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About this mod
Ever wondered why the technology available in such a futuristic universe seems so... Limited? Well, if your answer is yes, then this mod is for you!
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Advanced Technology=====================================================================
Authors: esuriddick
Status: This mod is Finished.
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0. Index
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1. Features
2. Requirements
3. Installation
4. Compatibility
5. Troubleshooting
6. Q&A
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1. Features
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Ever wondered why you are in year 2330 and yet some basic technologies seem to have been forgotten, such as night vision goggles? Or that there are robots everywhere and you can build them to defend your outpost but not to follow you? Or even the fact that you still need to walk all the way back to your ship like you are in the 1500s? If your answer is yes to any of these questions, then this mod is for you!
These are the following items (and corresponding requirements) added by this mod:
- Night Vision Goggles: Allows you to see in the dark without using a flashlight. Requirements: Equipment Research - Helmets 01.
- Thermal Vision Goggles: Allows you to see the thermal signs of humans and aliens. Starborns are not captured by it. The range of the thermal imaging is 20% smaller than what you could get from Sense Star Stuff power. Requirements: Equipment Research - Helmets 01.
- Teleporter - Return to Ship: Teleports you back to your ship. Requirements: (i) Outpost Development Research - Manufacturing 03; and (ii) Special Projects skill (rank 3).
- Instantiator - Model A/S: Allows to materialise a Model A/S robot that will follow the player and aid him in combat. It does not count as a follower. Unequipping the Instantiator will dematerialize the corresponding robot. Requirements: (i) Outpost Development Research - Manufacturing 03; and (ii) Special Projects skill (rank 3).
- Personal cloaking device: Become completely invisible while the device is active (i.e., equipped) and the user is crouched and not moving (like the Chameleon trait). Requirements: (i) Outpost Development Research - Manufacturing 03; and (ii) Special Projects skill (rank 4).
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2. Requirements
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- Starfield (base game)
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3. Installation
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Either use your favourite mod manager, or extract the .esm and .ba2 files to the Data folder, and enable the mod.
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4. Compatibility
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Mod should be compatible with pretty much everything, as nothing is changed from the vanilla game.
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5. Troubleshooting
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My Model A follower is not... following and/or engaging in combat!
Contrary to the Model S follower, you can issue commands to the Model A follower. However, in doing so, you are unable to issue a follow order again. The best way to solve this is by de-instantiating this Model A follower and re-instantiate another one, so it resets its AI.
Nothing changes when I equip the Night Vision goggles!
Most likely, you have installed a LUT mod that replaces the file used for the filter (Effects\LUTs\LGT_LUT_UI_NightVision_curve.dds).
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6. Q&A
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Is it a Small/Light, Medium or Full master file?
This mod is a Small/Light master file.
Why can't I detect Starborn when using Thermal Vision Goggles?
I've assumed that Starborn are able to cloak their thermal imaging from any thermal vision device. It also makes Sense Star Stuff power more attractive.
Why did you create a personal teleporter to the ship instead of calling the ship to you?
Calling the ship to you seems very outdated for the 24th century... I was also unable to avoid the bugs when trying to land the ship.
What are the advantages of the teleporter in comparison to fast travel?
Unlike fast travel, the teleporter: (i) works indoors, while taking damage or in combat. (ii) you are imediately placed in your ship (i.e., time does not move forward to simulate that you walked all the way back to the ship); and (iii) let's face it, it is pretty cool and something that you would expect in a futuristic game such as this one.
What level is the Model A/S that I can instantiate?
The level of the Model A/S depends on the player's level at the moment of instantiation. They can be of the following levels: 6, 12, 20, 28, 36, 46, 56, 68, 80 and 92.
Why am I not completely invisible regardless of movement or crouched while using the Cloaking Device?
I wanted to leave a reason for the use of Void Form.
Help! The invisible visual effect did not disappear after unequipping the Cloaking Device!
If the visual effect is applied on the player when the Cloaking Device is unequipped, it will remain on the player for a couple of seconds (4-5 at max).