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.
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!
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 7.7.7
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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
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TWEAKS & CHANGES
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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.
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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.
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
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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
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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
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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
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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.
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.
================
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.
========================
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.
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.
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[+] CREDITS
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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.
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[+] CONSLUSION
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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.
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TWEAKS & CHANGES
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[+] 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.
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BUG FIXES
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[+] “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
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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