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This page was last updated on 25 October 2024, 1:04PM
- Changelogs
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Version 1.2.3.0
- Deadly Hazards
Updated to work with Starfield Patch 1.11.36.
- Forwarded GV for Suit Integrity Failure.
- Forwarded GV for Restore Environmental Damage.
- Added breathable locations to the list of allowed scenarios for restoring Environmental Damage. (trusting Bethesda on this one)
- Removed "Taking environmental damage!" from UI tooltip to better support the player's ability to change gameplay options and have a consistent UI experience.
- Made the effects of Deadly Hazards require the Advanced option to be selected in order for the Extreme Environments and Extreme Weather-aspects of the mod to work.
- Updated the meshes to work with the new version of Starfield.
- Updated the edited UI files as well, just in case Bethesda did some changes to those.
Various fixes for Starfield and Deadly Hazards
- Fixed incorrect MUID set on a DH-record added to the Corrosive Rain spell.
- Fixed an issue in vanilla Starfield where rain effects could apply to the player on non-extreme planets even while sheltered from the rain. - Deadly Hazards: Oxygen
Updated to work with Starfield Patch 1.11.36.
- Updated the meshes to work with the new version of Starfield.
- Deadly Hazards
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Version 1.2.2.0
- Compatibility Patches
- Added patches for Royal Galaxy.
- Compatibility Patches
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Version 1.2.1.0
- Deadly Hazards ("Got Me Under Pressure" Edition)
Atmospheric Pressure
- Utilizing existing planet data, I have intentionally created a new gameplay system that is disabled by default to promote immersion over realism.
- Wearing a space suit in extreme pressure atmospheres is required to sustain life. Wearing a space suit in high-pressure atmospheres is optional but recommended, as prolonged exposure will damage your body and bones.
- As with all my features, this one is also fully customizable. :)
Major Script Update
- Almost all of my scripts have been rebuilt and refactored using knowledge learned from other mod authors and my own experience building this mod.
- Introduced the first version of DHUtil, a utility script that holds various functions all my mods use. Other mods can call functions from here should they need to!
- Optimized some messy scripts.
- Documentation has been massively improved, and script readability should be better. Unnecessary stuff has been removed, and scripts have been made more streamlined. This took a lot of work, but it will be worth it.
Preset System
- I built 4 preset scripts for the in-game config item, solely responsible for applying the various "levels of deadly" settings. This will drastically improve my ability to develop this mod.
- Introduced Custom Hazards, a template preset script where you can make your very own "Level of Deadly", aka preset for Deadly Hazards, and have it applied in-game by using the settings item! Requires minimal papyrus knowledge and the ability to compile a script. It could be a neat tool for modlist authors as they can use Deadly Hazards as a framework, then have users download their Custom Hazards preset and voila, an experience tailored to their vision!
- You no longer select your "Level of Deadly" (difficulty) during installation. Instead, you use the in-game config item and apply your desired preset! This mod will load by default with the "Deadly" preset. You can pick between the same three presets, and there's a fourth blank preset that you or someone else can modify (the Custom / Custom Hazards preset).
- You can swap between presets seamlessly in-game at any time without worry! There is no need to reinstall the mod and vice versa. Changes are applied in an instant.
In-game Settings Menu
- I have added an item to customize various settings of Deadly Hazards in-game! Woohoo!! Unfortunately, I have not been able to add all settings yet.
- As we advance, new updates from this mod will primarily add missing settings.
- Settings take a long time for me to implement. My apologies.
Translation Support
- Converted hardcoded script messages into Message records to make the translation of this mod easier! Everything should now originate from a Message record. Go wild, translators!
Immersive Generic Hazards
- If you get exposed to a "generic hazard" without a space suit, like a reactor leak or gas vent, you will most likely die due to generic hazards now having unique damage globals based on whether the player is wearing a space suit.
- Increased the deadliness of all generic hazards.
Immersive Hazardous Water
- Made hazardous water manageable through unique globals! I've not buffed its damage, but it can be easily changed by adjusting the new global variables.
- However, I've made hazardous water very deadly without a space suit - like it should be.
Bug Fixes
- Removed "Niira Battlegrounds" / "1-Of-A-Kind Salvage" as a protected zone. The mod should now work in this location.
- Fixed a bug that caused Extreme Solar Radiation to occur while in caves and similar. Fixed by making Extreme Solar Radiation impossible while in an interior.
- Fixed an issue that caused the Reinforced Nanobots Injector not to be craftable.
- Fixed an issue that caused the thermal limit for the player's body not to be considered.
- Made radiation hazards apply radiation afflictions, not just the burns affliction. (this is a vanilla "bug" that could be intentional)
Compatibility Improvements
- Disconnected Deadly Hazards: Oxygen so that it can be a standalone mod.
- Removed all edits to Affliction-related chance globals as I no longer use them for my mods changes. Instead, Deadly Hazards now uses its own Global Variables. Should make Affliction mods super-compatible.
- Removed all edits to Hazard-related damage and soak globals as this mod now uses its own Global Variables for all the hazards in Starfield, furthering compatibility with mods such as Starvival; load order should no longer matter.
- Cleaned and nuked some unnecessary edits. Improved Editor ID-naming.
- All weather and water periodic effect chance and interval globals have been replaced with Deadly Hazards globals.
Balance Fixes & Adjustments
- Adjusted Gas Vents to deal less damage to suit protection to compensate for the now deadly Extreme Environments.
- Increased damage from Gas Vents, should you hit them without active suit protection.
- Added "Gagarin Landing" to the list of excluded locations, ensuring the player remains safe like the NPCs.
- Buffed health damage from flames.
- Since Extreme Environments now have unique globals for determining Affliction chances, I've tuned them down so it will be rare to get Afflictions if exposed to extreme environments.
- Increased chance of gaining afflictions from water, should you run out of suit protection.
- The weather affliction chance interval was reduced from 30 to 20 using a custom Global. This will increase the chance of gaining afflictions in extreme weather while suit protection is 0.
In-Game Documentation & Help
- Added completely new help pages to the in-game manual to help players understand Deadly Hazards.
- These are injected by script and do not modify the formlist directly to avoid compatibility issues. Check them out! - Deadly Hazards: No Automatic Healing
- Removed the record edit done to the Doctors quest and made the script use GetFormFromFile instead of a Property.
- Should now be compatible with mods that modify the doctors' quest and vice versa, like Starvival's Economy Module. - Deadly Hazards: Afflictions from Weapons
- The .esm file has been removed as the changes done by that ESM are not integrated into Deadly Afflictions (DeadlyAfflictions.esm).
- This plugin is safe to remove mid-playthrough. - Deadly Hazards x Starvival
- As mentioned, I have improved native compatibility between Deadly Hazards and Starvival when it comes to its new Economy module. - Deadly Hazards x Functional Ship Infirmaries
- I optimized the script edit I made by removing an unnecessary variable. It went from a two-line change to a one-line change. - Deadly Hazards: Oxygen
- It's now a separate mod, utterly independent from Deadly Hazards.
- A patch is required for the two mods to work perfectly together. If you don't have the patch, things will still work - it's just that some things will not be consistent.
- This patch is included in the main download, so no worries.
Large Update
- See the full changelog: https://www.nexusmods.com/starfield/mods/7031
- Will continue to include the most recent version of DH: Oxygen in the main install of Deadly Hazards for now.
- Deadly Hazards ("Got Me Under Pressure" Edition)
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Version 1.1.0.3 (Hotfix)
- Uploaded a very simple .esm plugin to resolve issues related to crafting the Reinforced Nanobots Injector! This plugin requires the main mod, and is safe to remove from your savefile later when the hotfix is incorporated into the main mod.
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Version 1.1.0.2
- Added compatibility patch for Starvival, combining the changes done to the O2 Shot together into 1 plugin.
- Better version numbering, to better support frequent-ish updates like this where the actual mod doesn't change.
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Version 1.1 Hotfix
- Had to remove the plugin requirement check from the FOMOD because Vortex doesn't support Starfield modding yet. Nothing's changed in the actual mod, just a reupload. If you had issues checking the compatibility patch during installation, try again now!
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Version 1.1
- Deadly Hazards
- - Increased chance of finding nanobots injectors.
- - Nanobots now heal environmental damage in combat. This was made into a setting, in case anybody wants them to retain the "not working in combat" functionality.
- - Nanobots Injector is now craftable. Requires you to research Nanorobotics 1 from the Pharmacology category.
- - Added a new item, the Reinforced Nanobots Injector. This one lasts for 6 minutes, while the original lasts only for 2 minutes. Requires you to research Nanorobotics 2 from the Pharmacology category.
- - Made Solar Radiation only apply when the player is exposed to the sky. This should resolve the problem at the NASA Facility and Deep Mines. Additionally, the player can seek shelter from the sun to avoid Radiation, like you see the astronatus do in For All Mankind.
- - Made the player immune to soak and env damage while in the dialogue camera. I went through a GREAT deal of trouble getting this to work right.
- - Various text and UI consistency fixes.
- - Made Kinda Deadly and Very Deadly be exactly x1.25 more Deadly, or x0.75 less deadly compared to the Deadly verison, so its easier to describe to people.
- - Reduced and rebalanced values for environmental damage and suit protection damage.
- - Disabled "Always Update" to avoid message spam on save-load. Will also apply for existing saves, because scriptsss!!
- - Tuned the price/cost of Nanobots Injectors.
- - Added watch notification alerting the suit protection has been depleted. Can be toggled on/off.
- - Made the new default body thermal limit for cold -20. If you want this change in your existing savefile, you will have to run a console command.
- - Rejuvenation Rank 3 will slowly heal ENV damage while not in combat and not taking ENV damage. Rank 4 will heal a bit faster out of combat, and slowly heal regardless of combat status. Did not change skill description to avoid future conflicts.
- Deadly Hazards: Oxygen
- - Made "Mandalorian Mode" the deafult.
- - Implemented script function to set Mandalorian Mode to enabled for people that don't have it enabled.
- - Moved the "Oxygen Levels: Low" and "Oxygen Levels: Very Low" notifications from the top right to the watch. Can be disabled. Repeats after 120s and 60s depending on levels.
- - Also removed "Critical" message notification, as it's now shown properly on the watch in the HUD.
- - Added periodic O2 levels notifications. Can be turned on/off.
- - Gave Oxygen Tanks a new mesh so that they look different from other tanks whilst also being smaller.
- - Tweaked the Oxygen Tank spawn rates.
- - Fixed a papyrus-related bug.
- - Made the Full Oxygen Tank a craftable object. Requires you to research Survival 1 from the Equipment category.
- - Renamed Full Oxygen Tank to Oxygen Tank.
- - Disabled "Always Update" to avoid message spam on save-load. Will apply for existing saves.
- - O2 Shot refills a small amount of O2 in your supply.
- - Overhauled how finding Oxygen Tanks in loot works. Vendors should no longer sell Used Oxygen Tanks. These should now only be found on enemies that wear space suits. "Full Oxygen Tanks", now renamed to "Oxygen Tank" can be bought from vendors, or found in loot on a rare occasion. Ctrl+F words: Leveled Lists
- - You will also no longer find the oxygen tanks as placed items through pack-ins, at least for the time being.
- - Added adjustable Global Variable for managing the chance of finding Used Oxygen Tanks on dead enemies.
- - Increased idle consumption rate to increase value of using helmets with O2 filters.
- - Integrated the O2 Filter legendary effect. Wearing an armor item with this mod/effect will decrease idle O2 consumption.
- - Fixed a bug that caused the O2 tanks to be free at vendors. I had set the price already, but forgot to set a flag.
- - Tuned the cost/price of oxygen tanks and used oxygen tanks.
- - There's now a notification shown on the watch whenever you are consuming O2 from your supply. It also includes a percentage to show you how much O2 is left when the supply is activated/inactivated. Can be toggled on/off.
- - Fixed some smol bugs that could happen if you ran out of O2 while using Nanobots Injector.
- - Various text and UI consistency fixes.
- Deadly Hazards: Extras
- - Added patch for Functional Ship Infirmaries.
- - Increased chance of afflictions from weapons from 1.0 to 1.25
- - Removed some settings that shouldn't have been settings, in favor of making sure things are working for people when they reinstall the mod. Mainly, the Oxygen system toggle and the "no auto heal" toggle. If you want to turn these things off, disable the corresponding plugins.
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Version 1.0
- MAJOR UPDATE: Deadly Hazards
- Overhauled every extreme environment. Now each extreme environment should feel more unique, gameplay-wise.
- Soak Suppression has been removed and replaced with a new system that depletes your suit protection first, then applies environmental damage and afflictions afterwards.
- Made Extreme Ambient Heat and Extreme Ambient Cold dependant on the temperatures instead of keywords.
- Introduced three levels of solar radiation depending on the planets magnetosphere density.
- Toxic environments, while being a slow killer, can instantly poison you without wearing a suit.
- Corrosive environments are tough, and should an extreme weather occur, even tougher.
- NEW ITEM: Nanobots Injector, removes environmental damage while out of combat. Uses Synapse Alpha mesh with a replaced .mat
- Changed all "SoakSuppress" spells from Ability to Disease so resistances would correctly apply.
- Rebalanced over 100+ new global variables to make the mod playable.
- Built maintenance functions and startup quests (not actual quest) to help me do updates in the future and to make the mod work on existing savefiles.
- Implemented a minimum and maximum temperature for the player to be in without a space suit.
- Implemented a minimum and maximum temperature for the player to be in with a space suit.
- Added global damage modifiers to all environment types and each individual weather so the player can tweak these in-game through console commands.
- Added optional plugin to disable automatic environmental damage recovery in sealed environments.
- Modified a vanilla script for doctors so that they can heal environmental damage while curing wounds and curing everything.
- Modified a UI file to remove the constant beeping after suit protection has depleted.
- Added optional sound replacers to replace the hazard warning beeps with silence.
- Added optional plugin to prevent lung damage while in space suit or in one of the three hazmat suits while exposed to Toxic Gas or Poor Air Quality.
- Updated the "Restore Soak" spells to make it work better.
- Rebalanced damage to suit protection from normal hazards.
- Rebalanced environmental damage from various hazard traps.
- Made each individual extreme weather have its own damage values, both with suit equipped, without suit equipped, and soak damages.
- Temperature system with 13 tiers of temperature.
- Space suit fully protects up until 200c and down to -150c by default. This can be changed via a console command, followed by a save and reload.
- The body is able to sustain temperatures safely between 40c and -15c. If it's hotter than 40c, for example, like Gagarin, the player risks getting afflictions and will take small environmental damage over time.
- Tweaked chances of gaining afflictions.
- Added new items to leveled lists through record-editing. Also included optional script injection for people that want that. This has to be triggered via a console command.
- Edited some formlists and made use of them in my own magic effects so that I could add underused / never used afflictions where it made sense.
- Made extreme ambient heat able to cause Heatstrokes
- Updated tutorial messages to better reflect the changes from this mod to the gameworld and the player.
- Updated in-game Help pages for the same reason as above.
- Added optional fast travel-restriction system that disables fast travel only when you are exposed to a hazard without suit protection. This allows you to gain fast travel should you reach a settlement and need to get off the planet. It's not a good implementation, but a start.
- Didn't directly change it, but should be noted that the Environmental Conditioning perk now has a legit use and is a worthwhile investment due to the changes to extreme environments.
- Created new FOMOD
- Updated Three Levels of Deadly to work with new numbers and maths
- Fixed issue with damage from extreme weather not working on non-extreme planets
- Made gaining Afflictions from Weapons it's own seperate and optional plugin
- Overhauled MGEFs to show status effects more clearly. Also added colorful text
- LIMITED OXYGEN SUPPLY (DH_Oxygen.esm)
- New feature that gives you a reason to unequip your space suit every once in a while.
- Running out of oxygen causes co2 buildup in suit and will make you suffocate, with fancy effects.
- NEW ITEMS: Oxygen tanks, one Full and one Used. Used gives random O2, Full always gives 100%.
- New startup quest and maintenance jobs for DH_Oxygen.esm, similar to DeadlyHazards.esm
- Added notifications for when oxygen is Low, Very Low and Critical
- Made unequipping pack while having helmet and suit equipped suffocate you unless you are using mandalorian mode.
- Added Mandalorian Mode, a mode that allows for automatic switching between using O2 from supply or from the air whenever you're in a breathable area.
- Added various triggers that consume O2 when done, like sprinting, power attacks, etc.
- Made some Afflictions cause increased O2 useage whenever their effects was triggered.
- Added Oxygen Tanks to leveled lists through record-editing. As with Nanobots Injectors, features an optional scripted injection method triggerd via console commands and save-reload.
- For a full feature description, check out the Notion hub. This changelog is not comprehensive.
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Version 0.2
- Fixed an issue where damage from extreme weather did not apply while on non-extreme planets.
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Version 0.1
- Initial release.
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- Author's activity
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October 2024
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25 Oct 2024, 1:03PM | Action by: SpacePigeonTV
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