If the download numbers are correct, quite a few people did not download the textpack. The matching text mod for your game's text language is required for the new ui part to work properly, just stating that here again
Hi again, I experience slow recharge of life support in to safe areas when I have "active backup cell" active. When I go into safe areas without "active cell" I recharge life support 10 times faster.
Hi again, I'm using a lot of mods so it can be some weird conflict. Anyway I'm using v1.2 project files and adjusted settings to 1000% for 10 minutes. Then I use your text file.
So, it seems that the life support logic does not take the stats for life support into account, at all. And i can't figure out how where the actual recharge value is set or how it is used, so i guess we are stuck with that behavour for now
is the text for this mod hard? any chance I may be able to help with the translation to portuguese? If needed, just contact me via direct message, but i'd probably see faster through instagram, same username.
I'll post this here, so i don't have to repeat it another time
There is only a single line text for this mod, so there is not much to translate. You'd have to download the project files zip from here to get the xml file, which contains that text to translate. You can replace that text with the translation right in that file, no need to change anything else.
Then you'd have to set up the frosty editor. For Frosty Versions between 1.0.6.0 and 1.0.6.2 you also need to copy over the Bioware Localization Plugin into the editor's folder. Then in the editor, open the String Editor under View-> Bioware Localized String Editor (not the other one), and import the edited xml file. Now an edit window opens where you have to change a view settings: First, on the right hand top select the language for which you want to import the text, then the resource below that probably should be changed to the 'textpatch' variant, instead of 'globaltranslated'.
And that's basically it, what's left is saving and exporting the as mod file.
Hopefully someone knows the answer to this, but all the text packs cause a crash when loaded as mods for me. Even when the text pack and main file are the only 2 mods loaded. The main file only works fine. Hopefully it works without the text pack as I've just started a new game using this mod for the first time.
Is this file supposed to be added in Frosty Mod Manager just like all other mods, or is it applied differently. The text packs are fbmod file type so I assume they are just added and activated like any other mod.
I am using the newest FMM, version 1.06 so perhaps that is the problem but all other mods have worked including the main file for this mod.
Unlike some others I find the "hazards" a very annoying mechanic. Can you please do a version that gives 1000% for say an hour. With it that high it should never run out.
So I managed to throw together a version today, take a look under optional files if that is what you were looking for
Though If you really hate the hazard mechanic I'd advice to alter the player statlist, and set increased values for hazardresistance and hazardregen right there. I'm not going to do that though, as that is beyond the scope of this mod and incompatible with other mods that change Ryder's default stats. (I also thought there was a mod like that already, but haven't found it rn -_- )
thanks for explaining the function of better life support ! can we get a closer version of LS to vanilla like 2minutes? I don't want to make hazards pointless
This mod work strangely in my game. When i use it, the life support indicator drops at same rates of vanilla, not being very helpful to me. But if I die or reload a save with the consumable active - even with vanilla drop rates - when the game returns, life support works as intendend, giving 10min of "protection". I made some wrong to get this outcome? I only use one mod (fix pack) and looked for this because I'm playing on insanity and it's hard to do missions in Voeld without this life support backup.
-Edit-
Now the mod broken the save. No more life support decay, even when I disable the mod, making the game too easy in Voeld. I lost about 3 hours of progress because of that.
Since you left the exact same comment on the other backup life support mod, I'm going to assume that your problems originate from that other mod and not this one. In fact, I use this mod since before its first upload, for more than 40 in game hours now, and I never witnessed anything like what you describe.
Note: Do NOT use multiple mods that edit the same files at the same time. FMM does have a compatibility tab which lets you see which mods are conflicting with each other. In most circumstances (I.e., not compatibility patches or explicitly stated compatibility) conflicting mods have a high probability of messing up you game if used concurrently!
Edit: There are several of the Kett heat lamps on voeld not recharging life support (most of these bases are in lvl 1 cold hazards, like the kett encampment just south of techiix) -more accurately would be that the map area surrounding those heaters is still marked as cold hazard. In combination with several active life support cells, this may result in the impression that life support does not change at all, while in reality it is still decreasing very slowly.
Great mod, but I got a question. If I were to consume a backup life support and gain that 80% resistance for 10 minutes- buff, then wait 3 minutes and consume a second BLS, would the timer for the 2 stacks of resistance go up to 10 minutes, or does each stack have their own 10 minute timer? So the first would have 7 minutes left and the second the full 10 minutes. And would it be possible to add some kind of indicator somewhere on the HUD when you have the buff up from BLS? Maybe so it shows only when you are in a hazard area.
Each cell has its own timer. (If you listen carefully, you should hear a faint 'click' sound after the end of each instance's duration. The sound is (IIRC) the same as the one from the Overdrive consumable)
As for a Hud indicator: I sadly don't know how to do that, or at least not without completely messing up the functionality of the current hud. Maybe I can do something when the frosty editor is updated with the ability to edit localized text strings. (Most likely not though, HUD elements are really weird to me)
Using this mod sure made fighting the architect on Voeld a lot more fun!!!!! Instead of constantly panicking and running somewhere to get warm again (chicken much Ryder?) I was able to concentrate on just the fighting and really enjoy the challenge! Thanks again for a great mod!
Hi, I'm sorry to say that your mod does not work. I moved it to the top of my list in the Frosty Mod Manager, launched the game from there, went to a cold area, and nothing happened. I took note of the time the life support bar takes to reach zero and is 50-60 seconds, not the 10 minutes you claim. I'd like this mod to work because I'm doing Voeld on insanity and all the hazards are level 2, wich gives you very little time for fighting and exploring out of the nomad. I have the normal version of the game, not the deluxe or super deluxe. Could you please check this? maybe you designed your mod for level 1 hazards and it doesen't perform well in levels 2 and avobe (just a theory). Thanks anyway for taking the time to help us players, Cheers :-)
I may have phrased that sloppy, sorry. The bonus to the Life support 'resistance' against hazards lasts for 10 minutes. How long the life support actually lasts depends on the hazard level, the number of backups used (up to three), and how much of the life support bar was left when you began using the backup.
This does _not_ refill the life support bar. It only increases the time the remaining life support will withstand a hazard. I.e., when inside an Eos Lvl 1 radiation hazard, a single of the four life support segments will last 50 seconds (iirc; maybe it was 40s). When using a single backup cell with this mod, a single segment should now last 90 seconds (without mod 74 seconds).
The hazard level itself should have no effect on the gained resistance. But higher lvl hazards (especially lvl3) completely drain life support in a matter of seconds. From what i remember lvl 3 completely drains life support in less than two seconds, now stacking three backup cells, i was able to survive for a bit longer than 5 seconds during the initial visit on Eos.
(I've just been to Voeld in a new playthrough, so i look to verify that later on.)
Edit: The loadorder of this mod should not make any difference, as this mod only alters the 'statushazardresistance' file. AFAIK there are currently no other mods which alter the behaviour of the backup life support and the corresponding file.
Edit 2: Just tested in Voeld's lvl 2 hazard near the original landing site. A single life support segment lasts for 10 seconds, for a total of 40 seconds of life support. Using a single backup cell, the duration per segment is extended to 18 seconds. When using two its 26 seconds, and three or more result in a single life support bar-segment lasting for 34 seconds. *Working as intended*
29 comments
The matching text mod for your game's text language is required for the new ui part to work properly, just stating that here again
thanks for this
EDIT: This was user error
Or something else causes the crash and you just happen to have that installed at the same time as the text mod
Which version are you having that issue with? Maybe i can take a look this weekend.
Then I use your text file.
And i can't figure out how where the actual recharge value is set or how it is used, so i guess we are stuck with that behavour for now
There is only a single line text for this mod, so there is not much to translate.
You'd have to download the project files zip from here to get the xml file, which contains that text to translate. You can replace that text with the translation right in that file, no need to change anything else.
Then you'd have to set up the frosty editor. For Frosty Versions between 1.0.6.0 and 1.0.6.2 you also need to copy over the Bioware Localization Plugin into the editor's folder.
Then in the editor, open the String Editor under View-> Bioware Localized String Editor (not the other one), and import the edited xml file.
Now an edit window opens where you have to change a view settings: First, on the right hand top select the language for which you want to import the text, then the resource below that probably should be changed to the 'textpatch' variant, instead of 'globaltranslated'.
And that's basically it, what's left is saving and exporting the as mod file.
Is this file supposed to be added in Frosty Mod Manager just like all other mods, or is it applied differently. The text packs are fbmod file type so I assume they are just added and activated like any other mod.
I am using the newest FMM, version 1.06 so perhaps that is the problem but all other mods have worked including the main file for this mod.
Thanks for any help offered.
Can you please do a version that gives 1000% for say an hour.
With it that high it should never run out.
I'll try to do something like this within the next two weeks, when I find the time and energyThough If you really hate the hazard mechanic I'd advice to alter the player statlist, and set increased values for hazardresistance and hazardregen right there.
I'm not going to do that though, as that is beyond the scope of this mod and incompatible with other mods that change Ryder's default stats. (I also thought there was a mod like that already, but haven't found it rn -_- )
I made some wrong to get this outcome? I only use one mod (fix pack) and looked for this because I'm playing on insanity and it's hard to do missions in Voeld without this life support backup.
-Edit-
Now the mod broken the save. No more life support decay, even when I disable the mod, making the game too easy in Voeld. I lost about 3 hours of progress because of that.
Note: Do NOT use multiple mods that edit the same files at the same time. FMM does have a compatibility tab which lets you see which mods are conflicting with each other. In most circumstances (I.e., not compatibility patches or explicitly stated compatibility) conflicting mods have a high probability of messing up you game if used concurrently!
Edit: There are several of the Kett heat lamps on voeld not recharging life support (most of these bases are in lvl 1 cold hazards, like the kett encampment just south of techiix) -more accurately would be that the map area surrounding those heaters is still marked as cold hazard.
In combination with several active life support cells, this may result in the impression that life support does not change at all, while in reality it is still decreasing very slowly.
And would it be possible to add some kind of indicator somewhere on the HUD when you have the buff up from BLS? Maybe so it shows only when you are in a hazard area.
As for a Hud indicator: I sadly don't know how to do that, or at least not without completely messing up the functionality of the current hud.
Maybe I can do something when the frosty editor is updated with the ability to edit localized text strings. (Most likely not though, HUD elements are really weird to me)
Instead of constantly panicking and running somewhere to get warm again (chicken much Ryder?) I was able to concentrate on just the fighting and really enjoy the challenge!
Thanks again for a great mod!
I moved it to the top of my list in the Frosty Mod Manager, launched the game from there, went to a cold area, and nothing happened.
I took note of the time the life support bar takes to reach zero and is 50-60 seconds, not the 10 minutes you claim.
I'd like this mod to work because I'm doing Voeld on insanity and all the hazards are level 2, wich gives you very little time for fighting and exploring out of the nomad.
I have the normal version of the game, not the deluxe or super deluxe.
Could you please check this? maybe you designed your mod for level 1 hazards and it doesen't perform well in levels 2 and avobe (just a theory).
Thanks anyway for taking the time to help us players,
Cheers :-)
The bonus to the Life support 'resistance' against hazards lasts for 10 minutes. How long the life support actually lasts depends on the hazard level, the number of backups used (up to three), and how much of the life support bar was left when you began using the backup.
This does _not_ refill the life support bar. It only increases the time the remaining life support will withstand a hazard.
I.e., when inside an Eos Lvl 1 radiation hazard, a single of the four life support segments will last 50 seconds (iirc; maybe it was 40s). When using a single backup cell with this mod, a single segment should now last 90 seconds (without mod 74 seconds).
The hazard level itself should have no effect on the gained resistance. But higher lvl hazards (especially lvl3) completely drain life support in a matter of seconds. From what i remember lvl 3 completely drains life support in less than two seconds, now stacking three backup cells, i was able to survive for a bit longer than 5 seconds during the initial visit on Eos.
(I've just been to Voeld in a new playthrough, so i look to verify that later on.)
Edit: The loadorder of this mod should not make any difference, as this mod only alters the 'statushazardresistance' file. AFAIK there are currently no other mods which alter the behaviour of the backup life support and the corresponding file.
Edit 2: Just tested in Voeld's lvl 2 hazard near the original landing site.
A single life support segment lasts for 10 seconds, for a total of 40 seconds of life support.
Using a single backup cell, the duration per segment is extended to 18 seconds. When using two its 26 seconds, and three or more result in a single life support bar-segment lasting for 34 seconds. *Working as intended*