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rbtRvlt

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  1. javikrules
    javikrules
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    Does this still work with Bethesda's latest game update? I see where this mod needs Starpatcher and Real Time Form Patcher and neither has been updated since Bethesda's new patch.
    1. rbtRvlt
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      Yeah. The NPC movement speed changes, automatic categorization, or renames to indicate type are the only RTFP required features. The vanilla suits all work with or without SFSE like in the Creations version
  2. Taurmin
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    I just started a new run with this alongside a bunch of your other mods such as Excursion and everything was fine until i reached Cydonia where i was suddenly moving incredibly slowly. Tried disabling Excursions encumbrance feature at first and that made no difference but the issue cleared up immediately once i disabled Suit Up.

    I am wearing the Star Roamer Spacesuit, mining helmet and mining pack which is all classed as utility and while i had noticed a bit of a slow down before it seemed well within what was intended, but soon as i get out of atmosphere is can only move at something like half the normal walking speed. Switched over to the "Deep Recon" suit and i could move around normally, so it seems to be the Utility suit effect causing the slowdown.

    Is this intended functionality or a bug? It seems a lot more severe than the "slight" reduction described by the effect.

    Edit: i tried doing a bit of testing by flying around and landing on Earth and just some random other place on Mars, and bizarrely the issue only seems to occur specifically at Cydonia. I even tried landing at the launch pad and everything was fine, untill i got close to cydonia when everything suddenly slowed to a crawl again.
    1. rbtRvlt
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      Hmm. Speed changes are multiplicative so two moderate reductions can end up being a big reduction. Excursion has very minor speed changes (single digit %) according to gravity and suit type but I hadn't tested how the final values stack with SU yet - I will test those out and get it all sorted for the next update. Thank you for reporting and for the detailed testing!
    2. Taurmin
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      Any idea why it would specifically be a problem within the Cydonia exterior cell though, but not in the next cell over? Thats the thing that really got me scratching my head.
    3. rbtRvlt
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      Probably the threshold between settled area and non-settled area. I turn off a lot of features across all of my mods in settlements so that they don't e.g. interfere with quest scenes or just cause general annoyance.

      Just a theory though, I'll have to reproduce it in testing to be sure either way.
  3. peperrepe
    peperrepe
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    Hey, I may be super duper dumb, but are any of the changes applied through the mod supposed to show in-game? Cause all the numbers on my armour are the same as before modding, and I truly can't seem to find any in-game indication on the features you mention on the description/article of the mod.

    Edit: grammar.
    1. rbtRvlt
      rbtRvlt
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      Everything is visible under status effects when your suit is visible - like in the screenshots. I don't directly touch the armor for compatibility purposes. 
    2. peperrepe
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      Thanks! I couldn't make sense of it!
      Keep up the greatwork!
  4. stevek1ng
    stevek1ng
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    I *think* there might be an issue with the puncture wounds mechanic, either a bug or if not, perhaps the balancing is a tiny bit OTT.

    if I get severe puncture wounds I will die of asphyxiation / loss of O2 despite being in a breathable area.

    This may be intentional (loss of O2 due to shock or something?) but I just wanted to check just in case.

    Perhaps the effect seemed particularly harsh in this instance, because I also had the vanilla lacerations effect (severe) combined with a stomach ache, lol. I mean, not surprising I might die in that situation. But the asphyxiation effect seemed odd...especially as, already being in a breathable area, I can't change my location to combat it
    1. rbtRvlt
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      Hmm. That's from Real O2 but the puncture system and asphyxiation should only be active when not in breathable atmosphere. Is this a common occurrence or did it just happen once in an interior or something? If the latter, it may be the airlock script failing to fire - the game occasionally fails to detect when you enter an interior.
    2. stevek1ng
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      Ah apologies, I wasn''t 100% certain where exactly the effect was coming from.

      It may have happened to me in the past as well, but I can't be sure about whether the location was breathable or not. At Nova Galactic Staryard. Yeah I tried moving between the Frontier and the Station a few times to see if anything would change but no luck.

      In the end I disabled Real O2, Suit up and Peak Performance, did clean save and re-enabled, all good. Will let you know if it occurs again.
    3. rbtRvlt
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      All good. Just disabling and re-enabling should be enough to refresh it in the future.

      Actually, I forgot to ask, were the other status effects present when that was occurring? E.g. could you view your Aerobics or Reserve amount in the menu? Because those are also indicators that the system has detected a zero-atmosphere environment.
    4. stevek1ng
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      Honestly I'm not sure, because I had a ton of effects all happening at once. Will look out for it next time
  5. corpseletter
    corpseletter
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    I love the general feel of the mod, especially when you get into the nitty gritty specs. I just have to complain about the movespeed changes though, it really exacerbates the difference between the player's and the NPCs' values. Lin and Heller easily being meters away during the start kind of ruins immersion, as if they aren't affected by the mod's rules.
    1. rbtRvlt
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      Fair critique. Let me see if I can use RTFP to apply just the movespeed changes to NPCs (I don't want to apply the damage reduction changes yet for a host of reasons. But maybe with flat health it would be interesting.)
    2. rbtRvlt
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      I had to use StarPatcher as RTFP has temporarily disabled NPC edits but there you go. Thanks for pointing it out, I hadn't really thought of how I would implement NPC changes yet or tested it - but now I think I'll look into health normalization and NPC armor. Should be actually quite simple now that I know that it works.
    3. Djlegends
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      hmm how would the latter work with StarValor?
    4. rbtRvlt
      rbtRvlt
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      The health normalization would be pretty similar, there's only really one way to do it. The armor component should be compatible with everything so I'll split them into modules.
  6. Djlegends
    Djlegends
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    Btw don't forget to add star patcher as requirement for the addon in fomod
    1. rbtRvlt
      rbtRvlt
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      Like in the installer itself or on the page? I can't detect it with the installer as it doesn't have a plugin. I'll add it to the mod page, forgot about that.
    2. Djlegends
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      ah mb I meant add the requirement on the mod page xD
    3. rbtRvlt
      rbtRvlt
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      Ah all good that's what I figured. Cheers
  7. Rusey
    Rusey
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    I feel like a stalker on your mods, but thanks so much for the zone's AIO patch! I am a big fan of both the vanilla AND zone's spacesuits, but I'm a bigger fan of consistency/balance, lol, so I hadn't used them. 
    1. rbtRvlt
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      Hah, all good. You're very welcome!
  8. stevek1ng
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    Looking at a couple of Assault suits I have, I noticed an inconsistency with the weight, not sure if intentional or not...

    Shocktrooper suit: 18.5
    Pirate Assault suit: 8.4
    1. rbtRvlt
      rbtRvlt
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      Sort of, but I did recategorize the fleet stuff a few times. I will check over the categories and values for the next update.
    2. stevek1ng
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      Ah ok. based on the descriptions in the status menu, I figured that weight was probably a surefire way to identify things at a glance, which is why this stuck out to me.

      Would it be possible to add some means of identification to the suit name or description? So far, the only way to check what a piece of kit actually does is to equip it, ensure suit is visible, then navigate to the status page.

      Even if we just had a single letter suffix - A for Assault, U for Utility, P for Pilot etc. It would make things quite a bit easier.
    3. rbtRvlt
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      That is possible using RTFP, yeah. I'll include it as an option in the future.
  9. GustavoKeno
    GustavoKeno
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    Amazing mod. Sadly, I am not able to see the status descriptions. Any help? 

    Thank you so much. Love your mods. 
    1. rbtRvlt
      rbtRvlt
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      Thanks!

      They are only visible when the system is active - and the system is only active when your spacesuit is visible.
  10. stevek1ng
    stevek1ng
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    I love this mod! The suits I've tried so far really feel different and purposeful.

    I wish I had a way to access all of the info in the character status menu in a popup that I can bind to a quick slot (playing on controller so it takes multiple button presses to get into the menu). A Quality of Life issue that is not specific to this mod, but I would love it if someone could point me in the right direction.

    I'm open to just building it myself if someone could give me the broad strokes of the steps needed in Creation Kit.

    Also @rbtRvlt could you confirm - are spacesuit effects only applied when the suit is visible, even if the suit is equipped? I did a quick test with running speed with/without a heavy suit, and that seems to be the case, just want to be sure. If so I want hotkeys for show/hide suit as well now lol

    Cheers
    1. rbtRvlt
      rbtRvlt
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      Thanks!

      Assuming you mean *all* magic effects, a new menu/pop-up would be a significant undertaking. I think the best approach would just be a macro.

      Edit: In recent versions the suit being visible is a condition for all effects. I do know there are hide/show hotkeys available for that - I think I would just use steam controller mapping for that since they're usually f1/f4 in most mods. 
    2. stevek1ng
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      Thanks for confirming.

      RE hotkeys/mapping, that definitely sounds like a better approach, I'm sure my controller could facilitate that. Thank you.
    3. rbtRvlt
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      Cheers. I know I spent nearly as much time on mappings as I did playing one week on a complex Skyrim setup.
      One word of advice: chord keys are awesome and always work, wheel menus/pop-ups are awesome-r but actually don't work unless big picture mode is running with the overlay on... so I would advise not using them.