I hope you guys enjoy the mod. I will try to answer any questions and address any issues that may be found and posted here but for easier tracking and better support consider joining the Discord server and asking the question or create a bug report in the bug-report section.
some ecliptic mercs , even their shield were broken , still can't be damaged by direct shot. I kill them with dot damage because my savedata is behind these enemy's spawn , so i can't test if some mod opition or other enemy edited mod have influence on this situation
Not really sure what happened or changed, didn't move my load order and things were working flawlessly. But today all of a sudden my bullets just cut through enemies with shield. The effects are still there, but they don't get any damage resistance.
Sorry if this is noted somewhere already, but is there a way to give Vasco shields? Since other companions wear armor its easy to slot-1 them, but is there an alternative for Vasco? He's kinda squishy relatively without them :)
Hey, not at this stage. Unfortunately robots seem to handle perks very differently then regular NPCs in this game for some reason, which makes it difficult to get the shields working on them. In an earlier version of the mod I had originally included robot support using a work around method but it was very difficult to get working reliably or bug free... ( 0.0 suffering from PTSD about the robot implementation.. >.< )
So I had to remove the support for robots as it was causing way too much issues than what it was worth. I may try to get it working better in the future but I have some other stuff I want to sort out before then.
Hey a while back I added the chance for Apex Electronics in the Well District of NA to sell shields and resources, but I realise I never updated the description lol sorry!
So yeah, try there however in the current build the chance is quite low, I am not far off releasing a new update that improves the chances and makes it so more vendors sell these things (along with other features and fixes) so stay posted.
I've also encountered a few invincible enemies, only robots so far, in particular the Robot Model A's. I seem to only get them in story missions so far, first was the Mantis mission a while back and now this Entangled mission.
Looking through past posts here, it seems this was an issue with the robots being temp buffed to get the shield but the game isn't undoing it. So they seem invincible (though they might as well be).
A temp fix for now may be to keep the bots from spawning with shields all together with the in game settings. Just note they'll need to reload to take affect, maybe restart that game.
Hopefully it will get fixed soon, loving this mod otherwise!
Got the same problem with ecliptic mercs at the starter space station with the newest version. I am also using bedlam to spawn extra enemies, no idea if that could cause it. But after fleeing and re-enter a region a lot of enemies were invincible. Had to kill them with the console.
Yeah, I ran into some Va'ruun Zealots and can't kill them. I have a ballistic weapon that produces over 3600 DPS and it has no effect; that's really intended? The energy shield should have come down in the first second and death should follow the second second or close to it. Yet these guys kill me with no issues and I have shields. They should be tougher, not invincible to ballistics. I have reloaded this three times now.
Seriously, a spacesuit doesn't have room for a ship reactor to power them for the shielding for sustained burst fire. This is really unreasonable to be able to keep up the power for a micro gun or fully automatic that hits with kinetic rails (IE rail guns like the MAG Sniper which should be a death shot to the head with the concussion and a body shot should stagger them for a few seconds). If they don't seek cover immediately they should die.
Is there any way I can nerf this some without uninstalling? This is a great idea, but the implementation should not make all weapons but EM useless. I'm going to try one more time by nerfing all enemies and boosting my attack power. If that doesn't work, I will have to uninstall this and start a new game. I will have no choice because this is unplayable for me right now.
I will also point out that all particle beams don't have EM, it depends on what's creating the beam.
Really a great idea but needs some fine tuning. NO weapon should be useless and my heavily modified ballistic weapons are useless against Va'ruun Zealots. I was previously killing Starborns with the MAG Sniper. I love the idea of being able to find cover after getting sniped at.
My suggestions: 1) A heavily modified Beowulf should be able to take a suit shield down with 4 shots. Kill shots follow. 2) A heavily modified micro gun should take the shield down to recharge after a single burst. Give wearer time to find cover. Next burst kills. Automatic assault rifles fall into this category. 3) Heavily modified sniper rifles (hard target, MAG Sniper) should be able to kill with head shots on first shot; IE concussion. Body shots stagger and stop shielding with 2 shots. Don't find cover you die. Nothing saves anybody from a powerful rifle head shot. 4) Other ballistic weapons should have to fire more but not so much as to use up a 20 or 30 round magazine to bring the shield down to a recharge state.
Edit: FYI a rail gun can accelerate a projectile up to 52,493 feet (16,000 meters) per second. And while current Navy guns have a maximum range of 12 miles, rail guns can hit a target 250 miles away in six minutes. EM shielding wouldn't be able to handle this kinetic energy. For gaming, yeah a hit or two to the body. Don't eliminate sniper head shot play!
Hey all, no this is not intentional or intended. I've had a few reports about this come through and so far I'm seeing a trend with Varuun Zealots. I think I may have an idea on what could be causing this bug and will be releasing an update soon which should also address this issue.
Just to clarify some of your questions/statements crmcdonaljr, the energy shields are not immune to any weapon, all weapons will bring the shields down after sustained fire. Currently investigating this bug, can you confirm if you have only noticed this on Varuun Zealots? Also, are you running the latest version of the mod? FYI also, you can adjust the shield strength in the Gameplay Options if you would like them to fail more easily.
Any more info would be greatly appreciated, thanks! and thanks for the info you have currently provided so far, its helping point me in the right direction to resolve this bug as I have not experienced it myself.
Hello, First I'd like to thank you for the mod. The idea is great.
I have version 1.3 installed. I got your Mod through the collection Dyson. I didn't even know about it until I had a damn hard enemy to kill. I went through 4 50 round magazines at point blank range in an building and died. Reloaded the game and started firing sooner and still went through multiple magazines. If it wasn't for my companion firing too, I'd have died again. I was using a modified Beowulf with extended movie night magazine semi automatic with about 750 damage. I consider the Beowulf to be about equivalent to a 30-06. No body EM Shield should be able to withstand that onslaught of 50 30-06 bullets. That really should have taken out the ecliptic merc sooner. He was in the open and one magazine should have done him in. When you have this sort of fire power, If you don't seek cover you should die.
Next time I ran into indestructible NPCs was an encounter with a pirate group and ecliptic merc group in a fire fight near my outpost on Androphon. It looked like no one was dropping dead from either group. I had a Hard Target sniper rifle with well over 1,000 damage per shot with a 12 round magazine and wouldn't you know it, my new weapon couldn't stop them. I died twice, then reload the game and started sniping from a further distance and using a bunch of magazines. There where four really tough opponents and one nearly impossible enemy. I was close to death.
Now I simply can't take the Zealots out, can't complete Andreja's Quest; game over. I'm using some mod weapon with somewhere near 3600 DPS and a MAG Sniper which is a hand held rail gun. Matter of fact all the MAG weapons are rail guns. Can't hold the Mag Sniper down it fires so hard, You have to reacquire the target after every shot. This thing should be dropping them left and right; shield or no. It puts Teramorphs down within 4-6 shots, and they regenerate. It puts starborns down with 3-5 shots. A shielded merc should be easier that both of these, say two shots. Unshielded is one shot. I still believe a head shot with a sniper rifle should be a kill shot because the game has sniper certification and sniper play. Not being able to put enemies down with a single head shot would break this game play.
If we examine the most powerful magnetic field around, it's the earth's field. It stops most of the sun's particle beams but not bullets in any way. So now we're in the future and ships have a reactor in them and produce effective shields for space debris and ballistics for a short time. No way to put a reactor in our suits to get this kind of effect. So blocking kinetic energy rounds (bullets) should take a bunch of energy.
I suspect weapon damage can be factored in for bringing shields down.
One thing I have noticed are that enemy suits instantly recharge, while my suit takes it's time coming back up. It should take some time for NPCs too. As a starting point for this thinking: 1) shield dropped to zero a minute or two to come back up. 2) small drops should take a few seconds, i.e. more than reload time. So basically, if not under cover you die.
Bottom line is there has been a near impossible enemy in most of my engagements since I reached level 30 or there abouts. The Zealots are all nearly impossible which make the group as a whole impossible. Since I haven't changed any settings for this mod it should be at default.
I'm not sure what I'm looking for in the menu to adjust the shield strength. Wouldn't mind a hint so I get it right. I'll read the description again. Really don't want to start a new game.
Hey thanks for the detailed report it really does help bug finding.
So I think there are a couple of things going on here.
One, I am limited to what the engine can do and actually getting the damage of a hit is hard to do unless you do some less than savoury tactics in the code which is horrible and I decided against it early in the development.
Two, I have identified a couple of bugs/drawbacks in the current build that I will be releasing a patch for shortly. One of the drawbacks is the Enhanced Durability module being op, which will be nerfed, as well as the NPC being able to spawn with this, making it difficult to take their shields down. By default after the patch they wont be able to spawn with it unless you set it so they can, which shouldn't be too much of an issue as its going to be nerfed anyway.
I have also identified an issue with the code that could have been constantly swapping out the enemies shields making it seem like they never have to go through the recharge process like the player does. This issue probably was only noticeable in prolonged combat especially if you were up against one of the NPCs with the op enhanced durability modules, but that's not to say it couldn't have been happening earlier too. This issue will be resolved with the next patch.
Unfortunately sniper gameplay is hindered with my mod but I am looking for more ways to balance this. successful sneak attacks will drop the NPC shields instantly but due to engine limitations I could not then pass the damage onto the NPC, so that would take two shots, I would suggest installing the Stealth Interference module to your shields on the spacesuit workbench (Slot 2) it will emit a wave that will silently disable enemies shields so you can take them out, at the cost of your shields being lower while this is active and recharge hindered for a bit (to make that module not op) as an alternative.
There are several gameplay options for the mod you can tweak under the "Settings-> Gameplay Options: then look for N12 Energy Shields".
Hi, could you make version that when player is shooting/attacking shield is disabled (and after for 0.5 second)? Like in new dune awaking game. It would add more tactical gameplay
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N12 Discord
Does all the AI use these then? Like all? Or only a few?
because my savedata is behind these enemy's spawn , so i can't test if some mod opition or other enemy edited mod have influence on this situation
So I had to remove the support for robots as it was causing way too much issues than what it was worth. I may try to get it working better in the future but I have some other stuff I want to sort out before then.
So yeah, try there however in the current build the chance is quite low, I am not far off releasing a new update that improves the chances and makes it so more vendors sell these things (along with other features and fixes) so stay posted.
Looking through past posts here, it seems this was an issue with the robots being temp buffed to get the shield but the game isn't undoing it. So they seem invincible (though they might as well be).
A temp fix for now may be to keep the bots from spawning with shields all together with the in game settings. Just note they'll need to reload to take affect, maybe restart that game.
Hopefully it will get fixed soon, loving this mod otherwise!
Seriously, a spacesuit doesn't have room for a ship reactor to power them for the shielding for sustained burst fire. This is really unreasonable to be able to keep up the power for a micro gun or fully automatic that hits with kinetic rails (IE rail guns like the MAG Sniper which should be a death shot to the head with the concussion and a body shot should stagger them for a few seconds). If they don't seek cover immediately they should die.
Is there any way I can nerf this some without uninstalling? This is a great idea, but the implementation should not make all weapons but EM useless. I'm going to try one more time by nerfing all enemies and boosting my attack power. If that doesn't work, I will have to uninstall this and start a new game. I will have no choice because this is unplayable for me right now.
I will also point out that all particle beams don't have EM, it depends on what's creating the beam.
Really a great idea but needs some fine tuning. NO weapon should be useless and my heavily modified ballistic weapons are useless against Va'ruun Zealots. I was previously killing Starborns with the MAG Sniper. I love the idea of being able to find cover after getting sniped at.
My suggestions:
1) A heavily modified Beowulf should be able to take a suit shield down with 4 shots. Kill shots follow.
2) A heavily modified micro gun should take the shield down to recharge after a single burst. Give wearer time to find cover. Next burst kills. Automatic assault rifles fall into this category.
3) Heavily modified sniper rifles (hard target, MAG Sniper) should be able to kill with head shots on first shot; IE concussion. Body shots stagger and stop shielding with 2 shots. Don't find cover you die. Nothing saves anybody from a powerful rifle head shot.
4) Other ballistic weapons should have to fire more but not so much as to use up a 20 or 30 round magazine to bring the shield down to a recharge state.
Edit: FYI a rail gun can accelerate a projectile up to 52,493 feet (16,000 meters) per second. And while current Navy guns have a maximum range of 12 miles, rail guns can hit a target 250 miles away in six minutes. EM shielding wouldn't be able to handle this kinetic energy. For gaming, yeah a hit or two to the body. Don't eliminate sniper head shot play!
Just to clarify some of your questions/statements crmcdonaljr, the energy shields are not immune to any weapon, all weapons will bring the shields down after sustained fire. Currently investigating this bug, can you confirm if you have only noticed this on Varuun Zealots? Also, are you running the latest version of the mod? FYI also, you can adjust the shield strength in the Gameplay Options if you would like them to fail more easily.
Any more info would be greatly appreciated, thanks! and thanks for the info you have currently provided so far, its helping point me in the right direction to resolve this bug as I have not experienced it myself.
I have version 1.3 installed. I got your Mod through the collection Dyson. I didn't even know about it until I had a damn hard enemy to kill. I went through 4 50 round magazines at point blank range in an building and died. Reloaded the game and started firing sooner and still went through multiple magazines. If it wasn't for my companion firing too, I'd have died again. I was using a modified Beowulf with extended movie night magazine semi automatic with about 750 damage. I consider the Beowulf to be about equivalent to a 30-06. No body EM Shield should be able to withstand that onslaught of 50 30-06 bullets. That really should have taken out the ecliptic merc sooner. He was in the open and one magazine should have done him in. When you have this sort of fire power, If you don't seek cover you should die.
Next time I ran into indestructible NPCs was an encounter with a pirate group and ecliptic merc group in a fire fight near my outpost on Androphon. It looked like no one was dropping dead from either group. I had a Hard Target sniper rifle with well over 1,000 damage per shot with a 12 round magazine and wouldn't you know it, my new weapon couldn't stop them. I died twice, then reload the game and started sniping from a further distance and using a bunch of magazines. There where four really tough opponents and one nearly impossible enemy. I was close to death.
Now I simply can't take the Zealots out, can't complete Andreja's Quest; game over. I'm using some mod weapon with somewhere near 3600 DPS and a MAG Sniper which is a hand held rail gun. Matter of fact all the MAG weapons are rail guns. Can't hold the Mag Sniper down it fires so hard, You have to reacquire the target after every shot. This thing should be dropping them left and right; shield or no. It puts Teramorphs down within 4-6 shots, and they regenerate. It puts starborns down with 3-5 shots. A shielded merc should be easier that both of these, say two shots. Unshielded is one shot. I still believe a head shot with a sniper rifle should be a kill shot because the game has sniper certification and sniper play. Not being able to put enemies down with a single head shot would break this game play.
If we examine the most powerful magnetic field around, it's the earth's field. It stops most of the sun's particle beams but not bullets in any way. So now we're in the future and ships have a reactor in them and produce effective shields for space debris and ballistics for a short time. No way to put a reactor in our suits to get this kind of effect. So blocking kinetic energy rounds (bullets) should take a bunch of energy.
I suspect weapon damage can be factored in for bringing shields down.
One thing I have noticed are that enemy suits instantly recharge, while my suit takes it's time coming back up. It should take some time for NPCs too. As a starting point for this thinking: 1) shield dropped to zero a minute or two to come back up. 2) small drops should take a few seconds, i.e. more than reload time. So basically, if not under cover you die.
Bottom line is there has been a near impossible enemy in most of my engagements since I reached level 30 or there abouts. The Zealots are all nearly impossible which make the group as a whole impossible. Since I haven't changed any settings for this mod it should be at default.
I'm not sure what I'm looking for in the menu to adjust the shield strength. Wouldn't mind a hint so I get it right. I'll read the description again. Really don't want to start a new game.
Seriously, thanks for your time and mod.
So I think there are a couple of things going on here.
One, I am limited to what the engine can do and actually getting the damage of a hit is hard to do unless you do some less than savoury tactics in the code which is horrible and I decided against it early in the development.
Two, I have identified a couple of bugs/drawbacks in the current build that I will be releasing a patch for shortly. One of the drawbacks is the Enhanced Durability module being op, which will be nerfed, as well as the NPC being able to spawn with this, making it difficult to take their shields down. By default after the patch they wont be able to spawn with it unless you set it so they can, which shouldn't be too much of an issue as its going to be nerfed anyway.
I have also identified an issue with the code that could have been constantly swapping out the enemies shields making it seem like they never have to go through the recharge process like the player does. This issue probably was only noticeable in prolonged combat especially if you were up against one of the NPCs with the op enhanced durability modules, but that's not to say it couldn't have been happening earlier too. This issue will be resolved with the next patch.
Unfortunately sniper gameplay is hindered with my mod but I am looking for more ways to balance this. successful sneak attacks will drop the NPC shields instantly but due to engine limitations I could not then pass the damage onto the NPC, so that would take two shots, I would suggest installing the Stealth Interference module to your shields on the spacesuit workbench (Slot 2) it will emit a wave that will silently disable enemies shields so you can take them out, at the cost of your shields being lower while this is active and recharge hindered for a bit (to make that module not op) as an alternative.
There are several gameplay options for the mod you can tweak under the "Settings-> Gameplay Options: then look for N12 Energy Shields".
Is it possible to make a Patch for the Faction Encounter Overhaul Mod from the Creations Store?
This would be great!
Is it possible to make a Patch for the Faction Encounter Overhaul Mod from the Creations Store?
This would be great!