N12 – Energy Shields V1.4

N12 - Energy Shields V1.0

Craftable Energy Shield systems inspired by the energy shields from Halo. Join my discord server for more info/support and to keep up to date with future projects and updates.

This mod adds craftable Energy Shields that can be installed on any standard modifiable apparel. This shield system was heavily inspired by the Energy Shields found in Halo which offers a layer of protection withstanding incoming damage acting as an outer layer of defense, absorbing damage from weapons such as bullets, energy blasts, and explosives before the actual armor or body of the wearer is affected.

The shields can only withstand a finite amount of damage before they fail exposing the wearer to harms way. Make sure to get to cover to allow the shielding systems to recharge before reengaging. If you’ve played Halo before, you will understand how this works but it is easy to pick up.

Be careful when fighting enemies equipped with EM weapons as these will disrupt the shields leaving the wearer vulnerable.

-Crafting-

There are three research tiers to study/unlock, each with there own additions to the crafting system.

- Tier 1

This will unlock the ability to craft Prototype shields to attach to apparel, these shields are the weakest and will fail the quickest.

- Tier 2
This will unlock the ability to craft optimized shields which are greatly improved.

– Tier 3
This will allow you to craft modules that can be equipped along side the optimized shield systems granting the wearer different unique perks to the shielding systems. Only one module can be installed at a time.

The shields have been designed to work on any character equipped with the Energy Shield modifications.

-Modules-
There are currently 4 modules you can install at research level 3 along side the optimized shields.

– Atmospheric Protection.
This will engage the energy shields if the wear steps into a hostile environment with out the proper protection equipped providing minimal protection against the elements at the cost of shield efficiency. The more hostile the environment the harder the shields will work and the easier they will fail during combat.

– Enhanced Durability.
This will greatly improve the amount of damage the shields can withstand before failing.

– Enhanced Recharge Rate.
This will improve the recharge rate of the shields.

– Electromagnetic Protection.
This will protect against electromagnetic weapons making the shields capable of withstanding EM damage and remain intact.

Changelog:
Version 1.4

—Changes & Additions—

Added new Starfield based Sound Theme selectable in the Gameplay Options.
Improved Environmental Damage detection. Shields no longer take environment damage if suit soak isn’t depleted.
Improved Environmental Damage protection while the Atmospheric Protection module is installed.
Increased chance for crafting components to available for sale at Apex Electronics.
Increased chance for Chronomark watches with pre-installed shields to available for sale at Apex Electronics.
Balanced/Tweaked component crafting perk requirements to be easier to meet.
Balanced/Tweaked NPC component item drop chance.
Balanced/Tweaked NPC resource item drop chance.
Added option to enable or disable shield health UI notifications on hit, enabled by default but can be turned off in the Gameplay Options.
Adjusted increments for shield health UI notification to accommodate the new shield health notification setting that can be enabled. By default it will show the shield health if charging was interrupted, and it was in increments of 10% but now it is in increments of 1%.
Updated some of the gameplay options description text.
Added a chance for components or shields to be sold by the Trade Authority.
Added a chance for components or shields to be sold by UC Surplus in New Atlantis.
Added a chance for components or shields to be sold by UC Exchange in Cydonia.
Added a chance for components or shields to be sold by Neon Tactical in Neon.
Added several in-universe lore texts.
Balanced Enhanced Durability Module by lowing its effectiveness. Still offers more protection then base shields.
Added option to tune available modules NPCs can spawn with.
Added option to toggle weather or not NPCs have to be in combat to engage their shields, disabled by default but useful for stealth play styles.
Script optimizations.

—Bug Fixes—

Resolved issue where some of the shields logic wouldn’t reset after NG+.
Resolved issue where faction ships could drop shield components.
Resolved issue where some of the pre made shield items for sale at vendors weren’t playable.
Resolved issue that could cause some enemies to become invincible or shields never to fail under certain conditions.

Version 1.3

—Changes & Additions—

Disabled robot shields for now, need to rework their whole system.
Apex Electronics in the well district of New Atlantis now sells components required to build shields and modules, as well as basic shield emitting watches.
FX added for EM Protection module when protecting against EM hits.
Added additional shield module: Explosive Shields – On shield failure, the shield discharge results in an explosion knocking back anything near by.
Added additional shield module: EM Pulse Shields – On shield failure, the shield discharge results in an EM pulse disabling any near by enemies shields.
Added additional shield module: Stealth Interference – While sneaking, undetected, and not in combat, EM interference is emitted by the shield emitters subtly disrupting enemy shields over a great distance. Due to the power draw required, your shields charging will be disabled for a brief period once activated and will operate at low shield health.
Further improvements made to balance stealth game play styles. Successful stealth hits will now drop enemy shields, the shields will still protect the wearer from the damage sustained but shields will drop so be careful, use additional added Stealth Interference module to take down the shields before striking.

—Bug Fixes—

Prevented issue where shield logic could apply to mannequins in certain situations.
Resolved issue where sound effects could linger on dead enemies. (Needs Testing)
Resolved issue where resources would be added to followers inventories if they go down.
Fixed display issue with the Chronomark watches screen.

Version 1.2

Implemented NPC Shield Distribution. Spawn rate adjustable in Gameplay options.
Implemented Sound Sets system to choose between different sound themes.
Changed research requirement from Spacesuit Design to Special Projects.
Corrected light colour in the Prototype Shields scanner interference effect.
Made it so head shots do more damage to shields.
Added light to the Prototype Quick Charge effect.
Added light to the Optimized Quick Charge effect.
Resolved intermittent issue where Extended Shield effect would not show correctly if the spacesuit was set to be hidden.
Corrected the Chronomark watch Biped Object Assignment from 23 to 22.
Resolved issue where the first charging effect when equipping the shields could get interrupted.
Resolved issue where the Scanner Interference effect could get stuck on characters.
Adjusted charge effect sound effects be to be more like the source material sounds.
Improved the Shield Break sound.
Made it so the Durability module protects against head shots damage increase.
Added Shield Strength as a Gameplay Option.
Adjusted Durability Module crafting description to include notes regarding head shot protection.
Fix an issue where the Main Logic OnHit event had a 1 in 100 chance of not firing correctly.
Resolved the chance for sound effects remaining on fallen actors.
Added feature where Melee attacks and explosives do more damage to the shields.
Adjusted some Gameplay Options descriptions.
Implemented framework for Shattered Space themed mod addon.
Code optimizations.

Version 1.1

Resolved issue where certain actions preformed by the wearer of the shields could register as a hit against that actors shields, shields now only respond to external threats. Solves the bug where Boost Assault Training would trip shields and potential others like it.
Optimized Papyrus code.
Resolved display issue with the Low Shields shader.
Migrated away from having the Game Engine apply the Hit Effect shader and to Papyrus, resolving micro stutter when being hit, noticeable under heavy fire situations.

Credits:

MiyukiTheInsurrectionist

1/5 - (1 vote)

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File File size
zip N12 - Energy Shields-1-4 12 MB
zip N12 - Energy Shields-1-3 16 MB
zip N12 - Energy Shields-1-0 14 MB
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