjusters for malfunction repair costs. Can be found in conf. book >>> Tweaks >>> Spaceship Systems >>> Repair Cost
* Added adjusters from malfunction thresholds and chances trigger. Can be found in conf. book >>> Tweaks >>> Spaceship Systems >>> Malfunctions
* Slightly tweaked some code for Cassiopeia support.
(!) For the time being, don’t enable (if enabled then toggle it off in the conf. book >>> Tweaks >>> Spaceship Systems >>> Other) Cassiopeia Support for the recent version of Starvival with Enabled Spaceship Systems. Until LarannKiar updates Cassiopeia Papyrus Extender for newest version of Starfield.
::: SVF: COMPATIBILITY PATCH :::
————————————————-
* Updated for the recent changes in SVF. Basically it is a same patch as in SVF by Rux616. You can use patch from Starvival or from SVF it doesn’t matter.
=================================
BUG FIXES
=================================
::: ROVER SYSTEMS :::
————————————————-
* Mass fransfering items from the trunk to cargo hold now shows correct values, if cargo hold doesn’t have enough space.
::: CONTEXTUAL TAKEDOWNS :::
————————————————-
* Fixed instances when non-lethal takedowns could kill instead.
::: BOMBS & POISON PLANTING :::
————————————————-
* Companions now excluded from the list.
Version 10.5.8
UPDATE PROCEDURE:
—————–
[+] Just overwrite.
================
TWEAKS & CHANGES
================
////////
MISC
////////
[+] After turning ON the mod, the screen will go to “Fade to Black” for a while and the character controls will be disabled. This was done so that all systems would start up as expected and the player could not screw up their launch. Same goes for turning mod OFF.
[+] After disabling mod from the gameplay menu, it can be toggled ON again without reinstalling.
Note: Despite availability to toggle ON/OFF mod from gameplay menu it is still intended to disable it only for fully uninstalling and removing it from load order. For other instances please use configuration book.
=========
BUG FIXES
=========
///////////////////////////////
REPUTATION & FAME
///////////////////////////////
[+] Corrected some notification popups and descriptions.
Version 10.5.7
UPDATE PROCEDURE:
—————–
[+] Just overwrite.
=========
BUG FIXES
=========
////////////////////////////////
SPACESHIP SYSTEMS
////////////////////////////////
[+] Starfarer mode now should properly disable and remove “Invisible” contraband when toggling it off in the configuration book.
[+] Fixed minor inconsistency with ship name in Maintenance Terminal and Starview. Now it checks name only for active homeship.
//////////////////////////
ROVER SYSTEMS
//////////////////////////
[+] Fixed “Enviro Dome” module not working under hazardous weather but on a safe planet.
////////////////////////////
ENVIRO-HAZARDS
////////////////////////////
[+] Fixed “Environment Conditioning” Rank2 check for Atmospheric Pressure.
Version 10.5.6
UPDATE PROCEDURE:
—————–
[+] Just overwrite.
================
TWEAKS & CHANGES
================
///////////////////////////////////////////////////
SPACESHIP SYSTEMS: Maintenance
///////////////////////////////////////////////////
[+] Unique manufacture items now can be crafted at the industrial workbench. Before they were only purchasable from technician.
/////////////////////////////////////////
CONTRABAND SMUGGLING
/////////////////////////////////////////
[+] Removed jibberish / spoiled contraband as a feature. Was too goofy and wasn’t make any sence.
////////
MISC
////////
[+] Cleaned the plugin. Removed redundant and temporary records.
Version 10.5.5
UPDATE PROCEDURE:
—————–
[+] Just overwrite.
================
TWEAKS & CHANGES
================
////////
MISC
////////
[+] Removed “BlueprintShips-Starfield.esm” dependancy from the “Starvival – Immersive Survival Addon.esm”
=========
BUG FIXES
=========
////////////////////
BASIC NEEDS
////////////////////
[+] Excluded NEEDs depletion in “InScene” conditions to avoid instant (full) depletion in some vanilla quests (Example: Sabotage quest, surgery scene) that use time skip, which can lead to a character death, especially with enabled Self-Control feature.
Version 10.5.3
UPDATE PROCEDURE:
—————–
[+] Just overwrite.
================
FEATURES
================
///////////////////////////////
AMMO BREAKDOWN
///////////////////////////////
[+] If you have a lot of ammo laying without use, you can disassemble it on the industrial workbench for resources. Breakdown recipes unlocks with Ammunition 1/2/3 researches.
/////////////////////////////////////////////////
ROVER SYSTEMS: Module addons
/////////////////////////////////////////////////
Technicians now sell a couple of new modules.
[+] “Enviro Dome” Module: after installing it in rover it will protect passengers from any (except pools and air vents) hazardous planetary environment and weather damage. While being in rover your suit protection slowly restores too.
As always there is a catch as with everything in Starvival. Enviro Dome has charge level and uses special batteries to recharge itself. They can be bought from technician as well.
Hazardous weather depletes charge significanly faster as Enviro Dome needs more power to protect from such damage.
If the charge runs out, all protection will be disabled and you will be again receiving damage from the planetary environment.
[+] “Protective Coating”: special coating that significantly protects the vehicle against external environmental factors and shots. In other words maintenance degradation will become much slower.
================
TWEAKS & CHANGES
================
//////////////////////////
ROVER SYSTEMS
//////////////////////////
[+] Planetary hazardous environment and weather now affect vehicles maintenance degradation.
[+] Installing modules now doesn’t show message boxes anymore. Instead all descriptions transferred to items card box.
Version 10.1.5
================
UPDATE PROCEDURE
================
[+] Just overwrite.
================
TWEAKS & CHANGES
================
////////////////////////////////
SPACESHIP SYSTEMS
////////////////////////////////
[+] Emergency Repair Bots activate more reliably. Removed posibility to activate them manualy and added slight cooldown.
[+] Stops fuel and maintenance systems when piloting UC Ship Simulator.
[+] Jasmine Durand (Crimson Fleet Technician) and Dumar Hasadi (Shattered Space Technician) now have options for restock and refuel.
Dumar Hasadi has full kit of options for spaceships and vehicles. Jasmine Durand has options only for spaceships. New dialogue options don’t have voice over because of tech reasons, not a big deal.
///////////////////////////////
REPUTATION & FAME
//////////////////////////////
[+] Significantly lowered reputation loss when aiming at NPC.
[+] Cheer and cower idles now happen only on citizen and guard actors. This was done to avoid any comical interference with quests and scenes.
[+] If you are sided with Crimson Fleet killing United Colonies, Freestar, Neon or Dazra NPC will give you significantly less self-control damage and reputation lose.
Killing own members of the Crimson Fleet faction will give you more self-control damage and significanly less reputation gain.
=========
BUG FIXES
=========
////////////////////////////////
SPACESHIP SYSTEMS
////////////////////////////////
[+] Fixed “Fuel Of Problems” not bringing Maitenance Kits and Emergency Repair Bots.
[+] Fixed incorrect data values in repair message boxes in some circumstances.
///////////////////////
ENVI HAZARDS
//////////////////////
[+] Fixed broken Weather Hazards Values in the configuration book.
/////////////////////
BASIC NEEDS
/////////////////////
[+] “StarNeeds: Status Monitor” item should properly be added back after use, was bug with addiction message box which is also fixed now.
Note: Fix is not retroactive. Whoever got caught by this bug, should use a save prior this bug.
////////
MISC
////////
[+] Invisibility outro visual effect from “Concealment” skill should now be correctly removed from the character.
Users caught by this issue can fix this with Conf. Book >>> Debug >>> UNSTUCK VISUAL EFFECTS
Version 10.1.0
UPDATE PROCEDURE:
————————-
If you are using Spaceship Systems, make sure you are not using your ship in any way. It is also recommended not to be on board.
Also if you have any fabricators that produce Interstellar Batteries you need to remove them from all outposts. Reasons are below.
================
TWEAKS & CHANGES
================
////////////////////////////////
SPACESHIP SYSTEMS
////////////////////////////////
This is THE meat of this update. Space Systems have been thoroughly revised, improved (i hope) and in some cases simplified.
Major and key changes:
————————-
Fuel & Maintenance Systems >>>
[+] Fuel and Maitenance systems now compatible with non-vanilla ship / parts from other mods out of the box, no patches needed, you can remove them. Yes, it just works.
[+] Fuel System now utilizes only one type of fuel item for flights and Grav Jumps – “He-3 Compressed Fuel”. “Interstellar Batteries” were removed entirely, so as “Interstellar” Fabricators.
[+] Astrodynamics perk now reduces fuel consumption during flight.
[+] Increasing power with every pip in grav drive doesn’t increase jump cost anymore. It only affects maintenance now.
[+] In combat, when ship takes damage without any active or depleted shields, its maintenance also reduces.
[+] Ship Parts item significantly reduces hull (Ships Health) repair, but recharges ship shields instead, which makes this item more effective in combat.
Change was needed to make player lean more on repairing ship with maitenance kits / Spaceship Service.
[+] “Fuel Of Problems” crew now also delivers 3 maintenance kits and 2 Emergency Repair Bots.
[+] Spaceship Maintenance Kits doesn’t fully restore ships maintenance level as before. Instead each use restores only 20% and can’t go above 75%. If ships maintenance goes below 30%, you will not able to use maintenance kits.
This was done to make Technicians more worthy and better solution for repairing ship.
Some notes about maintenance system
——————————————
In order to make “Spaceship Systems” fully compatible with ships and ship parts from other mods, the maintenance system had to be slightly changed.
The “Maintenance” parameter is now divided by reactor class and interchangeable for all ships.
In other words, if you fly a ship with a class “A” reactor, and then change to another ship with a reactor of the same class, it will take the value of the “Maintenance” parameter from the previous ship.
The same applies to repairs. If you repair a ship with a class “A” reactor, then all existing ships of the same class will be automatically repaired.
I think this is a fair price to significantly increase compatibility.
Travel >>>
[+] You will no longer be able to jump from the end of one part of the galaxy to another directly to the city or settlement. You will have to travel whole way from system to system. So if you are far away from civilization, be prepared.
To make this work, an invisible and weightless contraband adds to the player inventory, which is then removed at the moment of scanning or when player arrives in settled system.
(!) In rare circumstance when selecting landing spot while being blocked from landing in a city or settlement, message about “YOU HAVE CONTRABAND” may appear, just ignore it (assuming that you don’t have REAL contraband ofcourse)
Cassiopeia support >>>
[+] Cassiopeia Papyrus Extender – https://www.nexusmods.com/starfield/mods/10896, thanks to LarannKiar and Cassiopeia trickery, grav jump fuel consumption now fully utilizes values from starmap.
In situations when it is not possible to take values from starmap, static value will be taken instead.
To enable Cassiopeia support (By Default it is OFF), you need to install Cassiopeia Papyrus Extender from the link above, then enable support in the configuration book >>> Spaceship Systems >>> Other >>> Cassiopeia
Without Cassiopeia, grav jumps will use static value for every jump instead.
Misc Changes:
————-
[+] He-3 Compressed Fuel item now uses more appropriate model.
[+] Critical level of maitenance ~30% triggers visual FX. Ship will make ka boom boom brrrrbrrr ka boom boom.
[+] Removed all functions from Adventure Mode that i thought would be zuuppaa cooolaaa to have, except Travel.
Now it works again strictly as a workaround to finish quests that require to use other ships or other situations when Traveling should be possible. Basicaly it restores back vanilla traveling behavior. Enable it only when it is truly needed.
[+] Removed all fuel consumption modes except Advanced (Default) and Static-Manual.
////////////////////
BASIC NEEDS
////////////////////
[+] Only low quality, cheap or fast-food type food / drinks can poison you. Healthy, expensive and restaurant type food / drinks doesn’t have such “bonus”.
[+] Drastically lowered self-control damage from kills.
[+] Slightly lowered self-control from low quality, cheap or fast-food type food / drinks.
[+] Consuming strong Alcohol like in example whiskey or vodka, temporarily stops losing self-control in combat situations.
=========
BUG FIXES
=========
ROVER SYSTEMS
——————–
[+] Fixed L.V.T Grenade not spawning vehicle because of lost alias.
[+] Added some additional checks to properly reset vehicle alias.
BASIC NEEDS
—————
[+] StarNeeds: Status Monitor item should properly be added back after use.
//////////////////////////////////
COMPATIBILITY PATCH
//////////////////////////////////
[+] Added Compatibility Patch for “Ship Vendor Framework”
Version 10.0.0
UPDATE PROCEDURE:
—————–
[+] Despite the fact that it is a quite thick update, you still can simply overwrite files to v10.0.0 and it will be enough to continue your journey.
Though with everything that implemented here, it will be better to start New Game or NG+ for better experience.
Reminder: all info about new features can be also found in the ingame manual. Main Menu >>> Help >>> Starvival
(!) Shattered Space Compatibility Patch removed.
Starvival REQUIRES Shattered Space DLC to be installed, otherwise will not load.
================
FEATURES
================
=======================
CONTEXTUAL TAKEDOWNS
=======================
Vanilla “Concealment” skill now has additional functionality. While being undetected you can instantly takedown NPC human enemies lethaly or non-lethaly.
In gamewise perspective there is no point to use non-lethal approach, this is true.
Although, this update is accompanied with “Self-Control” system which highly tied to a NPC killing and other activities. Don’t forget to read about it below.
[+] All melee weapons takedown enemies ONLY lethaly. Sadly, game doesn’t have any blunt weapons, which is a bummer.
[+] Fists (Unarmed), pistol or rifle takedowns can be lethal or non-lethal. Non-lethaly takedowned NPC can be looted.
(!) When triggering takedowns try to always keep your aim on the enemy, otherwise you can miss and loose precious execution point.
To make this system not overpowered, takedowns use execution points. And can alert enemies in close proximity.
[+] 1 Takedown = 1 execution point
Execution points gained by killing enemies.
[+] 10 (5 with “Concealment” Rank4) Killed enemies = 1 execution point
Perk Influence:
———————–
“Concealment” perk now has additional effects
— Rank1: You can now bank 2 execution points in total and takedown human enemies from melee range, lethaly or non-lethaly.
— Rank2: You can now bank 3 execution points in total.
— Rank3: You can now bank 4 execution points in total.
— Rank4: You can now bank 5 execution points in total. Acquiring Execution Points becomes much faster.
(!) Execution points can be checked in the Player Status Menu.
====
FAME
====
Fame is a general indicator of your merits, responsible for various rewards.
Fame cannot be reduced or lost in any way, which means there is nothing to fear for the methods of obtaining it.
No matter what you do, it can only grow upward. Increasing fame is a relatively long process. Just play normaly and don’t rush.
Once you reach the maximum rank, you can reset the counter for a fee and start over again.
Overview was added to the in game tutorial manual >>> ESC >>> Help >>> Starvival: Reputation & Fame
Basics:
——————
[Fame increases by]:
[+] Surveying planets
[+] Crafting Items
[+] Completing Researches
[+] Buying & Selling Spaceships
[+] Completing Main & Faction Quests
[+] Killing creatures and NPC
[+] Destroying spaceships
[ FAME TABLE ]
-100-(Golden Nugget)>> +100000 Credits, +3 Skill Point. Legendary Rank-3, Highest Tier Spacesuit Set
–90-(Star Citizen)>>>>>> +90000 Credits, Science Starbox
–80-(Revered)>>>>>>>>> +80000 Credits, +1 Skill Point
–70-(Exemplary)>>>>>>> +70000 Credits, Military Starbox
–60-(Gunslinger)>>>>>>> +60000 Credits, +1 Skill Point. Legendary Rank-3 Highest Tier Ranged Weapon
–50-(Mercenary)>>>>>>> +50000 Credits, Industrial Starbox
–40-(Recognizable)>>>>> +40000 Credits, +1 Skill Point
–30-(Dustmaker)>>>>>>> +30000 Credits, Pharmaceutical Starbox
–20-(Well Dweller)>>>>>> +20000 Credits, +1 Skill Point, Legendary Rank-3 Highest Tier Melee Weapon
–10-(Tumbleweed)>>>>>> +10000 Credits, First Aid Starbox
—0-(Nobody)>>>>>>>>>> A simple man without any significant merits.
(!) Fame Rank can be checked in the Player Status Menu or by using “StarNeeds: Status Monitor” consumable item.
==========
REPUTATION
==========
Reputation is a system that will track your character’s recognition and will apply bonuses or penalties depending on your actions.
A character with low reputation is not welcome in big cities. From time to time, people will shy away from or shoo you off, duck in fear, and with some chance, will definitely report you to the guards.
The lower your reputation level, the higher the chance of this happening.
On the other hand, people around the character with high reputation, will be cheerful towards him, behave happy and sometimes send small and humble presents.
Building up reputation is a relatively long process, though loosing it is a lot faster.
Overview was added to the in game tutorial manual >>> ESC >>> Help >>> Starvival: Reputation & Fame
Basics:
——————
[Reputation increases by]:
[+] Catching bounty citizens, Completing Bounty Quests from Mission Boards and Trackers Alliance Headquarters (Compatibility patch in the archive)
[+] Buying & Selling Spaceships
[+] Killing creatures and NPC from Hostile factions
[+] Destroying spaceships from Hostile factions
(!) Hostile Factions: Ecliptic, Crimson Fleet, Spacers, VaRuun
[Reputation Decreases by]:
[+] By Being in jail
[+] Aiming at friendly/City Guards NPC in close proximity
[+] Canceling Bounty Quest from Mission Board or Failing Bounty Hunting Events.
[+] Killing creatures and NPC from peaceful factions
[+] Destroying spaceships from peaceful factions
(!) Peaceful Factions: United Colonies, Freestar Collective, Neon City, Dazra City
(!) Messing around with guards by pointing them your weapon, can cause them open fire
[Reputation Cleansing]
[+] For some fee you can cleanse your reputation by +5 points, if it lower than “Blank Slate” rank. You can’t cleanse your reputation higher than “Blank Slate” rank (see reputation table).
Reputation can be cleansed with “Self-Service Bounty Clearance” terminal.
[ REPUTATION TABLE ]
-100-(Legendary Starlord)> 35% discounts in all stores, +70% Fame Increase, +30% Affinity Gain, +130% rewards from Bounty Hunting Events.
–90-(People’s Favorite)>>> 25% discounts in all stores, +50% Fame Increase, +20% Affinity Gain, +90% rewards from Bounty Hunting Events.
–80-(Messiah)>>>>>>>>>> 20% discounts in all stores, +40% Fame Increase, +15% Affinity Gain, +70% rewards from Bounty Hunting Events.
–70-(Seasoned)>>>>>>>>> 15% discounts in all stores. +30% Fame Increase, +10% Affinity Gain, +50% rewards from Bounty Hunting Events.
–60-(Approved)>>>>>>>>> 10% discounts in all stores, +20% Fame Increase, +5% Affinity Gain, +30% rewards from Bounty Hunting Events.
–50-(Blank Slate)>>>>>>>> None, as nobody knows you.
–40-(Heatleech)>>>>>>>> +10% price increase in all stores, -20% Fame Increase, -5% Affinity Gain, -20% rewards from Bounty Hunting Events.
–30-(Outcast)>>>>>>>>>> +15% price increase in all stores, -30% Fame Increase, -10% Affinity Gain, -40% rewards from Bounty Hunting Events.
–20-(Stardust)>>>>>>>>> +20% price increase in all stores, -40% Fame Increase, -15% Affinity Gain, -60% rewards from Bounty Hunting Events.
–10-(Hateful Person)>>>> +25% price increase in all stores, -50% Fame Increase, -20% Affinity Gain, -80% rewards from Bounty Hunting Events.
—0-(Most Wanted)>>>>>> +35% price increase in all stores, -70% Fame Increase, -30% Affinity Gain, -90% rewards from Bounty Hunting Events.
(!) Mission Boards: note that you have to complete old quests on your mission board to refresh the board with new quests with improved rewards, or wait till the mission board finds new job offers.
(!) Reputation Rank can be checked in the Player Status Menu or by using “StarNeeds: Status Monitor” consumable item.
==============
SELF-CONTROL
==============
Self-control shows how well the character is put together.
A character with high self-control has no stress and acts very collected, in other words, does not have any penalties.
On the contrary character with low self-control starts to have detrimental effects, which could lead even to death.
Overview was added to the in game tutorial manual >>> ESC >>> Help >>> Starvival: Basic Needs
Basics:
——————
[The character’s self-control begins to be lost when]:
[+] NEEDs decreases starting from a certain threshold
[+] When using unhealthy, simple or cheap food and drinks
[+] During combat
[+] By Killing Human NPC.
[+] Destroying Spaceships
(!) NPC that were stunned or takedowned non-lethally, don’t do any damage to your self-control.
Killing NPCs & Destroying Spaceships:
——————
Members of different factions have their own damage value in relation to your self-control.
Killing members or destroying spaceships from friendly factions will cause much more damage to your character’s self-control than killing hostile ones, such as the Crimson Fleet or Spacers.
(!) Peaceful Factions: United Colonies, Freestar Collective, Neon City, Dazra City
(!) Hostile Factions: Ecliptic, Crimson Fleet, Spacers, VaRuun
Effects:
——————
[Self-control]
[81-100]: You feel confident and very collected.
[61-80]: Stress is gradually starting to kill you. -10% Aim Stability, -10% Reload Speed, Slight Tremor In Hands While Aiming. It becomes more difficult to restore needs.
[41-60]: You need to calm down and come to your senses. -20% Aim Stability, -15% Reload Speed, Significant Tremor In Hands While Aiming. Needs restoration becomes significanly harder.
[1-40]: You are mentally and physically exhausted. If you don’t take any action, you will die soon. -75% Aim Stability, -25% Reload Speed, Unbearable Tremor In Hands While Aiming and Occasional Staggers, that could lead to a disarm. Needs restoration becomes almost zero to none.
[0]: Death
Preventatives:
——————
Self-control can be restored:
[+] By using “Heart+”. Self-control builds up very slowly during the work of consumable.
[+] By sleeping in a bed. The more you sleep, the faster self-control restores.
[+] By drinking an alcohol. Alcohol restores concrete amount of self-control but instantly.
[+] “BattleUp” can temporarily remove detrimental effects of low Self-control, except death.
[+] [Optionally, will be added soon] By doing exercises on mats and gym stations. “StarGym – One More Rep” mod must be installed, https://www.nexusmods.com/starfield/mods/12530
(!) Trying to use alcohol while being too drunk (<75%), will decrease self-control instead of restoring it. [Example] Beer gives +5 Self-control and +15 drunkenness per usage. ---------------------------------------------------------- Using 4 bottles will net you +20 self-control and +60 drunkenness. Using another one after and so on will loose you -5 self-control each time instead of restoring. Because you already have 60 drunkenness points, and the next bottle will give you another +15, which will exceed the threshold. Calculation checks the final points of drunkenness meter. ========================= DRUNKENNESS & HANGOVER ========================= Alcohol in the game has useful properties, but at the same time does not bear any consequences for the player, except for getting alcohol addiction. Now the use of alcohol adds drunkenness and consequences in the form of a hangover when drunkenness effects wear off. Using alcohol also increases the level of characters self-control. This is another new system, which i assume you already read about above. Overview was added to the in game tutorial manual >>> ESC >>> Help >>> Starvival: Basic Needs
Basics:
——————
The degree of drunkenness and increase in self-control depends on the strength of the drink.
Weak alcoholic drinks such as wine or beer increase level of drunkenness and self-control less than vodka or whiskey, but they are easier to dose, avoiding strong consequences.
Strong drinks, on the contrary, are more suitable for replenishing a larger amount of self-control at once, at the cost of stronger consequences.
After drunkenness wears off, a hangover will set in.
Effects:
——————
[Drunkenness]
Drunkenness uses a scale from 0 to 100
[0-30]: between this numbers everything is fine.
[31-49]: your vision will double and blur from time to time
[50-84]: your vision will double and blur much more often
[85-100]: your vision will double and blur with much greater intensity and blackouts can happen from time to time, the character will occasionally stagger.
[Hangover]
The effects of a hangover depend on how drunk you were in the Drunkenness stage.
[1-49]: for 1 hour>>> +10% Incoming DMG, -15% Persuasion Success, -10% O2 Recovery Rate.
[50-84]: for 2 hours>>> +20% Incoming DMG, -30% Persuasion Success, -20% O2 Recovery Rate.
[85-100]: for 4 hours >>> +35% Incoming DMG, -50% Persuasion Success, -30% O2 Recovery Rate.
(!) Hangover tier that is already applied to your character, can replace itself from low to high, but not vice versa.
Preventatives:
———————
[+] Drunkenness and hangover wear off after some time by itself, after proper sleep or wait.
[+] You can slowly get rid of drunkenness with the help of “Snake Oil” consumable. Though you will still get hangover after.
[+] Hangover can be temporarily blocked by consuming alcohol or “Snake Oil” consumable.
Perk Influence:
————————
“Pain Tolerance” perk now has additional effects
— Rank1: Alcohol gives 15% less drunkenness and 10% more self-control.
— Rank2: Alcohol gives 25% less drunkenness and 15% more self-control.
— Rank3: Alcohol gives 35% less drunkenness and 20% more self-control.
— Rank4: Alcohol gives 50% less drunkenness and 30% more self-control.
=============
BIG SHOUTOUT
=============
Big thanks to user “DarkFortuneTeller” for “Dark Future – Urban Survival Gameplay” mod – https://www.nexusmods.com/cyberpunk2077/mods/16300
It is a great and much needed survival experience for Cyberpunk 2077. If you are playing Cyberpunk 2077 and eager to survive, then i strongly suggest to try “Dark Future” out.
Author implemented some cool systems in that mod, which were grew on me while playing with “Dark Future”.
I decided to implement / adapt a couple of ideas in similar way in Starvival v10.0.0, hope you like them.
================
TWEAKS & CHANGES
================
SPACESHIP SYSTEMS
———————————–
[+] Made some of the notification less intrusive.
NEEDs
————-
[+] Tweaked food and drinks stats and lists according to new additions.
CREW MORALE
————————-
[+] Greatly lowered base salary per working NPC and changed calculation formula. Formula: BaseSalary(150 by Default) * PlayersLevel * CurrentCrewCount / PerkDiscount / 1.38
This way, hiring a team at the beginning of the game will be much affordable, and at much higher levels it won’t seem too cheap either.
PerkDiscount:
———————-
“Ship Command” perk now has additional effects
— Rank1: The crew’s weekly salary is now 10% less.
— Rank2: The crew’s weekly salary is now 15% less.
— Rank3: The crew’s weekly salary is now 20% less.
— Rank4: The crew’s weekly salary is now 30% less.
ENVIHAZARDS
————————
[+] Atmospheric Pressure & Magnetosphere detrimental effects now don’t work while in cities and its surroundings.
[WEAPON HANDLING & STAMINA (O2) CONTROL]
—————————————-
[+] Reloading a weapon near hostile NPC will alert them.
[+] Slightly increased damage to all auto weapons via hidden perk, and significantly to Maelstrom & Grendel, so they could compete with other weapons.
=========
BUG FIXES
=========
MISC
———
[+] Fixed some bugs regarding consumables, effects and spells.
[+] Nano Evolving Weave doesn’t work in ship combat now.
CREW MORALE
————————-
[+] Fixed experience buff not working.
Version 9.2.1
UPDATE PROCEDURE:
—————–
[+] Just overwrite.
================
FEATURES
================
SELECTIVE JUNK RECYCLER
———————————————
By throwing junk items into this hell of a unit, you will not only get rid of their annoying company, but also receive valuable resources in return from processing the item. It’s simple!
Sadly this unit can’t process all junk items..because you know… it is S-E-L-E-C-T-I-V-E! But still it has a nice list of junk items that you can put to process.
Thanks to this system, a lot of junk items now have a purpoce. Happy scavenging!
(!) Description & tutorial added to the ingame “Help” manual.
How To Get It
———————–
1) Unlock “Selective Junk Recycler” in the outpost section of research lab.
2) Recipe will be unlocked in Workshop Menu >>> Misc
Recycling Process:
—————————–
1) Place it in outpost or spaceship
2) Look at the unit and press “Open Input Compartment” prompt
3) Place supported junk items. List can be found in the units terminal.
4) Use terminal and select the needed category.
5) Wait a second as it calculates [Available] Items and [Output] resources that you will get after processing this items.
6) Click on [Recycle]
7) Check Output container by exiting the terminal and pressing “Open Output Compartment” prompt.
Note:
(!) You also can click “( >>> ) Transfer All Supported Items To Input” inside the input container. This will transfer every supported junk item from the inventory and home ship cargo hold to the input container.
(!) Output results is the final results of what you get by recycling these items.
(!) Input container only shows supported junk items.
Unit Recharging:
————————-
Hold on, nothing goes for free here. This unit has a charge level and uses positron batteries to make things happen.
Every time when you recycle items it uses some charge.
Charge cost depends:
——————————————-
(+) On how many items it recycles
(+) What category of items it recycles
Example:
——————————————-
======== 1 Vacuum Tape = 0.15%
======== 100 Vacuum Tapes = 15%
======== 10 Plushy Toys, 10 Circuit Boards, 10 Dumbells = 2,3% + 12% + 27% = 41.25%
1) After all charge depletes, unit will notify you (the remaining charge also can be checked in the terminal).
2) You can recharge the unit whenever you want.
3) Look at the unit and press “Insert Positron Batteries” prompt. You need 3 Positron Batteries in the inventory.
4) After 30 seconds unit will unblock controls and be ready to work.
Neat Additions
———————–
[+] If you have maxed out “Security” perk, you can try to overcharge this boy and increase output even more!
[+] Items that you can recycle have information in UI.
======================================================================================================
COMPATIBILITY
======================================================================================================
[+] A lot of junk items were changed (added new necessary keywords) to play nicely with Selective Junk Recycle.
It is strongly recommended to put mod below as possible or at least below that mods which change junk items.
======================================================================================================
JUNK ITEMS LIST, Base output per item, without overcharging
======================================================================================================
——————————————————————————————————
[Vacuum Tapes]
——————————————————————————————————
INPUT: Vacuum Tapes
OUTPUT: 1 Adhesive
——————————————————————————————————
[Cosmetics]
——————————————————————————————————
INPUT: Cosmetics Supply Boxes, Skin Cream Bottles, Soap Dispensers
OUTPUT: 1 Cosmetic, 2 Lubricant
——————————————————————————————————
[Empty Packs / Bags]
——————————————————————————————————
INPUT: Pack Of Cigarettes / Smokes, Empty Chunks Packagings, Empty Coffee Bags, Empty Drink Packs
OUTPUT: 1 Membrane
——————————————————————————————————
[Iron Junk]
——————————————————————————————————
INPUT: Bolt Cutters, Bubble Levels, Chisels, Clamps, Crimping Tools, Hammers, Impact Drivers, Wrenches,
Pliers, Vice Grips, Ratchets, Staple Guns, Screwdrivers, Tape Measures, Trowels, Utility Knives, Canteens,
Steel Bottles & Cups
OUTPUT: 1 Iron, 1 Titanium
——————————————————————————————————
[Cables / Wires]
——————————————————————————————————
INPUT: High Speed Data Cables, Wire Spools
OUTPUT: 2 Gold, 3 Nickel, 3 Copper
——————————————————————————————————
[Aluminum Junk]
——————————————————————————————————
INPUT: Cafeteria Trays, Surgical Trays, Untensil Trays, Kidney Dishes, Pots, Pans, Lids
OUTPUT: 1 Aluminum
——————————————————————————————————
[Polymer Junk]
——————————————————————————————————
INPUT: Foam Cups, Food Trays, Empty Food Containers, Generic Sample Bottles, Meal Trays, Lids
Pill and Sport Bottles, Synthefoam Containers, Surgical Bowls
OUTPUT: 1 Polymer
——————————————————————————————————
[Circuit Boards]
——————————————————————————————————
INPUT: Circuit Boards
OUTPUT: 2 Palladium, 2 Silver, 2 Platinum
——————————————————————————————————
[Microscopes]
——————————————————————————————————
INPUT: Microscopes
OUTPUT: 3 Nickel, 1 Titanium, 2 Tungsten
——————————————————————————————————
[Fire Extinguishers]
——————————————————————————————————
INPUT: Fire Extinguishers
OUTPUT: 1 Structural, 1 Pressure Tank, 1 Reactive Gauge
——————————————————————————————————
[GYM INVENTORY]
——————————————————————————————————
INPUT: Dumbells, Weight Plates
OUTPUT: 2 Iron, 3 Lead, 1 Tungsten
——————————————————————————————————
[PLUSHY TOYS]
——————————————————————————————————
INPUT: Plushy Toys
OUTPUT: 2 Fiber, 1 Luxury Textile
——————————————————————————————————
[EMERGENCY POWER CELLS]
——————————————————————————————————
INPUT: Emergency Power Cells
OUTPUT: 3 Lithium, 3 Ionic Liquids, 3 Carboxylic Acids
Version 9.1.1
UPDATE PROCEDURE:
———————————-
[+] Just overwrite.
================
TWEAKS & CHANGES
================
ENHANCED INFIRMARY
————————————-
[+] Surgery beds can be used outside of spaceship.
[+] Assigned to an outpost medic now works only in outposts, distance between player and medic should not be more than 100m.
(!) If you in an outpost, but inside a spaceship, then you need to go outside. Outpost medics don’t work if you are inside a ship.
=========
BUG FIXES
=========
AID REGULATOR
————————–
[+] Inability to exit configuration book while being in the Aid Regulator Section. Fixed.
Version 9.1.0
UPDATE PROCEDURE:
———————————-
[+] Just overwrite.
(!) After the update, Open configuration book >>> Debug >>> click on “RESET REFUELING VARIABLES AND UNLOCK DIALOGUE OPTIONS” >>>
This will fix “Travel offline, the ship is refueling/recharging” message pop up and inability to land after refueling at the technician. You don’t need to it on a New Game.
In the v9.0.0 was little oversight in the code.
(!) After the update, you will automatically have two container windows open one after the other. It is intended, just close them. Only needed on ongoing save.
================
FEATURES
================
STARVIVAL TUTORIALS
————————————-
Added all descriptions and tutorials about every Starvival system including the recent ones to the ingame HELP manual.
So if you forget something or don’t know how it works, you can read about it while being in game.
AID REGULATOR
————————–
[+] Upon activating this feature (by default it is Off) player will have limited med packs, trauma packs, emergency kits and Heart+ in the inventory.
With Pharma Kit on hand, you can additionally store more of them.
By Default you can have 5 of each in the inventory and 10 of each in Pharma Kit.
HEALING ITEMS REGULATOR comes with several modes and bunch of tweakeable options>>>
MODES:
[Normal]: excess items will be stored in portable pharma kit. After the Pharma Kit gets full, items go to the spaceship’s cargo hold.
[Medium]: same as [Normal], but after the Pharma Kit gets full, items will be returned to the source Container/NPC.
[Hard]: same as [Normal], but after the Pharma Kit gets full, items will be removed from the world.
Notes:
(!) If you don’t have pharma kit, you can craft it at an industrial workbench.
(!) If you don’t have pharma kit in the inventory, all ammo will be delivered to cargo hold.
(!) If you need to manipulate items between Pharma kit <> Player Inventory, don’t forget to select “Storage” mode in Pharma Kit.
[+] Configuration
With configuration book you can change how many healing items you can have in the inventory and Pharma Kit.
================
TWEAKS & CHANGES
================
WEAPON HANDLING & STAMINA (O2) CONTROL
————————————————————————–
[+] Greatly optimized firing script.
[+] ADS oxygen use made inline with other features. Added option to increase/decrease ADS oxygen depletion to the configuration book.
=========
BUG FIXES
=========
WEAPON HANDLING & STAMINA (O2) CONTROL
————————————————————————–
[+] Firing weapons while being without spacesuit, helmet or boostpack did not use O2. Fixed.
SPACESHIP SYSTEMS
———————————–
[+] Technician & Outpost Shipbuilder dialogues will not popup again after selecting Repair or Refuel option.
[+] Fixed “Travel offline, the ship is refueling/recharging” message pop up and inability to land after refueling at the technician.
Version 9.0.2
UPDATE PROCEDURE:
———————————-
[+] Just overwrite.
=========
BUG FIXES
=========
[WEAPON HANDLING & STAMINA (O2) CONTROL]
—————————————————————————-
[+] Firing burst type weapons did not use O2. Fixed. Fix should be applied automaticaly. If not, then simply toggle ON/OFF this feature in the configuration book.
Version 9.0.1
UPDATE PROCEDURE:
—————–
[+] Just overwrite.
================
TWEAKS & CHANGES
================
NEEDS
———–
[+] Food and Non-Alcohol drinks show oversatiation points in item UI.
Note: due to how game engine handles calculations sometimes value can be imprecise. Deviation from the exact value which happens in the script is very minor so not a big deal.
[+] By default food and drink items restore twice as more needs than before, but oversatiation gain also increased. Overall a lot less eating and drinking needed to restore needs.
“Nutrition” perk plays high role as before. With each rank it increases effectiveness of each consumed food / drink and lowers oversatiation gain.
After update new values will be applied. If you set and prefer “custom” values more, you may need set them again in the configuration book.
ENVIHAZARDS
————————
[+] Made more compactful planetary conditions overview for Player Status Menu.
=========
BUG FIXES
=========
NEEDS
———–
[+] Bugfixes and tweaks for “Nutrition” perk synergy. Some conditions worked incorrectly.
[+] Removed leftover Oversatiation effect overview from the Player Status menu.
================
SHATTERED SPACE
================
[+] Patch Updated to recent version.
Version 9.0.0
This is most likely the last update in this year. Have a nice Christmas and a Happy New Year everyone!
UPDATE PROCEDURE:
———————————-
Before updating to v9.0.0 you need to ensure that your character doesn’t have any debuffs / buffs from NEEDs. Then you need to disable BASIC NEEDS and OXYGEN SYSTEM in the configuration book.
After all this steps are done, you can safely update and enable them back.
================
FEATURES
================
BOOSTPACKS NEED FUEL
—————————————-
[+] Boostpacks will utilize fuel system. No more inifinite boostjumps and hovering, captain. Fueled boostpacks let you boostjump and hover, empty ones don’t, simple as that.
In a nut shell each use of boostpack eats some specific amount of fuel. After fuel depletes it restricts you doing boostjumps and hover, until next refueling is done.
All boostpacks have new modification which can be installed at a spacesuit workbench. It will help to reduce fuel consumption while using boostpack.
Fuel Cost (Units), With Efficient Fuel System Modification:
—————————————————————————————-
Basic: 1.16 | 0.98
Balanced: 1.64 | 1.22
Power: 2.78 | 1.64
Skip: 1.32 | 1.16
BOOSTPACK REFUELING
—————————————
[+] To refuel boostpack simply use newly added item “Boostpack Fuel Canister” (which can be crafted, found in loot or bought at Spaceship Technician) or “Boostpack Refueling Station” which can be build in spaceships / outposts.
But at first you need to complete a couple researches to unlock crafting recipes.
[+]”Refueling Station”
Twin brother of the “Oxygen Replenishment Station” – “Boostpack Refueling Station”. Instead of oxygen it refueles boostpack system. Needs 25 Helium-3 and Benzene to work. After each use it needs some time (3 minutes) to cooldown.
ADDITIONAL
——————–
[+]”Boost Assault Training” perk – Enhanced Visuals and Usefulness
Added visual and audio effects when hovering. Made more audio oooomphh when boostjumping.
Hovering now has powerful meltdown effect and leave fire hazard trail which burns and knocks everyone in its area. Works only in combat and on hostile targets to avoid accidental situations. Has increased fuel consumption.
[+] Configuration
1) Fuel Costs Multiplier: increases or decreases boost jumps and hovering cost.
2) Ability to toggle ON/OFF enhanced effects of “Boost Assault Training” perk.
[+] Compatibility
“BOOSTPACKS NEED FUEL” feature uses and changes “Boost Pack Training” & “Boost Assault Training” perks. Other mods that change these perks will break the functionality. Compatibility patch will be needed, or just prioritize Starvival and put it below such mods.
Mods that let you use boostpacks from the get go without perks also need compatibility patch.
Other than that, “BOOSTPACKS NEED FUEL” feature should work will all boostpacks and suit-integrated boostpacks, if they use vanilla keywords “dn_boostpack_basic”, “dn_boostpack_balanced”, “dn_boostpack_power”, “dn_boostpack_skip”
================
TWEAKS & CHANGES
================
OXYGEN SYSTEM
—————————-
[+] “Oxygen Booster” is renamed to “Oxygen Canister” and uses more appropriated model. After use adds “Oxygen Canister (Empty)”
Added “Oxygen Canister (Empty)” to loot and vendor leveled lists.
[+] “Oxygen Replenishment Station” now need 25 Water and Argon to work.
SPACESHIP SYSTEMS
———————————–
[+] Spaceship technicians Repair & Refuel dialogues now uses slightly different technical approach.
Vanilla script “dialogueshipservicesscript” and changes to DialogueShipServices record in ESM are no longer needed and were removed from the mod.
Furthermore such mods as “Fuel Consumption Unlocked” – https://www.nexusmods.com/starfield/mods/9075 is now fully compatible without any patch.
Just disable Starvivals Spaceship Systems in the configuration book (or don’t start it at first initialization) and put other mod below it in your load order.
[+] Outpost Shipbuilder now have full functionality of the Technician. Added ability to repair / refuel spaceships and vehicles.
MISC
———
[+] Made unified status display for Starvival Effects. Displayed effects in the player status menu now have much compactful view and less clutter.
=========
BUG FIXES
=========
ECONOMY
—————-
[+] Fix for buy/sell actor values not properly prepared at initialization phase.
ROVER SYSTEMS
—————————
[+] Fixed lost vehicle alias after ship landing.
[+] Corrected some messages which were slipped away previous time.
Version 8.1.0
================
FEATURES
================
[+] Added Captain’s Pharma Kit. Works indenticaly like the Captain’s lunch box, but without auto mode.
Personal Pharma Kit can store medical and chem items, has 15 capacity. Can be quickslotted. Items can be used straight from the kit.
Main purpose of this kit is to pack only “Must Have / Mostly Used” items, make them easly accessible without clown walking in the players inventory and freeing much needed quick slots for other items.
Can be crafted on the industrial workbench from the start.
[+] By a popular demand added Scarcity disabler as a separate ESM. Fully restores affected loot tables and vendors after cell reset / restock.
=========
BUG FIXES
=========
SPACESHIP SYSTEMS
———————————–
[+] Fixed blocked researches and recipes for fabricators and fuel items.
ENHANCED INFIRMARY
————————————-
[+] Potential fix for HUD bug that can appear for some users. Removed some left over code that could trigger this issue.
MISC
———
[+] Removed unintended 11mm Case ammo recipe record.
================
TWEAKS & CHANGES
================
ROVER SYSTEMS
—————————-
[+] Tweaked maintenance kit recipe. Made it less confusing.
NEEDs:
————
[+] Captain’s lunchbox recipe will be unlocked from the start. Research removed.
Version 8.0.3
================
FEATURES
================
SHATTERED SPACES Compatibility Patch
—————————————————————
[+] Added a compatibility patch for a Shattered Space DLC.
Shattered Space food and drinks now work with Starvivals NEEDs system.
Starvivals Ammo Regulator now takes into account Shattered Space new 20mm Particle Ammo.
================
TWEAKS & CHANGES
================
ROVER SYSTEMS
—————————-
[+] Added a posibility to block auto-quickslotting REV-8 Radio in Favorites Slot. Toggle can be found in configuration book >>> Tweaks >>> Rover Systems
SPACESHIP SYSTEMS
————————————
[+] Feature that auto injects from the pilot seat with destroyed grav drive now will be Turned Off by default at first initialization of the mod.
NEEDS
———–
[+] Minorly changed mechanism that blocks effects from energy drinks after three uses. Some users had problems with it. Now it should properly restore back effects after sleep.
AMMO REGULATOR
——————————–
[+] Excess ammo will not be removed/disappear anymore while crafting, instead it will go to the spaceship cargo hold.
Version 8.0.2
=========
BUG FIXES
=========
SPACESHIP SYSTEMS
———————————–
[+] Tweaked introductory tutorial sequence code. Message box now appears when player is on Homeship and near pilot seat (<= 10m.) Also Message box won't appear in the middle of animation.
Note: New Game Frontier triggers tutorial sequence after sitting in the pilot seat.
Overall this should fix bugged behavior, when camera stuck behind character eyes for some users after closing message box while character in animation state.
ROVER SYSTEMS
---------------------------
[+] Vehicle trunk management from cargo hold is now blocked before purchasing and entering a vehicle for the first time. Previous fix (v8.0.1) had stupid oversight.
Version 8.0.1
=========
BUG FIXES
=========
CONFIGURATION BOOK
-------------------------------------
[+] Some configuration book fixes.
ROVER SYSTEMS
---------------------------
[+] Vehicle trunk management from cargo hold is now blocked before purchasing and entering a vehicle for the first time.
Version 8.0.0
===============
IMPORTANT INFO
===============
From v8.0.0 all additional modules have been incorporated into main ESM, except "Starvival - ModuleSpaceshipArsenal" which is renamed to "Starvival - SpaceshipsUseAmmo".
Modular style is now lost which means less compatibility (though patches are still possible to make).
Maintaining all this modules separately was mindboggling and time consuming, plus Starvival meant to be played as a whole coherent package to begin with, without being depended on other mods.
Yes, this decision will cut a lot of people from this mod, it is understandable and i realize this.
Such line was not to easy to cross, but it was done for my sanity and for much more less stressful mod maintenance as a whole.
Thanks to everyone who used this mod, and to those who still stayed despite everything.
[v8.0.0] Update / Install Procedure
----------------------------------------------------
Option 1:
1) Fully disable mod from the Gameplay Menu.
2) Save game and exit
3) Remove all files, all ESMs, all BSAs
4) Load save and accept that there are missing ESM and etc.
5) Save Game and Exit
6) Install v8.0.0
Option 2:
1) Remove all files, all ESMs, all BSAs
2) Install v8.0.0
3) Start New Game
Because of the substantial changes the latter option is prefferable.
================
FEATURES
================
REV-8 VEHICLE ADDITIONS
-------------------------------------------
[+] Implemented fuel consumption
Vehicle has 100 units of tank capacity.
Fuel consumption starts when you sit in a vehicle. At the moment i did not found a way to track any movement / boosting of the vehicle. Will investigate further, but i think it is hardcoded.
Fuel consuming triggers every 10 seconds (By Default) while you are in a vehicle.
When a vehicle runs out of fuel, the character will automatically exit. Each time you try to get back into it, the character will exit until the vehicle has fuel.
Fuel can be bought from ship technician, or crafted after unlocking a recipe in the Research Station.
To refuel a vehicle simply look at it and press [REFUEL] prompt. If you have any fuel in the inventory or in the SYSTEM BLOCK, press the corresponding button in the message box.
[+] Implemented Maintenance = Vehicle Health
Vehicle has 100 units of maintenance.
Maintenance consumption starts when you sit in a vehicle.
Maintenance depletion triggers every 10 (By Default) seconds while you are in a vehicle.
When a vehicle runs out of maintenance, it will burst in flames notifying that it is at critical stage and should be repaired asap. When maintenance level drops to zero, your vehicle will explode.
Damaging vehicle with weapons and exlosives will also reduce maintenance, but in much greater and faster amounts.
If your vehicle exploded while you being outside of it, you could not use it until full recovery.
Repair kits can be bought from ship technician, or crafted after unlocking a recipe in the Research Station.
To repair a vehicle simply look at it and press [REPAIR] prompt. If you have any repair kits in the inventory or in the SYSTEM BLOCK, press the corresponding button in the message box. 1 repair kit fully restores maintenance and repairs vehicle.
[+] Implemented Fuel & Maintenance consumage data and corner notifications
Fuel consumage and maintenance damage will be shown in the corner notification. Fuel after every minute, Maintenance after every 3 minutes. This way notifications will not be intrusive.
To check full information about fuel and maintenance, exit the vehicle and press [REFUEL] or [REPAIR]. Message box will show all necessary data.
[+] Implemented new vehicle repair / vehicle refuel dialogue for the ship technician.
All ship technicians now have two new dialogue lines for repairing and refueling vehicle.
As a bonus, if you left your vehicle far away (more than 150m. from your location), ship technician will offer to spawn it near you or at the nearest landing pad.
[+] Implemented vehicle abilities
There are 10 installable vehicles modules/abilities (in the future maybe add some more) which you can buy from ship technician.
1) Additional Compartments: increases overall trunk capacity, +150 units.
2) Copperfield: while being in combat and hitting critical health (character) and/or maintenance (vehicle) stage, triggers invisibility field for several seconds and all hostile targets loose you in sight. This module uses special ammo - Copperfield Charge, which needs to be put in the system block. Each trigger uses 1 Copperfield Charge.
3) Resource Stalker: automatically gathers resources while driving. All resources go straight to the vehicle trunk. When the trunk becomes full, then all resources starts to go to the player's inventory.
4) Pest Control: while in combat, enables electrified dome which damages and staggers nearby targets. Targets must be close to the vehicle. This module uses special ammo - Pest Control Battery, which needs to be put in the system block. While at work it will consume charge. After depletion it will automatically use 1 battery from the system block and recharge.
5) Stuncloud: vehicle damaged by a melee attack will detonate and release stun/sleep gas in radius. This module uses special ammo - Stun Cloud Bomb, which needs to be put in the system block. Each trigger uses 1 Copperfield Charge.
6) Advanced System Block: increases capacity for module and special items installment, +50 units.
7) Fuel Analyzer: if System Block contains High Octane Fuel, automatically refuels the vehicle at 35% or less threshold. Amount depends on how much High Octane Fuel you have in the system block.
8) Maintenance Sentinel: if System Block contains Maintenance Kits, automatically repairs the vehicle at 35% or less threshold using 1 maintenance kit.
9) Predator Turret: replaces vehicle turret with an advanced model, which has significantly more fire power and damage.
10) Hornet Ammunition: every turret shot that hits the target will explode into small explosve clusters. This module uses special ammo - Hornet Cluster, which needs to be put in the system block. Each shot that hits the target uses 1 Hornet Cluster, shots that are missed behave with normal effect and use nothing.
All modules except "Additional Compartments", "Advanced System Block", "Fuel Analyzer", "Maintenance Sentinel", "Predator Turret" and "Resource Stalker" need special ammo which you can buy from spaceship technician.
To activate modules, simply put them and necessary ammo to the Vehicle System Block. To access a System Block just crouch, look at the vehicle, press [OPEN SYSTEM BLOCK] prompt.
Modules have a little cooldown after triggering to avoid spam.
[+] Implemented access to trunk, 150 units (By Default) & Item transfering straight to cargo hold.
To access a trunk simply look at the vehicle and press [OPEN TRUNK] prompt. BY DEFAULT, for gameplay and balance reasons contraband storaging not possible, trying to put contraband inside will shock and stagger you. You can disable this restriction in configuration book.
While in the trunk menu, you can transfer all items to your Homeship cargo hold. Just click on "[ X ] Transfer All Items To The Spaceship Cargo" item. Vehicle must be near your home ship location, approximately ~50m.
[+] Implemented Vehicle Radio (Only vanilla stations and music tracks which can be heard in the game)
Entering a vehicle will automaticaly add Rover Radio device, which will be assigned in the 8 slot of favorites for easy access.
Exiting a vehicle will automatically disable the radio and remove Rover Radio Device.
Radio also have memory function. If you left the vehicle with specified station toggled ON, upon entering back it will automaticaly start that station.
[+] L.V.T. - Lightspeed Vehicle Teleporter
Grenade type gadget. Simply throw like a grenade to spawn a vehicle.
L.V.T. can be bought from Ship Technician.
[+] Configuration Book friendly
Added bunch of options to the configuration book. You can tweak fuel and maintenance system so as storage aka Trunk capacity.
COMPATIBILITY
--------------
[+] REV-8 VEHICLE ADDITIONS should be compatible with every mod added vehicle which uses default keywords.
Though there is one very minor thing - storage, fuel and maintenance data works only for one active vehicle. In other words, if you change from one vehicle to another, the latter one will use data from previous vehicle.
================
TWEAKS & CHANGES
================
SPACESHIP SYSTEMS
-----------------------------------
[+] Lon Anderson from Red Mile now have proper dialogues choices for Restock, Ship Refuel, Vehicle Repair/Refuel. And has proper calculation costs as other Ship Technicians.
=========
BUG FIXES
=========
LOCKS
-----------
[+] Locked doors now can't be open without digibreakers in the inventory using Breakthrough option.
N.E.W. - NANO EVOLVING WEAVE
----------------------------------------------------
[+] Jumping in quick succession now doesn't trigger N.E.W
SPACESHIP SYSTEMS
-----------------------------------
[+] Fixed bug with fuel and charge calculation without any crew on board.
Version 7.7.7
================
FEATURES
================
SPACESUIT MODIFICATION
------------------------------------------
[+] N.E.W. - Nano Evolving Weave: Generates a protective field that significantly reduces incoming damage. After depletion needs time to regen, outside of combat.
LOCKGUARD LOWERING
--------------------------------------
[+]"Security" perk now grants you several new options >>>
Rank1: Ability to instantly unlock containers and safes with novice locks with 1 digipick.
Rank2: Ability to reduce lockguard with digipicks. Digipick amount depends on lock difficulty [From Master To Expert 10, From Expert to Advanced 7, From Advanced to Novice 4]. Every locked door, safe or container from advanced to master can be lowered to a previous difficulty.
Rank4: Reducing lockguards cost less digipicks [From Master To Expert 7, From Expert to Advanced 4, From Advanced to Novice 1]. Ability to craft a Digibreaker, which instantly unlocks locked door, safe or container no matter of the difficulty.
Usually on my playthroughs i collect too many digipicks, especially when Bethesda removed [UNDO] digipick cost at security minigame, which i kind of get why… but still i disliked this decision.
I decided to give some rotation to digipicks and make them again valuable. Basically it is now a Pay to Win minigame lol.
You either fiddling and sweating with lock like usually, or using digipicks now to lower locks difficulty, which in the end saves you a lot of time at the cost of digipicks.
PLANTABLE MINIBOMBS, POISONS, SUBROUTINES
——————————————————————————–
[+]”Theft” perk now grants you >>>
Rank4: Unlocks ability to plant poisons and minibombs on a human target. Unlocks new recipes at the research station.
Detail: Almost the same mechanic as in previous Bethesda Titles, with the exception that here it was done with minor restrictions and without goofy NPC Panicking idles (Technical Reasons, Bethesda fully removed this mechanic from Starfield).
Just sneak behind a human target, then if you have necessary items in the inventory a new prompt will appear.
I liked this mechanic in previous titles so decided to return it to Starfield, at least in such restrictive form.
[Craftable items]
Minibomb, Frag-Bang: Explodes after several seconds.
Minibomb, Flamethrower: Has hazard area effect. Sets everything on fire in a small radius.
Minibomb, Stun-Cloud: Has hazard area effect. Releases gas that puts the victim to sleep.
Poison, Serpent’s Nightmare: Poisons and paralizes the victim.
Poison, Scapegoat: The target drops its weapon and runs away in panic. Sometimes all others start to fire at victim.
Poison, Kamikadze: The target becomes frenzy and starts to attack everyone on sight.
Poison, Kamikadze + Frag-Bang: The target becomes frenzy and starts to attack everyone on sight. At the end of the effect explodes, dealing massive damage to everyone around it.
[+]”Security” perk now grants you >>>
Rank4: You can now install subroutines in a robot. Unlocks new recipes at the research station.
Detail: same mechanic as with humans but with one exception. At first you need to use 3 digipicks to breach into robots system, after it will allow you to install a subroutine.
[Craftable items]
Subroutine, Overheat: Significantly overcharges and damages targets systems.
Subroutine, Hyberstarter: Turns off the target and puts it to “Sleep” for some time.
Subroutine, Hi-Jack: Jammes targets sensors, activates self-destruction mechanism and makes it go frenzy.
———————————————————-
All Minibombs, Poisons and Subroutines can be upgraded to have better and more powerful effects. Upgrades appear in the Research Station after researching the whole branch.
Minibombs 1-3 >>> Minibombs Mastery 1-3
Poisons 1-3 >>> Poisons Mastery 1-3
Subroutines 1-3 >>> Subroutines Mastery 1-3
================
TWEAKS & CHANGES
================
MOD INITIALIZATION
———————————
[+] Implemented a toggle to the Official Gameplay Menu.
Mod doesn’t initialize automatically. Activation from book, sleep and Barrett dialogue triggers also were removed. Mod now activates and disables from the Official Gameplay menu.
Now you fully control when you want to enable it without any interferings. Same goes for NG+, at the beginning of NG+ mod starts as deactivated.
Note: Disabling from the Gameplay Menu is intended only if you decided to fully remove the whole Starvival package or if there is a specific reasons to it (major/crucial update of the mod as an example, which requires for a full reinstall).
Everything else is done with configuration book as before. I will not implement the whole book into Gameplay menu, because it will be a clustercrap of options. Better to wait for something like MCM…..someday, someday.
[+] Removed several options from Debug Menu in the configuration book (Reset Needs, Exterminatus aka Uninstall, Ammo case restore.)
They are obsolete. If you need to restart features just toggle them ON/OFF in Systems menu.
*If you want to uninstall full mod, just toggle it OFF in the Official Gameplay Menu. This will stop the whole package, any working effects, perks, magic effects, registered events and etc. After that you can proceed to fully remove the mod (ESMs, BSAs).
*If you want to uninstall only module/s then simply exit the game and remove needed module. Next time when you load a game you will see a message pop up about uninstalled module/s.
NEEDS
———–
[+] Sligthly lowered oversatiation points gain from all food and drink types.
[+] Oversatiation points depletes faster. From 3 points per 3 minutes to 3 points per 2 minutes.
Note: After loading a game values will be reset to this new default ones. If you have custom values, then you need to change them again.
OVERENCUMBRANCE
———————————–
[+] Damage to the character will only be periodicaly applied while moving. While overcumbered don’t try to bypass damage with move/stop at the brink of cycle, not gonna work lol, it tracks you.
[+] Decreased and corrected damage.
[+] Increased time after which damage applies from 30 seconds to 60.
CREW MORALE & WEEKLY PAYMENTS
————————————————————
[+] Weekly Payments lowered to 4500 credits per assigned crew member, by default.
[+] Morale damage timer increased from 15 minutes to 30 minutes, by default.
Note: After loading a game values will be reset to this new default ones. If you have custom values, then you need to change them again.
OXYGEN SYSTEM
—————————-
[+] Lowered default values for oxygen consumption
Note: After loading a game values will be reset to this new default ones. If you have custom values, then you need to change them again.
SPACESHIP SYSTEMS
———————————–
[+] Maintenance now do less damage to spaceship’s subsystems.
[+] Tweaked grav drive message notification when changing levels in grav drive subsystem at spooling phase. Notification now do not follow one after another when changings pips.
[+] Added same message notification outside of spooling phase.
[+] Added message notifications for engine subsystem.
ENVIHAZARDS
————————
[+] Increased duration for Enviro-Guardian and Enviro-Mental from 3 minutes to 5.
[+] Increased duration after which planets without magnetosphere trigger periodic effects, from 2 minutes to 5.
AFFLICTIONS & ADDICTIONS
———————————————
[+] Removed health drain as post effect after curing addictions at Doctors. Was not make any sence, lol. But left health drain when using Junk Flush, no changes in that.
[+] Affliction and Addiction curing time reduced to 1 minute by default instead of 3.
Note: After loading a game values will be reset to this new default ones. If you have custom values, then you need to change them again.
Reminder: Keep in mind that doctors can cure not only addictions but also intoxication points. So if you don’t have addiction but have some points in intoxication pool, you can remove them too.
ENHANCED INFIRMARY
————————————–
[+] Added visual effects (same as when using surgical beds) when healing at Doctors. Now it feels that doctors actually do something to you than sucking only your credits.
Besides, similar visual effects were even in Fallout 4, but Bethesda decided to remove them in Starfield, a bummer thing to do if you ask me.
Can be Toggled ON/OFF in the configuration book (“ON” by Default)
Note: This addition overwrites “SQ_Doctors” vanilla quest and “SQ_DoctorsScript.pex” script.
If you don’t see any visual effects, then some other mod is overwriting the quest “SQ_Doctors” and/or script “SQ_DoctorsScript.pex”.
However, this is a safe change, so nothing will break.
SURVIVAL DAMAGE
——————————–
[+] Now uses proper “Mod Final Player Ground Combat Damage” instead of “Mod Weapon Attack Damage” modifier.
[+] Reduced default Incoming damage from x2.5 to x1.5, to play better together with vanilla difficulties, especially EXTREME (Recommended) one.
[+] Increased default Outgoing damage from x2.5 to x3.5, to play better together with vanilla difficulties, especially EXTREME (Recommended) one.
Note: After loading a game values will be reset to this new default ones. If you have custom values, then you need to change them again.
TOUGHER TIN-CANS
———————————
[+] Further decreased resistances and health pools for robots and turrets.
Note: After loading a game values will be reset to this new default ones. If you have custom values, then you need to change them again.
LOOT
——–
[+] All locked safes and containers (from advanced to master) have increased loot chance. Amount dictated by the lock difficulty.
=========
BUG FIXES
=========
NG+
——
[+] Removed from the character not intended perks and spells which transfer to the NG+.
AFFLICTIONS & ADDICTIONS
———————————————
[+] Removed health drain as post effect after curing addictions at Doctors. No more funny deaths.
[+] Added additional conditions to SQ_Doctors_CND_DIAL_PlayerNeedsHealing_Addictions form, so dialogue options about addictions and “Do all” option play nicely together.
ENVIHAZARDS
————————
[+] Fixed Enviro-Guardian effect trigger condition.
[+] Medics now properly remove environmental damage (Yellow bar)
OXYGEN SYSTEM
—————————-
[+] Fixed oversight in script which could led to looping consumption effect.
[+] Added additional checks to prevent oxygen consumage when it should not be.
SCARCITY
—————–
[+] Medic vendors now have appropriate amount of healing items (Med Packs, Trauma Packs and Emergency Kits). Was oversight in their container leveled lists.
Note: wait for restock.
Version 7.3.1
========================
FEATURES
========================
AMMO REGULATOR: Addon
——————————————-
Added additional modes to the ammo regulator feature.
[Basic+]: with a full case excess ammo will be returned to the source Container/NPC.
[Basic++]: with a full case excess ammo will be removed from the world.
[Realistic+]: excess ammo will be returned to the source Container/NPC.
[Realistic++]: excess ammo will be removed from the world.
[+] Purchasing more ammo than a character can carry will send excess ammo to the spaceship’s cargo hold. Works with all newly added MODEs.
Note: If you are using Ammo Regulator, then you need to reactivate choosed MODE in Configuration Book >>> Tweaks >>> Ammo Regulator >>> MODE
=========
BUG FIXES
=========
SPACESHIP SYSTEMS
———————————–
[+] Captain’s Hailer looping sound fx bug that could happen with some users should be fixed now (Need feedback on this part).
Version 7.3.0
================
TWEAKS & CHANGES
================
AMMO WEIGHT
————————
[+] Ammo weight modifier now doesn’t take into account spaceship ammunition.
NEEDS
———–
[+] Added new grade for food items “Poor”. Such food items will give you minimal hunger and oversatiation. Into poor category go fruits, vegetables, all snack types, all chunks types, yoghurt and butter.
[+] Tweaked default values for damage and cycle
===============Before / After
[HUNGER]
–Damage: 6 | 12
–Cycle: 9 min. | 20 min.
[THIRST]
–Damage: 9 | 8
–Cycle: 6 min. | 12 min.
[FATIGUE]
–Damage: 16 | 24
–Cycle: 15 min. | 30 min.
Note: After loading a game values will be reset to this new default ones. If you have custom values, then you need to change them again.
INTOXICATION
———————-
[+] All addictions now have own intoxication pool and track separately from each other. Previous methode was okay, but felt silly.
You could drank all the way energy drinks, then at the critical threshold used tiny little medkit and BAM, you got Paranoid Treatment addiction. Was not make any sence.
New method fully excludes this nonsence and gives much more friendly intoxication windows for consuming addictable items.
[+] Intoxication info now is separated from Needs Info and has its own corner popup when consuming addiction type items. Intoxication tracker in the Player Status menu also updated (It still shows less precise values though, but this is enough to be aware).
[+] Removed “You have been Addicted to Intoxication Warning” pop up.
SPACESHIP SYSTEMS
———————————-
[+] Before modifying/changing a ship, you no longer need to repair it. The condition of the ship including hull, maintenance and systems will be stored upon entering hanger menu and restored after leaving it.
OXYGEN SYSTEM
—————————-
[+] Removed Homeship Oxygen Auto Refill feature.
Instead you need to research “Oxygen Replenishment” in outpost building category. After research you can then build “Oxygen Replenishment Terminals” at outposts and ships.
With Oxygen Replenishment Terminals you can, not only to fully replenish your suits oxygen but also replenish Empty Oxygen Boosters (they need to be in your inventory).
After each use there is a cooldown for 3 minutes.
[+] Removed Oxygen Booster MK2. Only one version of this item now left without any MK naming. Integrated MK2 bonuses which will immediately kick in after research.
ENVIHAZARDS
————————
[+] Removed Enviro-Guardian MK2 and Enviro-Mental MK2. Only one version of both items now left without any MK namings. Integrated MK2 bonuses which will immediately kick in after research.
[+] “Environmental Conditioning” perk Rank2 now removes debuffs while being on planets with THIN atmospheric pressure.
[+] Greatly easened debuffs for Atmospheric pressure effects
===============Before / After
[EXTREME]
–Cast Damage: 4 | 2.0
–Cast Interval: 2 s. | 5 s.
–Permament Threshold: 65% | 40%
–Permament Threshold with “Environmental Conditioning, RANK3”: 30% | 20%
[HIGH]
–Cast Damage: 2 | 1
–Cast Interval: 2 s. | 7 s.
–Permament Threshold: 35% | 30%
–Permament Threshold with “Environmental Conditioning, RANK3”: 15% | 15%
[THIN]
–Cast Damage: 2 | 0.5
–Cast Interval: 2 s. | 10 s.
–Permament Threshold: 35% | 20%
–Permament Threshold with “Environmental Conditioning, RANK2”: None | None
=========
BUG FIXES
=========
CREW MORALE
————————-
[+] Script will look for the assigned actors no matter their position in the crew list.
[+] Morale System works only on assigned actors.
SPACESHIP SYSTEMS
———————————-
[+] While at spooling, message box now shows correct values when changing Grav Drive power if there is nobody in the crew.
SPACESHIP ARSENAL
———————————-
[+] There was no Restock option at Ship Technician with Enabled Spaceship Arsenal but with Disabled Spaceship Systems. Fixed.
[+] Corrected ship Class-C weapon ammo leveled lists.
Version 7.2.0
=========
BUG FIXES
=========
Scarcity
————
[+] Fixed contraband spawn chance. Chance was assigned to counts, lol.
EnviHazards
——————–
[+] Removes stuck Visual Effects (please read additional info in TWEAKS & CHANGES)
Spaceship Systems
——————————
[+] Some Ship O’ Transfer fixes.
[+] At the end of the fuel tutorial with enabled Spaceship Arsenal module, additional ammunition for the Frontier will be properly added now.
There will be enough ammunition to complete the beginning phase of the game even on Extreme Difficulty.
Spaceship Arsenal
—————————–
[+] Installing only Spaceship Arsenal Module without Spaceship Systems module, now will add necessary ship ammo to the player inventory after Barrett gives watch, so you could properly finish beginning of the game.
Crew Morale
——————–
[+] Morale was depleting even when nobody was in your crew (clearly were visible in the beginning of the game). Fixed
================
TWEAKS & CHANGES
================
EnviHazards
——————–
[+] Added additional option to Debug Section in configuration book. It will help to unstuck permament visual effects from environmental hazards.
Note: Game engine has some bug, that it sometimes can stuck visual effects on the character after changing suits under environmental conditions.
Tougher Creatures & Tin Cans
———————————————-
[+] Drastically lowered HP bonuses for every creature and robots/turret races. If you have Tougher Creatures Or/And Tougher Tin-Cans Enabled, then you need to reset and reenable them again. (Systems >>> Toggle them OFF then ON, then go to Tweaks >>> CREATURE & ROBOT TOUGHNESS >>> Reset Values)
[+] HP bonus now can be tweaked for every creature and robot/turret race individually with configuration book.
Spaceship Systems
——————————-
[+] Enhanced Grav Jump Visual FX now has an outro effect.
[+] Removed ship invisibility Intro/Outro visual FX after spawning in system.
[+] While at spooling phase, changing grav drive energy with Enabled Grav Jump Visual FX now doesn’t make visual FX brightly flicker.
[+] Added additional notifications for Grav Jumping and Space Traveling, especially when using Starmap. They will provide necessary information if something is not right with your ship.
If your ship is fine and dandy, notifications will be silent. If you try lets say, jump to another system but you have not enough charge (and you don’t know about this or forgot to check), notification box will pop up and give you a hint what could be wrong.
[+] Gave another round at retweaking fast travel restriction system, because there are still problems for some users when they can’t take off, grav jump on some ocassions.
[+] Fully removed EnableTakeOff() and DisableTakeOff() functions from the code. Instead of blocking the TakeOff/Undock button, character now will be immediately get out from the pilot seat if there is no fuel.
This change will ensure that nothing is overriding TakeOff/Undock functionality and will only depend on your ships fuel amount. Enough fuel ? Character seats in the pilot seat. Not Enough Fuel? Character immediately gets out of the seat.
[+] Removed some checks that could potentialy block TakeOff/Undock button.
[+] Mods and tweaks that manipulate with Fast Travel are not compatible with Spaceship Systems. But …some vanilla quests can manipulate with Fast Travel system too, so this also doesn’t play very nicely with Spaceship Systems implemented restrictions.
So what was done to mitigate this issue further?
I made “VANILLA FAST TRAVEL RULES” option from the configuration book behave differently, i also renamed it to “Adventure Mode”.
Same as before it fully restores vanilla fast travel behavior, but now after enabling it, it will be fully compatible with Spaceship Systems and use its mechanics. Concider it as a Hardcoreless travel mode.
You can turn it off/on freely, but at first i recommend to fully prepare your ship, and only then turn it On or Off.
It also adds a couple of changes that only work in this Mode.
1) Trying to travel with empty fuel tank will remove 35% of your credits at destination.
2) Trying to Grav Jump with empty Grav Drive will kill you upon destination.
This changes are needed because with “Adventure Mode” you have fully unlocked fast travel system like in vanilla, and not to make travels cheap, this needed some consequences.
I consider this mode as a maximum compatibility mode. With this mode only vanilla quests can restrict your travels now.
Version 7.1.2
================
TWEAKS & CHANGES
================
[+] Configuration book: added a couple of options to Debug Section.
1) REFRESH LEVELED LISTS: Survival Items (Oxygen booster, Enviro-Guardian, Enviro-Mental, Infirmary Supplies)
2) REFRESH LEVELED LISTS: Spaceship Items (Fuel, Batteries, Ammunition, Maintenance kits, Repair bots)
If for some reason the necessary items have not been added at mod/module initialization (i heard that some Xbox users could not get Infirmary Supplies), then thanks to these two buttons you can do it manually without restarting the mod.
After refreshing you need to wait until vendor restocks.
=========
BUG FIXES
=========
Enhanced Infirmary
—————————–
[+] HUD glitch should be fixed now, for both PC and Xbox.
Note: Just in case please make this procedure again, hope this is for the last time.
1) Remove “Starvival – ModuleEnhancedInfirmary.esm”
2) Load Game and accept that there is missing ESM
3) After load, wait a couple of seconds
4) Save Game
5) Exit
6) Update to Starvival v7.1.2
7) Install v7.1.2 “Starvival – ModuleEnhancedInfirmary.esm”
8) Go to game
Version 7.1.1
=========
BUG FIXES
=========
Crew Morale
——————–
[+] Other containers could trigger crew morale checks, which was not intended. Now it works only with Provision Container.
Enhanced Infirmary
——————————
[+] Module will be properly initialized on first launch.
[+] Fixed message pop up after every use of furniture. Now works only on surgical beds as intended.
[+] Potential fix for Xbox users. Some users reported that module did not want to activate at all. I don’t have an Xbox, so it is almost a blind fix. Need feedback.
Note: Because some crucial changes in plugin, PC users should also reinstall this module.
1) Exit Game
2) Remove “Starvival – ModuleEnhancedInfirmary.esm”
3) Load Game and accept that there is missing ESM
4) After load, wait a couple of seconds
4) Save Game
5) Exit
6) Install fresh “Starvival – ModuleEnhancedInfirmary.esm”
Version 7.1.0
========================
FEATURES
========================
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[+] ENHANCED INFIRMARY
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
A small little addition as new module “Starvival – ModuleEnhancedInfirmary.esm”
Makes ship’s infirmaries and Surgical Beds not only cosmetic, but also functional. Fully compatible and works with official gameplay settings.
————
BASICS
————
Prerequisites:
1) Add Infirmary hub to your HOME SHIP or build surgical bed in your HOME SHIP. You can do both if you wish
2) Assign Medic to your ship (in the vanilla game there is only one available Rosie Tannehill from Akila)
2.1) or you need to have Combat Medic Background
2.2) or you need to have Rank 4 in Medic skill
3) You need Infirmary supplies in the Home Ship cargo hold. You can bought them from medical vendors and clinics
With infirmaries and surgical beds you can:
[+] Fully restore health
[+] Recover from afflictions & environmental damage (yellow bar). Usable if you play with disabled environmental damage auto recovery.
[+] Recover from addictions
[+] Administre Vitamins. Advanced Medicine Buff: Med Packs, Trauma Packs and Emergency Kits restore 15% additional Health 15% faster, +20% Health, -15% Incoming DMG
[+] Or apply everything at once
Each action consumes some Infirmary supply.
——————-
IMMERSION
——————-
There are two types of Immersion Modes.
Detailed: The character lies down on surgical bed. Upon finishing the animation infirmary menu kicks in, from where you choose what to do. You can see the character in most of the process.
Alternative: Everything done without any animation. Upon activating the bed just infirmary menu kicks in.
By Default “Detailed” is enabled. This option has a veeeery minor issue – camera slightly makes a little twitch after some time.
If it bothers you, then activate option 2 with the configuration book >>> SYSTEMS >>> ENHANCED INFIRMARY >>> Alternative
================
TWEAKS & CHANGES
================
[+] Returned back reflection data for Sparkling Water, FullFood Spiced Worms, Synthameat Multi, Alien Genetic Material, Bitten Sandwich, Baguette
[+] Ammo Regulator: Changing to 0.1 multiplier will actually make ammo weigh almost like in vanilla with minor deviations.
[+] Ammo Regulator: lowered base ammo weight.
[+] Forwarded changes in ammo object bounds and transforms which were introduced with the recent game update. Forgot about them.
=========
BUG FIXES
=========
Spaceship Systems
—————–
[+] Put additional checks for Grav Drive Charge Amount (Overall Charge Amount) Vs Grav Drive Health (Overall Charge Capacity). Now Grav Drive Charge Amount should not exceed Grav Drive Health and make inappropriate values/calculations.
Checks trigger automaticaly under some conditions such as on OnPlayerLoadGame, OnShipSystemDamaged, OnLanding, upon sitting in the pilot seat.
=============
COMPATIBILITY
=============
[+] Functional Ship Infirmaries – https://www.nexusmods.com/starfield/mods/6386?tab=posts | NOT COMPATIBLE
Version 7.0.3
================
TWEAKS & CHANGES
================
Crew Morale
——————–
[+] removed one of the debuffs which made randomly generated crew members die. This lead to a new feature, lol.
[+] Crew members (randomly generated ones) can die with criticaly low morale < 5. This feature can be toggled ON/OFF in the configuration book TWEAKS >>> CREW MORALE (By Default OFF)
Spaceship Arsenal
—————————–
[+] Random Loot Ammunition (B)(C) class now depends from players level. (B) – starts appearing from 25 lvl, (C) – starts appearing from – 45 lvl.
[+] Further tweaked ammo availability for NPC ships to make them fight longer. Refers to ballistic, laser, particle, EM type ammo.
[+] Lowered availability of missiles for NPC ships.
[+] Streamlined ammunition types and named ammunition much clearer to make less confusion for users.
PB & PBO weapon series now share same ammunition.
Nullifier & Spark weapon series now share same ammunition.
Flare & Singe weapon series now share same ammunition.
Vaporizer & Ravager weapon series now share same ammunition.
=========
BUG FIXES
=========
Crew Morale
———–
[+] No more spontaneous deaths and heart attacks with randomly generated crew members.
Version 7.0.2
==================
TWEAKS & CHANGES
==================
Spaceship Systems
—————————–
[+] Added additional checks
[+] Added a posibility to toggle ON/OFF settlement fast travel. TWEAKS >>> SPACESHIP SYSTEMS >>> OTHER
Note:You need to Takeoff and Land again to apply the change.
Enviro-Hazards
—————————–
[+] Added a posibility to toggle ON/OFF visual FX for Enviro-Guardian item. TWEAKS >>> ENVIRONMENTAL HAZARDS
Crew Morale & Weekly Payments
—————————————————
[+] Added a possibility to toggle off Morale System, but leave Weekly Payments. TWEAKS >>> CREW MORALE
[+] Alcohol added to the list.
[+] Redid Crew Morale/Provision system. Provision container doesn’t “eat” straight away everything you put there. It checks for Crews Moral level. Basicaly it now works like this:
1) You put provision, how much you want.
2) Close menu
3) After a couple of seconds, in the backround, it will calculate everything and use only that amount of provision that is needed to fully or partially restore morale (Depends how much provision you put)
4) You can add provision for future too, it will stay in the box. After each cycle it will be consumed automaticaly from there.
5) No more notifications spamming. Notification will show only final result.
=========
BUG FIXES
=========
[+] Companions now can be healed again with med packs.
[+] Using Ship O’ Transfer made visual FX stuck on the character after teleportation. Fixed.
[+] With enabled Ammo Weight, ammo had negative weight values on some ocassions. Fixed.
[+] Oxygen sound fx has been played in inappropriate locations when fast traveling. Fixed.
Version 7.0.0
================================================
Compatibility Update for Official Patch v1.12.30
================================================
[+] Updated and resaved all scripts and ESMs with Creation Kit.
[+] Packed all files using official Archiver.
[+] Starvival – Immersive Survival Addon.esm was left as Master ESM, all other modules now have Master-Light format (ESL format in other words)
———————————————————————————————————-
UPDATING from v6.2.2 to 7.0.0 (does not apply to users who install for the first time or start a New Game)
———————————————————————————————————-
1) Disable the mod with configuration book (Debug Section)
2) Save Game
3) Exit the game and remove ALL Starvival files
4) Load a game, accept that there is no more any Starvival ESMs
5) Save Game
6) Quit and install v7.0.0
7) Mission Complete
========================
FEATURES
========================
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[+] CREW MORALE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
——
BASICS
——
Your crew including companions has a morale pool. The higher crews morale the better they will perform on the battlefield.
Works on everybody in your crew regardless of whether they are assigned to something or not.
This is a small deep like a puddle feature but has nice impact on crew management.
Morale pool has three levels:
1) Debuffs – several stages of penalties from 0 to 75.
2) Neutral – zero penalties so as bonuses, from 76 to 100
3) Buff – nice stack of bonuses that kicks in from 101-125
By default, crew morale is reduced by a few points every 15 real minutes. Amount of reduction and time can be configured further with configuration book.
—————-
WAYS TO INCREASE
—————-
Put some provision for you crew (food & drinks) using Crew Morale Analize Station. The better items you put, the faster morale will raise. Now food and drinks have even more purpoce.
———————————-
HOW TO ACCESS PROVISION CONTAINER
———————————-
You need to build Crew Morale Analize Station.
——–
BENEFITS
——–
Crew with packed morale will have nice bonuses and will help you much more effectively.
If you sustain crews morale at acceptable levels (from 76-125), there is a chance that after each depletion cycle, crew will make you a Gift (corner notification will popup), which you can later take from the Crews Provision Menu.
Gift can contain various items. From ammo to credits, from meds to chems, from wooden motocycles to antique PCs.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[+] WEEKLY PAYMENTS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
——
BASICS
——
Every week you need to pay off credits to crew members and companions who are assigned to something on your ship and/or outpost.
Yes, this also affects the constellation team. From a lore and story perspective, it might not be right, but come on, these guys and gals run around with you all the time.
They cater to your whims and tolerate your personality, sometimes even with your stupid actions and decisions. Also…Yes, Vasco is a robot, everybody knows, but pretend that this money goes for his maintenance. HE NEEDS TO LUBRICATE HIMSELF ONCE IN A WHILE.
[+] By default, payment for each assigned crew member is 7500 credits. Value can be changed with configuration book.
[+] If you want to stop payments altogether, every crew member must be unassigned and be in procrastinate phase, in other words do nothing lol.
[+] If you don’t have money to pay your team members, you’ll end up in debt. Debt will reduce your crew’s morale to 0 and block the ability to restore crew morale until the debt is gone.
——–
BENEFITS
——–
What benefits you need, Captain? They are already at your beck and call who will protect your ass 24/7.
—————-
HOW TO PAY DEPT
—————-
You need to build Crew Morale Analize Station.
================
TWEAKS & CHANGES
================
Spaceship Systems:
[+] Streamlined grav jumping. Now it uses only charges. Before it used charges and fuel together.
[+] Tweaked fast travel restriction code.
[+] Added “Return Vanilla Fast Travel Rules” toggle. Turning it on will return Fast Travel to its vanilla behavior.
Toggle it ON only if you have issues(can’t take off, can’t undock, can’t grav jump and etc despite having fully repaired and fueled ship). Using Vanilla Fast Travel is not intended (but possible) with Spaceship Systems.
[+] Fast Travel now fully enabled while being in the big cities and settlements (New Homestead, Hopetown, Gagarin Landing).
From such places you can fast travel whenever you want. Fast traveling outside big cities and settlements will enable back fast travel restrictions rules.
Reminder: Do not use any fast travel restriction mods, fast travel tweaks, fast travel commands and etc. with Starvival Spaceship Systems, as this will break fast travel restriction that is already built into the Spaceship Systems.
Spaceship Systems has its own version, which is closely tied to ship mechanics.
Scarcity:
[+] Tweaked vendor lists regarding resources, manufactured goods and spaceship repair kits.
General vendors now have a chance to spawn manufactured goods in their stock. Removed all other type of resources, also removed cutters and spaceship repair kits.
Vendors and NPC specialized on mining will always have resources.
Misc:
[+] Added proper workshop icons for craftable multiplicators and Crew Morale Analize Station.
=========
BUG FIXES
=========
Spaceship Systems:
[+] Removed two debug notifications. Was not intended.
[+] Maintenance Kits now properly work as stated on Rank 3 of “Space Engineering” perk.
[+] Dramatic Grav Jump Visual FX now finally fixed, yeah you can finally toggle it ON back. No more blinding effects.
Issue was not obvious because these effects used Gravjumpfx.agx, users who has this file changed by other mods (very depends what values were changed in this file) had overblinding effects, which was not intended.
Now it uses separate .agx file with proper values, thus making this issue finaly fixed for everyone.
Version 6.2.2
[+] Separated “Spaceship Systems” package from the main ESM to its own new module “Starvival – ModuleSpaceshipSystems.esm”
This was done for the sake of compatibility and modularity as a whole with other mods such as Ship Needs Gas, Fuel Consumption Unlocked and other ship mods. All crucial records regarding ships (except ammunition, no changes in that) is now in “Starvival – ModuleSpaceshipSystems.esm”
Now if you want to play with Starvival, but don’t like/want its Spaceship Systems, prefer other mods more in this department, you can do that now without needing any compatibility patch. Just don’t install this new module.
Note: HOWEVER if you want to play with Starvivals Spaceship Systems together with other ship mods, such as Derretech as an example or other mods that add new ship parts (specificaly Reactors, Grav Drives, Fuel Tanks), you would still need a compatibility patch, zero changes in that.
Without Spaceship Systems you can install them freely, no patches are needed. Because as i wrote earlier, all crucial ship records are separated from the main ESM now.
Recommended load order position for Starvival and its modules.
*Starvival – Immersive Survival Addon.esm
*Starvival – ModuleEnviHazards.esm
*Starvival – ModuleSpaceshipSystems.esm
*Starvival – ModuleSpaceshipArsenal.esm – this module should always be below “Starvival – ModuleSpaceshipSystems.esm”
*Starvival – ModuleEconomy.esm
*Starvival – ModuleScarcity.esm
——–
UPDATING
——–
[+] Do not forget to update the whole Starvival package to v6.2.2
[+] If you have Spaceship Systems Enabled don’t forget to install “Starvival – ModuleSpaceshipSystems.esm”, otherwise Spaceship Systems will not work.
————-
FOMOD ARCHIVE
————-
[+] Removed obsolete patches.
[+] Removed Loose Version for neater installation, compatibility and the sake of simplicity. You can always open BSAs with BSA opener if you want.
========================
TWEAKS & CHANGES
========================
[+] Captain’s Lunch box is craftable item now. Recipe unlocks after research.
[+] Auto-Deliverer is turned OFF by default at first mod initialization.
Version 6.2.1
========================
BUG FIXES
========================
[+] All Needs notification instances should be fixed now and properly be hidden when needed and working. I am just an idiot and forgot check some conditions, lol. Big thanks to a kind and patient community.
Reminder About Needs Notification Modes:
1) EACH CYCLE – notification shows when needs degrade after given time. Notifies only in numbers.
By default:
Fatigue 900 s.
Hunger 540 s.
Dehydration 360 s.
2) EACH STAGE – at <=75 / <=50 / <=35 / <=20 Thresholds. Notification shows only once at given threshold and when exceeds given threshold. Notifies in numbers or Phrases when IMMERSIVE MODE is Enabled. 3) AFTER CONSUMPTION ON/OFF - Notification shows everytime when player consumes food/drink/chem item. It shows no matter what mode is selected. Notifies only in numbers. 4) IMMERSIVE MODE ON/OFF - only works with "EACH STAGE" mode ON, instead of numbers it will show phrases at each threshold like : You are famished / You are very exhausted / You are mildly dehydrated, You are well fed and etc. Version 6.2.0 ======================== FEATURES ======================== [+] EnviHazards: added a bunch of options to the configuration book. Now you can make environmental damage lower/higher, even make almost vanilla like. If you can't stand default values, be my guest in the configuration book. [+] EnviHazards: added another suit modification. A.S.R. - Accelerated Soak Replenisher. More efficient soak regeneration system. Makes soak regeneration under safe conditions a lot quicker. Recipe unlocks after research. ======================== TWEAKS & CHANGES ======================== [+] While being under safe conditions soak regeneration (Suit Protection) now replenishes significantly slower. Makes enviro-Guardian more valuable with this change, at least on earlier stages. [+] Minor changes in Starvivals research recipes. ======================== BUG FIXES ======================== [+] EnviHazards: dialogue protection now sets to "Increased Protection" mode by default when firstly initialized. Before it was on "Off". My mistake. Version 6.1.0 ======================== BUG FIXES ======================== [+] Oxygen System: fixed critical stuck/freeze loading screen glitch on some occasions. [+] EnviHazards: fixed critical stuck/freeze loading screen glitch on some occasions. Version 6.0.9 ======================== TWEAKS & CHANGES ======================== [+] Basic Needs: tweaked "On Stage" type notifications. Immersive Mode now works only "On Stage" type notifications. Removed it from other instances, did not work well. [+] Spaceship Systems: added Grav Drive On Power change notifications at spooling stage. Notification popup shows current charge cost at given power, total available charge and estimate jump time. [+] Spaceship Systems: added minor check to prevent ship calls when one is already initiated. Version 6.0.8 ======================== TWEAKS & CHANGES ======================== [+] Oxygen System: added conditions to be able to see 110% and 125% oxygen amounts. ======================== BUG FIXES ======================== [+] Spaceship Systems: fixed wrong calculations and other bugs at grav jump initialization, which lead to inability to grav jump in some instances. Reminder: if you have some difficulties with grav jumps, don't forget to check "How to Grav Jump with Starvival" in the description page >>> Spaceship Systems.
Version 6.0.7
========================
BUG FIXES
========================
[+] Configuration Book, Economy: fixed bugged buy/sell multipliers for ship parts, now they use proper multipliers and work as it should.
[+] Oxygen System: added some additional checks when toggling ON/OFF oxygen system. Now it should properly disable whole thing.
Version 6.0.6
========================
FEATURES
========================
[+] EnviHazards: player now can have significantly increased resistances (which drastially slows down suit protection damage (SOAK)) or be fully resistant from any environment damage while being in the dialogue (By Default set to “Increased”)
Note: if you are playing with disabled dialogue camera (new option that was introduced with the recent game update or with similar mod that disables the camera), then protection starts to kick in only after selecting any line in the dialogue.
Version 6.0.5
========================
TWEAKS & CHANGES
========================
[+] Spaceship Systems: minor code tweaks.
========================
BUG FIXES
========================
[+] Calling Ship To Your location with Captain’s Hailer, even with appropriate crew (Crew member should have piloting skill) on board was not possible. Fixed
Version 6.0.4
========================
TWEAKS & CHANGES
========================
[+] Oxygen System: Moved E.R.S. modification (Enhanced respiratory system) from backpack to helmet.
[+] Oxygen System: Added new spacesuit backpack modification >>> A.O.S. – Autonomous oxygen storage. Creates oxygen boosters from an oxygen-rich environment. Needs an empty oxygen booster in the inventory. Process takes time.
[+] Oxygen System: Oxygen Reserve (Vanilla backpack modification) now gives 125% max to oxygen capacity.
[+] Envihazards: lowered/tweaked environmental hazards values. Possibility that there will be another tweaking pass, will see.
[+] Envihazards: Buffed both versions of Enviro-Guardian, to make them more viable on dangerous planets.
Version 6.0.3
========================
BUG FIXES
========================
[+] Oxygen System: home ship oxygen fill, now works only with home ships. Was incorrect condition.
[+] Oxygen System: messaging system was going haywire after sprinting to many seconds. Should be fixed now.
[+] EnviHazards: fixed permamently stucked visual fx when changing one suit to another while being under environment effects. Was some engine issue, changed implementation.
========================
TWEAKS & CHANGES
========================
[+] Envihazards: additionaly removed safespace conditions from Cydonia Outside location, Niira Battlegrounds, The Homestead, The Lock. By some reason (Questing maybe?) BGS decided to block any environment effects while you in that locations.
If there will be problems, I will return the conditions back.
[+] EnviHazards: separated visual fx from the main magiceffects and added posibility to toggle ON/OFF visual effect to the configuration book.
———————
Reminder: If you are playing with EnviHazards [Environmental Damage & Afflictions = Advanced] must be enabled in the Gameplay Menu >>>
Version 6.0.2
========================
TWEAKS & CHANGES
========================
[+] Oxygen System: tweaked some code and remade messaging system.
[+] Oxygen System: made oxygen consumption by sprint to separate branch.
[+] Oxygen System: added 3 modes to notifications >>> Every 10%, Every 10% HUD Watch, Every 10% HUD Watch+
Every 10%
After every 10% threshold (~90%, ~80%, ~70% & etc.)
Every 10%, HUD Watch
Same as above, but instead of corner popup, oxygen percentage will be shown in the HUD Watch.
Every 10%, HUD Watch+
Same as above. Additionaly player will do breathing sound at every threshold.
Version 6.0.1
========================
BUG FIXES
========================
[+] Configuration Book: Notifications >>> Oxygen. Bugged menu fixed.
Version 6.0.0
This is a quite mandatory update for this package. With this additions consider Starvival as a full survival package with everything that you need.
=====================================================
FEATURES
=====================================================
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[+] ENVI-HAZARDS: ENHANCED HAZARD ENVIRONMENT SYSTEM
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Recent game update added nice affliction and hazard options. With it, planetary exploration started to look…dangerous, at last. But some aspects were lacking and missing. Exploration still was not enough dangerous for my taste.
So I clenched my teeth again and made additional module [Starvival – ModuleEnviHazards.esm] directed to enhance environmental hazards experience. So let’s take some read and see what i changed and added.
===========================
[+] DANGEROUS ENVIRONMENTS
===========================
1) Increased all, and by all i mean ALL environmental damage made to the spacesuit and character from planetary atmosphere/extreme conditions, water pools, lava pools, dangerous weather, all sorts of hazards and etc.
2) You need to pay more attention to your surroundings and what your fingers touch. What didn’t tickle your suit before can now kill you in a few seconds if you will not be properly prepared.
3) You can now hide under large objects from solar radiation. It works a little bit finicky, but at least it is something.
======================
[+] PLANETARY ADDITIONS
======================
——————————————
ATMOSPHERIC PRESSURE
——————————————-
Planets with thin, high and extreme atmospheric pressure will damage your environmental protection (yellow bar) to a certain threshold. While thin and high pressure damage your protection moderately, extreme will suck your protection badly.
Environmental suit protection on such planets can not be restored fully no matter what. This effect is persistant while you on such planet. In sealed locations you are not susceptible to atmospheric pressure.
——————————-
MAGNETOSPHERE
——————————-
Planets magnetosphere is now a real deal. Very weak, weak or non existent magnetosphere will reduce your environment resistances (Airborn, Corossive, Radiation, Thermal) to a significant degree. Planets with non existent magnetospheres periodicaly will harm you with suitable afflictions.
In the same time all strong, very strong, powerfull, massive and extreme magnetospheres will give you a boost to these resistances.
================================
[+] ENVIRONMENTAL DAMAGE REMOVAL
================================
By default environmental damage can be removed only with Enviro-Mental aid item or a doctor. This option can be toggled on/off. While toggled off vanilla behavior will take place.
==============================
[+] ENVIRONMENTAL CONDITIONING
==============================
Environmental conditioning perk was updated to be worthwhile now. Two new effects were added to the 3rd and 4th ranks.
Rank-3: Being on planets with thin, high or extreme atmospheric pressure give significantly less environmental damage.
Rank-4: Planets without magnetospheres don’t give periodic afflictions. Being on planets with weak or non existent magnetospheres gives less damage to environmental resistances.
==================================
[+] SPACESUIT & ITS MODIFICATIONS
==================================
1) Increased consumption of suit protection (SOAK) from all sources.
2) Now when universe can kick your ass, environmental resistances come to your help. Now they are really matter and you need to pay more attention to them. Higher the resistances, the longer you will survive, the longer your adventure will be.
3) Max suit resistances were bumped up from 85 to 95.
4) Fixed some instances when suit protection would not be involved, and do nothing. This was a bug from Bethesda or just a design choice. Now it works as intended.
——————————————————————————-
E.A.E.G. – Emergency Anti-Environmental Generator
——————————————————————————–
1) Fully restores suit protection at critical threshold. Increases environmental resistances by 15 points for 3 minutes. After each activation, needs 15 real minutes to recharge.
2) Recipe unlocks after research
==========================
[+] AID ITEMS
===========================
With enhanced hazard environments, come several new items which purpoce is to ease your struggles.
————————-
Enviro-Guardian
————————-
1) Enviro-Guardian MK-1: Recharges spacesuits anti-environment system. Slowly regenerates spacesuits protection for some time.
2) Enviro-Guardian MK-2: More advanced version of his counterpart, works more efficiently and faster.
———————-
Enviro-Mental
———————-
1) Enviro-Mental MK-1: Slowly cures from environmental damage and enhances environmental resistances for some time.
2) Enviro-Mental MK-2: Much more efficient than the previous counterpart. Removes environmental damage faster and enhances environmental resistances even more.
All items can be found (with a slim chance), bought or crafted (recipes unlock after researching said items)
==========================
[+] VISUAL FX
==========================
When suit fully depletes its protection, and depending on the environmental damage it receives, the suit will be covered with a certain type of visual effect. Fire, Radiation, Corrosion, etc.
If several effects kick in, then only one from them will be choosed. (Game Engine reasons.)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[+] OXYGEN SYSTEM
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Walking in unbreathable environment will now require you to have oxygen.
===============
[+] CONSUMPTION
===============
1) The amount of oxygen consumption depends on the actions of your character: running or sprinting, whether he is in combat, what afflictions he is currently have. Consumption rates can be configured in the configuration book.
2) If a character suffers from several afflictions at once, the effect of consumption will be cumulative. Keep track of your character’s health and condition!
3) If oxygen is completely depleted, your character will begin to suffocate, there will be a limited time to save the situation.
4) Afflictions that are affecting oxygen usage: Asphyxiation, Cramping, Crippled, Difficult Breathing, Fever, Joint Pain, Migraine, Soreness
========================
[+] OXYGEN REPLENISHMENT
========================
————————-
Oxygen Booster
————————-
1) Oxygen Booster MK-1: Completely fills the oxygen level. Don’t forget to carry at least a couple of these boosters with you. After consumption, the effect does not work immediately, keep this in mind.
2) Oxygen Booster MK-2: Same as his previous counterpart but it works instantly, and activates automatically at 10% threshold. Auto feature can be disabled in the configuration book.
3) Oxygen boosters can be bought from vendors, crafted (at first you need to complete a research), found in the world or taken from the bodies.
——————-
Home ship
——————-
Oxygen can be completely restored by boarding your home ship. The home ship is fully connected to your backpack systems, giving you full access to oxygen replenishment. This option is enabled by default, but can be disabled at any time in the configuration book, to make things more hardcore.
===========================
[+] SPACESUIT MODIFICATIONS
===========================
E.R.S. – Enhanced Respiratory System
More efficient respiratory system. Makes oxygen consumption significantly lower.
===============
[+] NOTIFICATIONS
===============
1) Added oxygen level tracking to the character’s status window
2) Added a usage indicator to the left corner of the screen
Note: can be disabled in the configuration book for better immersion, especially works very well with the next point.
3) Added sound alerts for critical oxygen levels. At a low level, the character will begin to breathe deeply.
==============================
[+] ADDITIONAL COSMETIC EFFECTS
==============================
Added pressurizing sound fx, when entering/exiting breathable or unbreathable environment. Can be toggled On/Off in the configuration book.
///////////////////////////
///////////////////////////
///////////////////////////
==========================================
[+] NEW GAME START / ALREADY STARTED GAME
==========================================
———————
Note: don’t forget to enable in the Gameplay Menu [Environmental Damage & Afflictions = Advanced], otherwise nothing will happen >>>
———————
—————–
New Game
—————–
All features seamlessly integrate with new game. Initialization will happen after Barrett gives watch.
A couple of AID items such as Oxygen Boosters, Enviro-Mental, Envior-Guardian will be added to your inventory, to make things bearable from the start.
———————————-
Already Started Game
———————————-
Initialization will happen after loading a game.
========================
[+] COMPATIBILITY
========================
Deadly Hazards And its Oxygen addon are fully compatible with v6.0.0+ Of Starvival. If you prefer SpacePigeonTV approach more, then you just need to Disable Starvivals Oxygen System with configuration book and remove/not install “Starvival – ModuleEnviHazards.esm”
I made everything in Starvival smooth and highly compatible with SpacePigeonTVs Deadly Hazards + Oxygen Addon.
========================
[+] CREDITS
========================
Big kudos and thanks to SpacePigeonTVs and his Deadly Hazards + Oxygen Addon. His work greatly motivated me to come up with my own vision/iteration of Environment Hazards and Oxygen system.
========================
[+] CONSLUSION
========================
With this additions & changes you need to be fully prepared for planetary exploration. It is dangerous planets you know, not a kinder garden fishballs.
Choose where to land wisely. Check your resistances/protection, aid items, oxygen levels.
Don’t forget to pay attention to the planets information about the magnetosphere and atmospheric pressure.
In the end of the day if you still will not be satisfied. You always can remove EnviHazards module or disable Oxygen system, everything will became same as before.
///////////////////////////
///////////////////////////
///////////////////////////
========================
TWEAKS & CHANGES
========================
[+] Changed/added some parameters in actor values, now there should be no more bugged negative values happening under certain circumstances. Some users had this issues when Buy/Sell and Survival Damage actor values. Now it should be fixed forever.
[+] Optimized NEEDs code again. Removed unnecessary functions, after previous point they are not needed anymore.
[+] “Scarcity” Module: added grenades and mines to Scarcity. Lowered chance of spawning in the world and containers.
[+] “Scarcity” Module: added Contraband items to Scarcity. Lowered chance of spawning in the world. Containers and some locations left untouched.
[+] “Scarcity” Module: minor tweaks to some leveled lists.
========================
BUG FIXES
========================
[+] “Scarcity” Module: fixed unintentionally low, almost non existant chance for finding aid and chem items in the world and in medkits.
[+] “Scarcity” Module: fixed unintentionally low, almost non existant chance chance for finding ammo in the world and containers.
[+] Returned AID items to previous naming type. By some reason item flickered after consuming it from the inventory if it had [] brackets in the naming.
[+] Auto-Refuel / Auto-Recharge now doesn’t work on a docked spaceship, to prevent unintended fuel/charge transfer behavior.
Version 5.5.5
================================================
Compatibility Update for Official Patch v1.11.36
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Meshes:
Updated meshes. Big thanks and kudos to the author of this mod >>>
Starfield.nif Mesh Path Migration Tool for SF 1.11.33 – https://www.nexusmods.com/starfield/mods/9234?tab=files
Starvival – Immersive Survival Addon.esm:
[+] Removed Ammo Weight. Official update added a proper and a fully working one. Works with containers and NPC inventories (properly takes into account their capacity). Spaceship ammo weights also works now.
[+] Removed Food Health Restoration. Official update added own option.
[+] All food and drinks are now compatible with official update. Forwarded necessary changes.
Note: Starvivals Needs System and official Sustenance feature now fully compatible with each other. Though i recommend to fully disable Sustenance, as it was not intended to play together with Starvivals Needs.
Nothing bad will happen, just some bonuses and buffs will clash together, but choice is yours.
Starvival – ModuleEconomy.esm
[+] Tweaked vendor credits to take into account newly added official options. Spaceship vendors and technicians credits options also added to the pool.
Note: By some reason BGS decided not to apply increased/decreased prices option to spaceship vendors and technicians. Maybe because they already have a lot of credits, don’t know, but i still added them, why not.
All other features that v1.11.36 update introduces work with Starvival as intended.
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FEATURES
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[+] Added configurable ammo weight, thanks to recent update. It has only basic multiplier for all ammo. If you want to fine tune each ammo separately, SF1Edit will help.
Configurable ammo weight works only for player. For containers and companions will be used BASE weight.
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TWEAKS & CHANGES
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[+] “Nutrient Manager” buff, Adrenaline Rush & Adrenaline Aftermath, Intoxication & Addiction, Oversatiation & Overencumbrance Debuffs now have own icons in the Status Menu. Added from the new update.
[+] Added an option to toggle ON/OFF Ammo weight for companions.
Note: Add/Remove ammo to/from companion to refresh capacity.
[+] Tweaked ammo weight. Officials numbers too low for my taste. You can change base ammo weight with Configuration Book >>> Tweaks >>> Ammo Regulator >>> Weight
[+] Spaceship ammo now have proper weight.
[+] Ammo Restrictor renamed to Ammo Regulator
[+] Lowered/Tweaked weights for Emergency Repair Bots, Fuel Items, Maintenance Kits
[+] Various tweaks and restriction during Vanguard Spacesimulation. Blocked Starview tablet usage except Radio, blocked Refueling/Charging/Pumping and etc. It is a simulator, not an actual ship per se, though game treats it like a ship.
[+] “Spaceship Arsenal” Module: lowered/Tweaked weights for ship ammo
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BUG FIXES
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[+] Healing items that cure multi affliction show duplicate “Treats afflictions after some time” in UI. Fixed
Version 5.5.0
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FEATURES
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[+] An incredible miracle of technology, an art of engineering. The apogee of those in need in their most difficult hour. The cradle of all humanity and all living things!
I present to your attention…A lunchbox.
Okay, jokes aside..I present you really a lunchbox item ahaha.
With already enabled Starvival, lunchbox will be added to the player’s inventory after loading a save, otherwise at initialization stage.
So whats the fuss >>>
1) Lunchbox is a portable container with capacity limit, where you can put food & drink items only. Can be binded to a quickslot or Hotkey for an easy and quick access.
2) Items can be consumed exactly from the lunchbox, no need to send them back to players inventory (like with all other vanilla containers), although you still can do that if you want, with special MODE setting inside the lunchbox.
..Now for the bubblegummy part and the main reason why you need this technology >>>
3) If you have turned ON StarNeeds (Basic Needs) system, items that are inside lunchbox will be consumed automaticaly below certaint thresholds (80 for each NEED by Default, configurable) until they overcome said threshold.
No need to beg anymore Todd Howard’s inventory to find and consume your precious Snacky Packy Gummy Bugs or spasmodically bind them to a precious quickslot and use them from there.
Just put everything you need into lunchbox and forget about manual consumage, at least for some time.
Auto-Needs can be toggled off with configuration book >>> TWEAKS >>> BASIC NEEDS >>> AUTO-NEEDS
Auto-Needs works with item’s grades.
So for an example: you have (5, Low Grade) Snacky Packy Gummy Bugs, (2, Medium Grade) Alien Pies, (1, High Grade) UC BattleMeal Multipack in the lunchbox.
At first will be used items that are Low Grade, then Medium Grade and lastly High Grade. So basicaly you decide what will be on the menu for your captain.
Note: very minor thing, but still, try not to accidently click on a TAKE ALL button, otherwise character will eat and drink every item from the lunchbox, lol.
Version 5.4.3
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BUG FIXES
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[+] Unable to take gas and batteries with turned on Auto-Deliverer, from enemy/not owned ships you just pumped out as it keeps delivering it back to that ship. Now it delivers items exactly to HOMESHIP cargo hold. Fixed
Version 5.4.3
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BUG FIXES
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[+] Unable to take gas and batteries with turned on Auto-Deliverer, from enemy/not owned ships you just pumped out as it keeps delivering it back to that ship. Now it delivers items exactly to HOMESHIP cargo hold. Fixed
Version 5.4.2
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BUG FIXES
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[+] Configuration Book: fixed not working Oversatiation Food/Drink damage pages
[+] Fixed oversight regarding energy drinks fatigue block
Version 5.4.0
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TWEAKS & CHANGES
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[+] Combined “Starvival – ModuleCreatures.esm” & “Starvival – ModuleTinCans.esm” into main “Starvival – Immersive Survival Addon.esm”. Use configuration book to turn ON/OFF.
Note: you can delete creatures and tin cans ESMs, they are now obsolete.
[+] “Economy” Module: Commerce perk now affects Enhanced, Medic, Real Estate services prices.
[+] Energy Drinks now also temporarily stop fatigue increase for some time. After three servings, will no longer fill fatigue points. A good well sleep (8 hours, without Caffeinophagia addiction) will help to return all benefits back.
Note: this change was needed to prevent [spamming/relying on] energy drinks to restore fatigue points on the fly, without consequences. They were too OP items for restoring fatigue points.
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BUG FIXES
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[+] Corrected condition for addichrone while going sleep with Caffeinophagia addiction. Take your pills granpa, now you can sleep well while being overnergized, lol.
Version 5.3.1
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TWEAKS & CHANGES
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[+] Major optimization to ammo restrictor. Now it purely checks for keywords, thus making compatibility patches for new types of ammunition very easy without changing the script itself.
Note: If you have Economy Module activated, don’t forget to update it too as it contains some ammo edits.
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BUG FIXES
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[+] Corrected crafting recipes for Spaceship Systems Fabricator, Ship O’ Transfer, Emergency Repair Bots and Maintenance Kit.
[+] Fixed incorrect calculations when manually fueling/charging. Now it removes correct amount of fuel/batteries from the cargo hold. I don’t even know how this was slipping away for such a long time, lol.
[+] Fixed incorrect conditions in AUTO-Refueler.
Version 5.3.0
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FEATURES
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[+] Quality of life addition: Auto-Deliverer – fuel items, ship ammunition, maintenance & repair bots/kits taken or bought go straight to ships cargo hold. (Can Be Toggled On/Off in Starview, By Default On)
Note: Items can exceed cargo hold capacity without any restriction. Very minor issue, nothing can do about it.
[+] Quality of life addition: Emergency repair bots can be set to deploy automaticaly while in combat. (Can Be Toggled On/Off in Starview, By Default On)
[+] Quality of life addition: manual refueling and recharging can be done both with one click same as pumping out fuel and taking out baterries. Added new buttons to Starview.
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TWEAKS & CHANGES
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[+] Optimized scripts regarding Needs, Afflictions Cure, Addictions and Spaceship Systems components.
[+] The “StarNeeds” system now checks consumables usage from the Form lists (Food, Drinks, Alcohol, Chems). With this change, you can easely make consumables from other mods compatible with Starvivals Needs system.
[+] “Nutrient Manager” bonus can be acquired even with disabled Oversatiation. Before it could be acquired only with enabled Oversatiation.
[+] Oversatiation damage for drinks now have separate values. Before they used oversatiation values from food. Oversatiation from drinks is almost twice as lower than from food.
[+] Lowered Oversatiation Debuff from 40% to 30% at Medium Stage, and from 80% to 60% at High Stage.
[+] Minor tweaks for spaceship refueling tutorial
[+] Further improvements to ammo restrictor script
[+] Maintained ships (maintenance level must be more than 60%) will not get damage after grav jumps, even fully powered. But grav jumps will eat more maintenance instead.
The more power given to the grav drive, the more damage will be done to the maintenance level after the grav jump.
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BUG FIXES
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[+] Fixed spaceship fuel consumption in scenarios where this should not happen.
[+] Tweaked code in Ship Repair Cost Calculation component. No more negative values. Hope this is for the last time.
Note: It will automatically fix itself after loading a game.
[+] Tweaked code in Survival Damage Toggle component. Some moment was not taken into account. Now it should work in all scenarios.
Note: It will automatically fix itself after loading a game. Alternatively you can Toggle it OFF/ON just in case – CONFIGURATION BOOK >>> SYSTEMS >>> SURVIVAL DAMAGE
[+] Tweaked code in Economy Toggle component. Should be no more free selling for some users. (0 credits bug).
Note: It will automatically fix itself after loading a game. Alternatively you can Toggle it OFF/ON just in case – CONFIGURATION BOOK >>> SYSTEMS >>> ECONOMY
Credits:
lKocMoHaBTl



