0 of 0

File information

Last updated

Original upload

Created by

Gothos25

Uploaded by

Gothos25

Virus scan

Safe to use

Tags for this mod

529 comments

  1. lHype
    lHype
    • premium
    • 0 kudos
    I have a question. 
    Are Spacers and Crimson Fleet Pirates to easy with this Mod? Because i dont like to be a terminator.

    And my second question Is, Is its possible to make a Patch for the Project Warfare Mod and its Addon Pack?
    1. Gothos25
      Gothos25
      • premium
      • 296 kudos
      Easier than other human enemies, but still very hard to start with.

      A patch could be done, but would be a lot of work. At some point I plan to patch some popular weapon mods, but not yet.
    2. lHype
      lHype
      • premium
      • 0 kudos
      It would be great if you made a patch for the Spacers and Crimson Fleet. But take your time. The main thing is that the patch comes out sometime.😁🙏🏼
    3. lHype
      lHype
      • premium
      • 0 kudos
      I have a personal wish for a Weapon Patch. Do you know the Full Auto Orion Rifle Mod from Inquisitor? This is my favorite Weapon Mod ever. If this Mod can get a Patch this would make me very Happy. 🙏🏼
  2. EavinEdmondson
    EavinEdmondson
    • member
    • 0 kudos
    With this mod active, every other enemy prefers to unequip their weapons and charge at the player with their fists—others seem to have noticed this too. I made sure myself that this bug wasn't caused by conflicts or another mod, sure enough it was narrowed down to Ascension. I'm hoping this gets fixed, because Ascension has been the only overhaul mod for Starfield that actually suited me. Thanks for Ascension, hope this gets fixed.
    1. Gothos25
      Gothos25
      • premium
      • 296 kudos
      It's because bash attacks are too weak.
  3. franebleu
    franebleu
    • supporter
    • 43 kudos
    Hi agd,

    I was trying the last version and it seems that the health gain per level perk doesn't work for me. (cool additions by the way)
    Does it do that for anyone else ?
    I tried with 1 hp setting and 2 hp setting to see if it had some limit like the 3k of vanilla.
    Here's the details if it helps : what I did is start a SKK new game (perhaps that's the problem, linked to the startup quest or something ?), I set the ascension hp per level option to 1 or 2, used setlevel command to raise my level to 1,2,3,30,150,1000 and the amount of HP didn't budge (101hp). The first + 2.5% HP wellness physical perk also gives me 106 hp, whatever the level.

    Do you think it is something from the mod or a particular setup problem ? (I didn't test with the full vanilla start though)
    1. Gothos25
      Gothos25
      • premium
      • 296 kudos
      You have to change locations for it to update.
    2. franebleu
      franebleu
      • supporter
      • 43 kudos
      Oh ? Ok, I'll try that thanks
    3. franebleu
      franebleu
      • supporter
      • 43 kudos
      Ok, it worked when entering/exiting the ship, very nice :)
      Do you think it could be possible to introduce some calibrated base HP limit in the future (as an additional option) ? So you can grow a little tankier, why not, but don't lose the mod's global damage balance on very high NG+++ levels ?
      It can be switched on/off actively of course, but it could be a cool thing to add in the gameplay menu options, so you set it and forget about it ? (150/200/300/.../unlimited, something like that? After 200-250 base HP it may not be Ascension gameplay anymore imho ;P)
    4. Gothos25
      Gothos25
      • premium
      • 296 kudos
      I can add more options easily. It depends if you want a balanced game at higher levels, or to become OP.
    5. franebleu
      franebleu
      • supporter
      • 43 kudos
      Yes it could be perfect, anyone could choose the settings he likes the best. For example the combination I would set for me would probably be 0.5 HP per level and 200 hp max I think, so I'd feel the growth and the acquired resilience for a somewhat long 200 levels progress but always be kept on edge. This kind of good stuff :P
    6. FooluvaTook
      FooluvaTook
      • member
      • 2 kudos
      @franebleu I'm back in Ascension on a NG+ save using SKK Fast Start this time.  My HP won't reset even after location and level changes. Have you had any other issues since the per level option got added?
    7. franebleu
      franebleu
      • supporter
      • 43 kudos
      Have you tried 'resethealth' in console ?
      player.resethealth

      You can try :
      player.resurrect
  4. fKsit
    fKsit
    • member
    • 0 kudos
    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
      Gothos25
      • premium
      • 296 kudos
      Its a bug. Not sure if its this mod or something else.
    2. fKsit
      fKsit
      • member
      • 0 kudos
      I tried to start new game with just that mod and the problem happened again. For the record, I play xbox
    3. nleminous
      nleminous
      • supporter
      • 0 kudos
      happens in my game too and i only have a handful of graphic mods so im guessing its ascension
    4. RedDog6911
      RedDog6911
      • member
      • 39 kudos
      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
      Gothos25
      • premium
      • 296 kudos
      Maybe higher bash damage will fix that then.
    6. RedDog6911
      RedDog6911
      • member
      • 39 kudos
      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
      • supporter
      • 0 kudos
      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
    8. RedDog6911
      RedDog6911
      • member
      • 39 kudos
      I increased the bash damage in my compatibility mod for every gun, just a straight x4 on all of them. Went into an Abandoned Research Tower POI filled with Crimson Fleet. Lots of CQB obviously, and not a single one holstered their gun to run at me with fists.

      I'll keep testing, but so far this seems to have fixed the issue.

      UPDATE: Visited three more POIs, Ecliptic and Spacers, once again nobody ran at me with fists.
  5. RedDog6911
    RedDog6911
    • member
    • 39 kudos
    Is this expected behavior for EM weapons with Ascension, or do I have something in my load order breaking it?

    1. RedDog6911
      RedDog6911
      • member
      • 39 kudos
      I figured out the issue, kind of. Something in my load order was removing the EM perks from the EM weapons, I have no idea which mod it was because xedit wasn't showing anything doing that. But I added the perks back in with my compatibility mod that I had already made to bring weapons and armor from several mods up to Ascension levels, and that fixed the issue.
  6. RedDog6911
    RedDog6911
    • member
    • 39 kudos
    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
  7. nleminous
    nleminous
    • supporter
    • 0 kudos
    is this the mod that makes my character go flying when he dies like if a skyrim giant hit him? 
  8. ScholarlyDeathmark
    ScholarlyDeathmark
    • supporter
    • 0 kudos
    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
      Gothos25
      • premium
      • 296 kudos
      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
      ScholarlyDeathmark
      • supporter
      • 0 kudos
      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.
  9. sgtowl
    sgtowl
    • member
    • 85 kudos
    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
      Gothos25
      • premium
      • 296 kudos
      No
  10. Bradock1984
    Bradock1984
    • premium
    • 0 kudos
    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
      Gothos25
      • premium
      • 296 kudos
      It needs a patch to work with weapon mods.