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ekRapid

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102 comments

  1. misticanimal
    misticanimal
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    too bad about the shield concept. a percentage depletion and/or out of combat recharge function would've been cool.

    I like the idea of using bandages, burn treatments and such but the constant nano healing makes them useless apart for the debuffs. 

    would it be possible to add a settings slider to adjust heling rate or something? maybe a recharge / depletion percentage as well? 

    anyway, excellent job! this mod is a must for my play style.
  2. Frosty1332
    Frosty1332
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    would this make armor more effective? like does this only affect the unarmored bodies of enemies?
  3. cidotrip
    cidotrip
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    TLDR: Could you separate the selfheal mechanic in your mod, so one can switch it off or on? <3 Would pay 30€ for it, because it honestly makes or breaks the experience for me. Vanilla is boring, yours is exciting but too easy.

    Heyo! I'm completely over the moon about the idea of ammunition type damage, because pistols have the same dps as full automatic assault rifles. In a punishing survival playthrough, I see no sense in using assault rifles then, until one get's rich. Rather go sniper + handgun or smth. Your mod brings an elegant solution to those balancing issues. I love the ammunition dmg/precision approach.

    The only thing that is a thorn for me, is the self heal. I've read through a couple of your answers to similar questions, and don't want to open another discussion on this. Merely trying to add a point that a survival playthrough is more fun when having to use more resources and be more tactical. Imho it's still fair to be the only one healing, if it's basically 1 vs 10. It still takes skill to be tactical and stay in cover. Medpacks weigh more + heavily reduced weight limit and other systems including starvival make it fun to come prepared, but not with unlimited resources. Self heal get's rid of that crucial system for me. Perfect would be if enemies had limited medpacks too. But that'll be a hassle to implement, compared to just turning autoheal off entirely, is my uneducated guess.

    Thank you so much for this mod, and happy new year.
    1. ekRapid
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      Thank you for enjoying this mod. I am happy to create mods and be compensated for it. It is difficult for me to justify spending my time on it otherwise. I  did provide the option to have no healing earlier, but it was getting in the way of the gameplay I envisioned for the mod and I settled for slowing down the healing speed instead. 

      I took a break from Starfield to focus on Renpy projects. If you follow on your promise, I will reinstall Starfield and give it more love. 

      Creating believable survival mechanics is difficult to do properly in a game like Starfield, I mean what would you do when you run out of heals? Go back to the ship to sleep? Avoid fights? Sneak more I assume, but sneaking is difficult to pull off properly even in games where that's the sole purpose of the game. 
      The only way to approach it in a believable way would be to remove auto heal from most enemies, with the exception of elite enemies, and to make healing items super expensive, I suppose for the sake of gameplay, the healing effect should be very slow rather than removed entirely, so instead of 6 seconds as it is now, it could take 12 minutes to heal completely after you consumed food..


      Happy new year!
  4. NivaraMoonGod
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    So I downloaded this mod off the creation club and it's great and I had mod organizer sort the load order but I noticed the maelstrom's firerate was the same as the base game it's my favorite weapon but the fire rate adjustment that you're mod applied to it was more enjoyable so I manually moved it to the bottom of my load order it fixed it but the problem is the game works for 2 mins then I get a CTD I'm assuming it conflicts with the craftable quality extended mod which is unfortunate because I'm not removing that so I can only partially use features from your mod

    Critique: I noticed the 870 shotgun (old earth shotty) does 1210 damage, which is a little ridiculous because shotguns do not have good penetration if someone is wearing even basic ballistic armor the pellets aren't going through, even slugs most likely won't go through (unless they're specifically armor piercing slugs) and it won't hurt them that much, like it makes sense if the spacesuit is clearly unarmored for it to do a lot of damage but the heavy armored looking ones and this will just one shot them makes no sense I'd recommend turning down the damage on ballistic shotguns I didn't really get to look at the other shotguns but I'm assuming they're somewhat similar but lasers and particle weapons are completely different since they would have inherent armor penetration features.
    1. ekRapid
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      In real life pistol and shotgun rounds, are terrible compared to rifle rounds, but this is a case where gameplay wins over immersion. For greater immersion, assume that shotguns use special ap slugs.
  5. colmaniac
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    over kill, just started the game, and on the first mission start got killed before I got a shot off, the enemy level is 50! while im only level 1
    1. ekRapid
      ekRapid
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      There's little difference between level 10 and level 50. The enemies and the player deal equal damage to each other, like in multiplayerfirst-person shooters, if you find it too difficult I recommend playing on easy.
      When exiting the mine at the beginning, you should only encounter power monkeys who are level 10.
  6. ekRapid
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    09 August 2024, 9:34PMInstallation instructions, place the mod at the end of your load order.

    When loading the mod mid-game, unequip and reequip your spacesuit to make the effects take place.  Health recalculations to the 300-400 range will take place upon level-up.

    If you're using the mod in a new game, everything will work as planned from the get-go. If you're uninstalling the mod, health adjustments will take place after you level up.


    Update 24/10 
    I have been playing lots of RPGS I had on the shelf, and to make Starfield fun(for me) a whole new game will have to be created, with new quest lines and most importantly exploration, I was not impressed with the quests on Starfield and unlike the Elder Scrolls and Fallout games there is no exploration. Combat is the only saving grace, and I'd rather play Darktide or Apex Legends for that.  
    I had to create this mod, and there's no point in regretting the time I spent on it, I was compelled to make it, as I obsessed about it making it for years before Starfield was released. 

    This will likely be the last mod I make for Bethesda's games, Instead, I take everything that I learned and make choice-based sci-fi RPGs on Ren'Py. 

    See you around. 
  7. lodec
    lodec
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    Would you mind giving a short guide for other mod authors to make compatibility patches for your mod? 
    Best as an article or on bottom of the description page so you do not have to search the comments section. I (and I guess some others too) would appreciate that. 

    This would be especially helpful regarding mods that add new weapons which natively stick to vanilla balancing. As of reports from users those new weapons render underpowered when using your mod.
    1. Novkraz
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      Does this mod works with Shattered Space?
    2. lodec
      lodec
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      Are you asking for the mod I am referring to? Then yes, it works with Shattered Space, but as of the current version does not require Shattered Space. With coming soon next version it will also require Shattered Space.

      If you ask for this mod here - IDK as I do not use it myself.
  8. h1zchan
    h1zchan
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    Great mod but features conflict with too many other mods. Would you consider releasing modular options? For example AI module, spacesuit self-healing module, damage modifier module, health stats change module etc. 
    1. TGG3
      TGG3
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      Yea, a lot of features I like, but others I do not. Like, the calibre changes for certain weapons and the particle weapon changes I do not like, but I really like the calibre based damage and human enemy health changes + locational damage modifiers.
  9. amefurashi76
    amefurashi76
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    This mod is great, but it seems to ruin the vanilla vehicle functionality.In my case, when I tried to buy a vehicle with this mod installed, I ended up being scammed out of 25000 credits and no vehicle was given to me

    The crossroads I'm at right now doesn't have a "play StarField without this mod" path, so I'll keep waiting for this mod to be fixed
    1. amefurashi76
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      This seems to just be a glitch in the vehicle purchasing process, so if you disable this mod and then purchase a vehicle, you will still be able to use the vehicle even if you re-enable the mod afterwards
  10. NomadicRick
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    I LOVE this mod.

    The only thing is, it's made Shattered Space completely unplayable cause the enemies just do not take damage. Looking forward to the update :)