About this mod
This mod removes space magic (Starborn powers), and allows you to purchase modules which grant you powers that are more modest, but still very useful. Night Vision! Situational Armor Perks!
- Requirements
- Permissions and credits
- Changelogs
Many thanks for FSNovask for allowing me to bundle Show Power Name on HUD with this mod. (Do not install separately)
Re-added again, thanks to FSNovak for the 1.13 fix. Also improved the Night Vision in this version.
Feedback wanted! Please post any issues you find! (I will add this mod to Creations after a (not so short) testing period).
Really need support? You can find me in the Halls of Ysgramor: https://discord.gg/mtAyAmQ
WHAT:
This mod removes space magic (Starborn powers) from your character, and allows you to purchase modules which grant you powers that are more modest, but still very useful.
(note this mod doesn't technically remove Starborn powers, but removes them from the selection menu, so you essentially don't have them).
HOW TO GET:
When you load into the game after installing this mod, you will be given a quest to install the NSP System.
You can purchase the system and modules from Jemison Mercantile on New Atlantis. After purchasing NSP system (find in AID category) and "consuming" it, this will unlock Night vision, and 2 more modules will be immediately for sale, with others coming up for sale when the store's stock refreshes.
WORKINGS:
The module abilities are all passive, so regardless of selected ability, the "use power" button(s) will always enable/disable night vision.
The active module will show in the HUD thanks to the amazing work of FSNovask.
A spacesuit + helmet must be worn for the modules to function. Not necessarily visible, just equipped.
The NSP System and modules you purchase are like "potions" that must be "consumed" to be installed.
The modules are:
- NSP Base System (Night vision only)
- Active Cooling - +25 Thermal Resistance. Adds with liquid cooling, or on its own
- CO2 Conversion - Built up CO2 is removed noticeably faster
- Personal Magnetosphere - +25 Radiation Resistance. Adds with lead lining, or on its own.
Available to purchase at level 5+:
- Assisted Carry - Drain 75% less O2 when running while encumbered. Redundant with same armor perk.
- Injury Treatment - Moderately increased chance to recover from injuries naturally. Redundant with skill: Cellular Regeneration 2
- Nano-Biotics - Moderately increased chance to recover from infections naturally. Redundant with skill: Decontamination 2
Available to purchase at level 10+:
- Chameleon - Blend with the environment while sneaking and not moving. Redundant with same armor perk.
- EM Discharge - Charges up and releases a large EM shock (100 DMG) when attacking unarmed.
- Boost Stabilization - Aiming down sights while boosting will let you hover in place. Redundant with Boost Assault Training 3
COMPATIBILITY:
Starfield Community Patch (SFCP)- is strongly recommended. If you ask for support, I will probably ask if you have this installed.
Show Power Name on HUD - DO NOT install. This mod is already included thanks to FSNovask and his generosity.
SKK Fast Start (with Disable option) - Recommended as a way to skip the main quest, and never see any Starborn.
Anything - that edits the main HUD, will need a patch.
Anything else - that adds starborn powers may cause problems.
KNOWN ISSUES:
- EM Discharge doesn't work on "CIVILIAN", or essential characters (people that can't die). Try it on a UC Security officer if you want to make sure it's working. This is using the same EM Damage application as the Neurostrike ability, and is a vanilla problem. I may work on a script in the future to fix this for CIVILIANs.
- Once you have a module installed, it will not show in the store again, but it's sometimes possible to buy 2 of the same module at same time, wasting money.
- Companions might make a "wow, star power" comment when activating/deactivating night vision (hopefully a fix coming in the future).
- Night vision remains when helmet/suit removed, can be turned off, but not on. Fixing this would require a constantly running script, and is not worthwhile. Should always be possible to turn off night vision without spacesuit, but... unequipping suits and spells quickly in the right combo can leave you in a temporary stuck state. Just re-quip suit and helmet, and all will normalize.
FUTURE WORK:
- Balancing based on user feedback
- Make EM Discharge work on CIVILIAN
-- Nightvision