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Gothos25

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519 comments

  1. fKsit
    fKsit
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    Hey, I ran into the strange behavior of opponents after starting a new game with your mod. Often enemies remove weapons in the middle of a shootout and switch to fists - is this intentionally? Sorry for my English
    1. Gothos25
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      Its a bug. Not sure if its this mod or something else.
    2. fKsit
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      I tried to start new game with just that mod and the problem happened again. For the record, I play xbox
    3. nleminous
      nleminous
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      happens in my game too and i only have a handful of graphic mods so im guessing its ascension
    4. RedDog6911
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      I don't believe that's actually a bug, it's how the AI works. NPCs will automatically switch to the weapon with the best damage against their target for their current range. If your armor rating is too high for their weapon, and they're close enough, they'll default to fists (or run away, or both). The reason being that fists may have a higher DPS than bashing with their gun.

      They'll also pickup better weapons from dead bodies nearby.

      If they all had melee weapons in addition to their guns, they'd likely switch to that instead at close range.
    5. Gothos25
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      Maybe higher bash damage will fix that then.
    6. RedDog6911
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      It should if my theory is correct. Looking in the CK I see that the base damage for an unarmed human is 25, while the bash damage for most of the guns with Ascension is only 10-14.

      Quadrupling the bash damage for all weapons should resolve the issue, and bring them in align with lower end melee weapons as well.
    7. nleminous
      nleminous
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      i love this mod but i just can't play it with the enemies running at me from 100 meters away to punch me. it's too janky
  2. RedDog6911
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    I noticed that Spacers EIT Z Distributed and Crimson X Distributed are overwriting the templates for all Spacers and Crimson Fleet. Made up a quick compatibility patch to fix them.

    Ascension compatibility patch
  3. nleminous
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    is this the mod that makes my character go flying when he dies like if a skyrim giant hit him? 
  4. RedDog6911
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    Is this expected behavior for EM weapons with Ascension, or do I have something in my load order breaking it?

  5. ScholarlyDeathmark
    ScholarlyDeathmark
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    I have a question about a couple weapons in this. I am not reporting a bug as I do not know if it is one, but the Maelstrom and Grendel are only listed as 4 and 3 damage respectively. I have no other mods that affect balance in any way, so I felt appropriate to bring it up with you. Sorry if this is inconvenient.
    1. Gothos25
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      Another mod is changing them. Load Ascension lower in your load order. It doesn't have to be a specific damage changing mod, any change to those weapons will revert my damage increases.
    2. ScholarlyDeathmark
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      Well now I feel embarrassed about missing an obvious solution. Sorry about the inconvenience. I should have thought of that, given that I have been modding for a long time.
  6. sgtowl
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    Does this touch how ships are repaired? When I tried it and captured a ship, I was unable to repair the engine, even at a space vendor.
    1. Gothos25
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      No
  7. Bradock1984
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    I imagine it's a silly question but this mod is not compatible with warfare weapons or other weapon mods? I say it because of the weapon levels. thank you
    1. Gothos25
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      It needs a patch to work with weapon mods.
  8. Darkstorne
    Darkstorne
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    Does anyone have a recommendation for loot overhaul mods to use with this? Looks like that's one of the few parts of the game Gothos hasn't touched yet with their mod releases.

    I'm swimming in credits, swimming in medpacks, swimming in aid items, swimming in digipicks, and swimming in ammo. I use the Alien DNA trait (less effective healing) and the hardest options for environmental afflictions etc, and still feel no incentive at all to invest my perk points in scavenging and healing bonuses. I never need to visit vendors to resupply. I'd love to find a good loot scarcity mod that doesn't conflict with Gothos' mod suite, that makes those vendors and perk options feel important.
  9. RedDog6911
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    For the most part, I'm enjoying Ascension so far. The gunplay feels great, much more realistic than vanilla, and better than just using a mod to limit health (which I was dong in my previous playthrough). I had removed PEAK AI from my load order because I had seen comments that it made the game too hard with Ascension... but I'm find Ascension way too easy without it. I am still using Grindy Combat (I was using it together with PEAK previously), but even still it's way too easy. I've made it through multiple POIs over the last two days without even needing to use a medpack once. Maybe it's because I'm used to hardcore realism games like Arma 3, so I always move slowly and stay in cover. I'm definitely going to have to put PEAK back in my load order though, it's just not fun when there's no serious risk.

     

    So for anyone else like me out there thinking about using Ascension with AI mods, do it, it's much better that way. More realistic, and actually challenging regardless of your level.

    My load order that works very well:

    • PEAK AI
    • Grindy Combat
    • Ascension
  10. RedDog6911
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    Weird issue. Started NG+, removed Royal Galaxy (and a few other mods that I'm certain would conflict), and added Ascension. Everything seems to be working fine, but I noticed my level jumped from 153 to 381. 
    1. Gothos25
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      Ascension changes the leveling curve, as de-leveled enemies give less xp. Starfield handles this retroactively, meaning your level increased. Just ignore the extra perk points and it will all still work fine.