I loaded both mods in xEdit and there are definitely conflicts. If SJW is loaded before Starvival, Starvival will negate everything that SJW does so don't even bother with SJW. If Starvival is loaded before SJW then SJW will override some of what Starvival does and make things easier. Basically, everything in the Starvival "ENHANCED ENVIRONMENTAL HAZARDS" section will be negated.
These mods basically have the opposite intentions so they aren't really compatible.
Another compatibility/interaction question: How would this interact with Suit Up in practical terms? I enjoy keeping different suits for different purposes, particularly combined with the same author's oxygen mod; but I do find the hazards a little overly punitive still.
Spacesuits Just Work (SJW) does not change anything about the actual spacesuits, it only adjusts the hazard effects. Suit Up has an immunity option for certain hazards so I think SJW is a bit redundant and probably not needed in addition to that mod. SJW also raises the resistances to 100 max instead of 85, so that may help. You can certainly try them together and remove SJW at any time.
Edit: I tried checking for conflicts with xEdit but Suit Up's esm won't load because it has a small ESM as a master file so xEdit rejects it.
I loaded that mod and mine into xEdit and there are conflicts, but I don't think it will matter, as long as you are wearing a space suit. If you load Spacesuits Just Work AFTER that mod (ExtendedArmorMods.esm) the "Spacesuit Check" will give you immunity to the airborne hazards that are in conflict: Parasitic Toxic Gas Microbial Poor Air Quality Corrosive Gas
If you aren't wearing a full space suit then it probably doesn't matter anyway. Put your suit on...
I haven't actually tested it in game though so I have no idea what will happen. Spacesuits Just Work doesn't affect the save file in any way so you can add or remove it at any time.
@DustyRumps, love the mod, this is one of those things that always bugged me. Been enjoying playing with the mod installed after I don't know how many playthroughs with out it (lost count). Thanks for your work, thanks for the mod. (Not that as in this case we didn't have it sooner).
Yeah the word needs to get out for sure. And it's like I always say - in the year 2033 we surely they have this capability (not that in this case we didn't have it sooner).
One of the screenshots shows Airborne resistance at 100. Meanwhile, the description reads:
"If you are wearing a full spacesuit (suit, pack, helmet) BEFORE you are exposed to the hazard, you have FULL IMMUNITY. No warning beeps, no possibility of lung damage. Doesn't matter how much airborne resistance you have..."
In my new game with this mod installed properly and the "Environmental Damage & Afflictions" setting set to Advanced, my low level spacesuit reads 10 Airborne resistance. I trust the description page and assume when I set foot on a planet with a toxic environment I'll have full immunity. But that screenshot is throwing me for a loop. What is it depicting? Is it showing us that 100% is now possible, while previously it was capped at 85? But if so, why choose the Airborne stat as the demonstration when this mod gives us full airborne immunity anyway? It's making me think my own Airborne resistance with the mod installed and the low level gear equipped should be much higher than 10. I'm not even sure if my question makes sense. I should add that I was always, and remain, highly confused about this entire system and I ask this question knowing full well that my ignorance is probably on display. If anyone is kind enough to answer this, please explain it to me as you would to an eight year old.
The mod only gives full immunity for Poor Air Quality hazards like dust storms when a full suit is worn. A toxic gas vent will still cause environmental damage if Airborne resistance is below 100.
The environmental hazard system is overly complicated IMO. I can see remnants of a "Suit Integrity" mechanic in the Creation Kit, which I think would have made things make more sense if it had actually been used. It would make sense to get lung damage if you suit was damaged...
Thanks, and by the way, endorsed. Please don't let my confusion overshadow my excitement about this mod and its potential. At long last people can play this game with the increased challenge of environmental hazards but without so much of Bethesda's lunacy and thoughtless design.
That makes sense, I bet they had to cut content all over the place, seems like Xbox came in and forced an acceleration of the project, which was taking a long time to be fair, but still sad that Bethesda didnt get to achieve their full vision.
Agreed. You can see remnants of a MUCH more sophisticated survival system in the way that resources/outposts/jump drive distances are related. I think they originally intended for it to be impossible to reach the far side of the settled systems without building outposts and farming Helium3 for fuel, for example.
For the longest time this bothered me , but they gave us the ability to just turn environmental damages off . At first it was your jump jets couldn't even get you onto a 1 story houses roof , and you would break your leg landing . The spacesuits didn't protect as well as a WW2 hazmat suit , even though they are supposedly bullet proof . Poison could go right through your suit but bullets didn't 🤔And as a Canadian I know you can survive in temperatures that cause you massive damage in this game . In over 300 years I would expect heat pump technology to advance to the point where it would be built into your spacesuit , just look at how much the cell phone has advanced in just the last 25 years . A modern cell phone has more processing power than the best computer did when I was in school . But bethesda expects us to believe that in 300 years we will be weaker less capable , and less advanced than we are now . But of course we have to fight enemies like the hunter who are a million years more advanced and capable than us the players . Animals the size of a truck being able to swim through solid rock like it was water , but easily killed with bullets . Palm trees and my scanner telling me it's 218 degrees below freezing , Todd expecting me to get to a temple without using god mode when it's 498 degrees above . I love the game , but and that's a huge butt , I spend most of my time noticing and getting pissed off at the impossible situations I find myself in . If there's tropical plants and water that isn't frozen , than it simply can't be 218 degrees below . And If they can't make rain that doesn't make it look like someone poured chocolate milk all over me , they should just get rid of it . I'm sure Todd thinks he's doing us a favore , by making it " more realistic " . But It's better to not do it at all if you can't do it right , if it's just going to make the game look worse why bother ? Sorry for the rant , but I just can't ignore the ridiculous impossible doesn't make any sense stuff in this game . 🤔And I only used less than half of the available space too , has anyone ever used the whole thing ?
This makes a whole lot more sense than what is implemented now. Heck, spacesuits manufactured and used now (and even 50 years ago) provide better protection than what the suits in Starfield exhibit as the future of technology! Thanks for creating and sharing!
This looks great, im looking forward to testing it, the only other environmental tweaking mod I have is the one that makes the cars more protective, I doubt they'll conflict, but if they do I will let you know.
I dont see this as going against survival mode, it just makes the suits more appropriate.
So, I pulled it up in xEdit to check against my 160 mods, only conflict I saw was with Starfield Community Patch, & its not anything to be concerned with as far as I can tell, you just put back one effect they had removed. There was no conflict with the Vehicle Hazard Protection mod, as I figured would be the case.
On the 10th playthrough, all this makes no sense. If something beeps, let it beep )) You are already unkillable, even if you go into space in your underwear ))) Terminator Nemo - For fun, you can take a "Shotgun From Old Earth" and shoot everyone like Terminator ))) No spacesuits needed. Just a shotgun ;) That's the most interesting thing about this game. Almost GTA 5, do whatever you want ))
Good idea. I'm also part of the maybe too optimistic crowd who thinks that in the future spacesuits would be build to protect the user in a more satisfying way than shown here.
Sadly the mod is a small master, it conflicts f.e. a little bit with Suit Up mod, and cannot be changed with xEdit to make them compatible.
22 comments
If SJW is loaded before Starvival, Starvival will negate everything that SJW does so don't even bother with SJW.
If Starvival is loaded before SJW then SJW will override some of what Starvival does and make things easier.
Basically, everything in the Starvival "ENHANCED ENVIRONMENTAL HAZARDS" section will be negated.
These mods basically have the opposite intentions so they aren't really compatible.
Suit Up has an immunity option for certain hazards so I think SJW is a bit redundant and probably not needed in addition to that mod.
SJW also raises the resistances to 100 max instead of 85, so that may help.
You can certainly try them together and remove SJW at any time.
Edit: I tried checking for conflicts with xEdit but Suit Up's esm won't load because it has a small ESM as a master file so xEdit rejects it.
Any chance of compatability with
https://www.nexusmods.com/starfield/mods/9444
That mod splits the pools so that the resistance types actually function the way they should
If you load Spacesuits Just Work AFTER that mod (ExtendedArmorMods.esm) the "Spacesuit Check" will give you immunity to the airborne hazards that are in conflict:
Parasitic
Toxic Gas
Microbial
Poor Air Quality
Corrosive Gas
If you aren't wearing a full space suit then it probably doesn't matter anyway. Put your suit on...
I haven't actually tested it in game though so I have no idea what will happen.
Spacesuits Just Work doesn't affect the save file in any way so you can add or remove it at any time.
"If you are wearing a full spacesuit (suit, pack, helmet) BEFORE you are exposed to the hazard, you have FULL IMMUNITY. No warning beeps, no possibility of lung damage. Doesn't matter how much airborne resistance you have..."
In my new game with this mod installed properly and the "Environmental Damage & Afflictions" setting set to Advanced, my low level spacesuit reads 10 Airborne resistance. I trust the description page and assume when I set foot on a planet with a toxic environment I'll have full immunity. But that screenshot is throwing me for a loop. What is it depicting? Is it showing us that 100% is now possible, while previously it was capped at 85? But if so, why choose the Airborne stat as the demonstration when this mod gives us full airborne immunity anyway? It's making me think my own Airborne resistance with the mod installed and the low level gear equipped should be much higher than 10. I'm not even sure if my question makes sense. I should add that I was always, and remain, highly confused about this entire system and I ask this question knowing full well that my ignorance is probably on display. If anyone is kind enough to answer this, please explain it to me as you would to an eight year old.
A toxic gas vent will still cause environmental damage if Airborne resistance is below 100.
The environmental hazard system is overly complicated IMO. I can see remnants of a "Suit Integrity" mechanic in the Creation Kit, which I think would have made things make more sense if it had actually been used. It would make sense to get lung damage if you suit was damaged...
I dont see this as going against survival mode, it just makes the suits more appropriate.
Thanks for making this and sharing it with us!
anything to be concerned with as far as I can tell, you just put back
one effect they had removed. There was no conflict with the Vehicle
Hazard Protection mod, as I figured would be the case.
Sadly the mod is a small master, it conflicts f.e. a little bit with Suit Up mod, and cannot be changed with xEdit to make them compatible.