Im still getting the melee bug post update, on xbox at least.
From all Ive read on Ascension, it doesnt edit enemy AI behavior, right? Its mostly balance tweaks. I wonder if loading AI mods below it could have a chance of changing the behavior?
I previously used Grindy Combat below Ascension, briefly used Ascension > Grindy Combat > El Jefe Combat Overhaul at the same time in that order, and now just load El Jefe below Ascension.
Ascension does change some of the behavior (such as the melee decisions), and El Jefe is the perfect pairing to those changes. Enemies now chase through doors, use cover correctly, flank, and are better at using grenades. Vanilla Ascension is also pretty good, so far as human and alien smarts are concerned.
Honestly, you can't go wrong loading Grindy or El Jefe below. Especially is you also have Bedlam!
Thanks for your amazing jobs for this mod. Ascension is my main reason to still playing starfield and now im interesting to play with watchtower mod but concern about compatibility.
Is ascension mod compatible with watchtower mod?
i already search on many source (like discord, youtube, chatGPT, Gemini, etc.) but noone talk about this.
Not sure if the mod is working or not, or if it should work that way. When I start the game without the mod, the first mobs around are level 5 and the combat managable. With the mod installed, they vary between 15 and 44 and fights are actualy not that funny.
ascension - shattered space patch.esm has BlueprintShips-Starfield.esm as a master. It's likely just an oversight but it needs to be removed for stability.
How easily should you be able to kill enemy and them kill you? Seems like its taking me like 30 shots to kill them and I die in 4? Not sure if another mod is breaking something or this mod is just really tough.
Hmmm, are you aware of any mods that directly conflict with this one that would make enemies take more shots? Even things like turrets take a lot. Included modlist incase thats helpful in determining...just moved Ascension to a lower priority to see if it helps also. (included 99/98/97...0/1/2 for what modorganizer says is "Priority number" since its reverse whats in the Mo2)
# This file was automatically generated by Mod Organizer. +Easy Digipick (Lockpick) - 99 +Visible Skills Descriptions - 98 +Realistic Ragdolls and Force - 97 +DerreTech *Unmanaged: ShatteredSpace *Unmanaged: SFBGS004 +Ship HUD Tweaks +Ship Builder Categories +Naked Guard and Other NPCs Fix +Baka Hold to Sprint +Sprint Stuttering Fix +Immersive Shell Casings +Customisable Animation Speed +Faster Airlock and Hatch and Door Animations - Sound Fix +Real Flashlight +Smooth Ship Reticle (120fps Smooth UI) -BetterHUD - Immersive and Dynamic - User Configurable +Visible Companion Affinity +Disable Dialogue Camera +Proper Companion Previews +Show Star Names +Show XP on Loading Screens +ATIL - Ammo Type Icons and Labels +StarUI Configurator +StarUI HUD +StarUI Inventory +Enhanced Player Healthbar +Faster Favorites Menu +Undelayed Menus +Enhanced Subtitles +Enhanced Dialogue Interface +Compact Ship Builder UI +Compact Crew Menu UI +Compact Mission UI +Compact Crafting UI +Compact Build Menu UI +CCR - Actually Functional Food and Chems (AFFC) +Sit To Add Ship to Fleet +Proper Piloting Skills and Design +New Game Starts With Character Creation +Swap and Save Weapon and Armor Mods - The Good Ol' Fallout Mods Restored - SFSE +RTFP - Lighter armors +Burden Me Not - Clutter Begone +Craftable Ammo Chems and Utilities updated +Ship Command Certification Challenge Fix +Ship Power Allocation Fix - Revert Unwanted Power Changes +Waiting Reinvented +Legendary Spawn Chance +Richer Vendors - 10x merchant gold and 1 day restock +Variable Contraband Prices - Contraband More Valuable in Locations with Scans -Fix Registration Fees - CCR(inBat) +Mission Boards Anywhere - Also Bounty Clearance -Immersive Bounty System +Leave No Witnesses +Believable Crime Report Radius +Red Dog's Spacer and Crimson Fleet Outfits for Ascension Patch +Stealth Overhaul +Weapon Accuracy Overhaul +Red Dog's Crew Station Overhaul +Red Dog's Ecliptic Overhaul for Ascension +Red Dog's Va'ruun Zealot AI Upgrade +Red Dog's Starborn AI Upgrade +Red Dog's Spacer AI Upgrade +Red Dog's Ecliptic AI Upgrade +Red Dog's Crimson Fleet AI Upgrade +Spacers EIT Z Distributed +Crimson X Distributed +IW - Mercenary +Crimson X - Clothing Jackets Glasses Masks Belts Gloves Gear - ZBB +Eit Clothiers Plus - Clothes jackets belts gloves glasses necklace - ZBB -Denser Vegetation - A GRiNDTerra Mod -GrindTerra UI Manual -GRiNDTerra UI- A GRiNDTerra mod +Random Creature and Robot Size- A GRiNDTerra Mod2 +Random Creature and Robot Size- A GRiNDTerra Mod -GRiNDY Combat- A GRiNDTerra Combat Overhaul +Random Encounters of the GRiNDfield Kind DLC +Random Encounters of the GRiNDfield Kind +Places Of Intrigue GRiNDfield POI DLC +Places Of Intrigue GRiNDfield POI +Rocks - A GRiNDTerraverse PPG Stand-alone Expansion +Biomes of the GRiNDfield- a GRiNDTerra ModDLC +Biomes of the GRiNDfield- a GRiNDTerra Mod +The Grindfield- a GRiNDTerra modDLC +The Grindfield- a GRiNDTerra mod +Into the Grindfield - GRiNDTerra Framework Mod DLC +Into the Grindfield - GRiNDTerra Framework Mod +Ascension - Gameplay OverhaulDLC +Ascension - Gameplay Overhaul +Dark Universe - Overtime +Dark Universe - Crossfire +Dark Universe - Black Sea +Clean Reflex Sight Lenses +Galactic Mesh Fixes +Console Command Runner Updated +Real Time Form Patcher (SFSE) +Address Library for SFSE Plugins +Baka Achievement Enabler (SFSE) - 2 +Seamless Grav Jump - 1 +Cleanfield - A No-Intro Videos And Clean Menu Fix - 0
In the normal game if you want to increase the damage of a weapon you can use the console to "amod 0028F444" to get a 5% bump in damage and repeat as needed. I suspect you nerfed that item as a part of removing the weapon tiers. That's fine and I understand why it was needed. I'd suggest you add your version of that omod so the user can balance weapon mods to match your scaling. Otherwise every single weapon mod will need a patch and that's not going to happen. I think people will weigh the use of your mod versus weapon mods and weapon mods are pretty popular.
Some weapon mods have built in damage buffing at the workbench but not all. Adding your own item would help the problem.
I created an omod record in a personal mod file that if attached to a ballistic weapon will add 100 attack damage as a test. It worked. It is used by dropping the weapon, clicking it in the console and typing amod xxxxxxx (the formid). Having it attached still allows for weapon editing on the workbench and adding/subtracting damage with attachments has the correct outcome. Screenshot of the record
What this game really needs is a Starfield version of Equipment Crafting Overhaul. Then users could adjust weapons and armor on vanilla or mod added gear themselves in game.
The description states the Ballistics Perk allows fire mode changes. I think it also hides those changes (receiver) on the bench if you don't have the perk. I thought there was a problem in the current beta when I did not see a Receiver option on weapons.
Hello and big thanks for a great work done! I've started a new game and its something different, you have to put some effort in combat, which is good. First pirates gave me hell, i got through them in like 5 attempts, lol Now I've cleared a nova galactic shipyard, it was something. I wont even take anything less then full auto, and a lot of grenades. And a grenade launcher. And a pistol for that guy jumping on me on reload. And Sarah/Vasco for decoy/additional firepower. And an emp for robot. And i dont even know, how i gonna handle that terrormorph on tau ceti. Really makes you feel combat is pretty damn dangerous line of work, not just you deleting everyone.
Craftable quality extended has no purpose with this, as the quality tiers are gone. Rolay Galaxy isn't compatible, as they both change many of the same things.
Is this mod compatible with Starvival? I did do some reading and noticed that Starvival has survival damage and how with its enhanced survival hazards that max suit resistances were bumped from 85 to 95. Survival damage can be turned off, so I am not worried about that, but the suit resistances has me confused on how it will work with your mod.
I like the idea of harsher environments, so I would rather not disable that. But I don't know if it would conflict with your mod at all.
565 comments
From all Ive read on Ascension, it doesnt edit enemy AI behavior, right? Its mostly balance tweaks. I wonder if loading AI mods below it could have a chance of changing the behavior?
Ascension does change some of the behavior (such as the melee decisions), and El Jefe is the perfect pairing to those changes. Enemies now chase through doors, use cover correctly, flank, and are better at using grenades. Vanilla Ascension is also pretty good, so far as human and alien smarts are concerned.
Honestly, you can't go wrong loading Grindy or El Jefe below. Especially is you also have Bedlam!
Is ascension mod compatible with watchtower mod?
i already search on many source (like discord, youtube, chatGPT, Gemini, etc.) but noone talk about this.
# This file was automatically generated by Mod Organizer.
+Easy Digipick (Lockpick) - 99
+Visible Skills Descriptions - 98
+Realistic Ragdolls and Force - 97
+DerreTech
*Unmanaged: ShatteredSpace
*Unmanaged: SFBGS004
+Ship HUD Tweaks
+Ship Builder Categories
+Naked Guard and Other NPCs Fix
+Baka Hold to Sprint
+Sprint Stuttering Fix
+Immersive Shell Casings
+Customisable Animation Speed
+Faster Airlock and Hatch and Door Animations - Sound Fix
+Real Flashlight
+Smooth Ship Reticle (120fps Smooth UI)
-BetterHUD - Immersive and Dynamic - User Configurable
+Visible Companion Affinity
+Disable Dialogue Camera
+Proper Companion Previews
+Show Star Names
+Show XP on Loading Screens
+ATIL - Ammo Type Icons and Labels
+StarUI Configurator
+StarUI HUD
+StarUI Inventory
+Enhanced Player Healthbar
+Faster Favorites Menu
+Undelayed Menus
+Enhanced Subtitles
+Enhanced Dialogue Interface
+Compact Ship Builder UI
+Compact Crew Menu UI
+Compact Mission UI
+Compact Crafting UI
+Compact Build Menu UI
+CCR - Actually Functional Food and Chems (AFFC)
+Sit To Add Ship to Fleet
+Proper Piloting Skills and Design
+New Game Starts With Character Creation
+Swap and Save Weapon and Armor Mods - The Good Ol' Fallout Mods Restored - SFSE
+RTFP - Lighter armors
+Burden Me Not - Clutter Begone
+Craftable Ammo Chems and Utilities updated
+Ship Command Certification Challenge Fix
+Ship Power Allocation Fix - Revert Unwanted Power Changes
+Waiting Reinvented
+Legendary Spawn Chance
+Richer Vendors - 10x merchant gold and 1 day restock
+Variable Contraband Prices - Contraband More Valuable in Locations with Scans
-Fix Registration Fees - CCR(inBat)
+Mission Boards Anywhere - Also Bounty Clearance
-Immersive Bounty System
+Leave No Witnesses
+Believable Crime Report Radius
+Red Dog's Spacer and Crimson Fleet Outfits for Ascension Patch
+Stealth Overhaul
+Weapon Accuracy Overhaul
+Red Dog's Crew Station Overhaul
+Red Dog's Ecliptic Overhaul for Ascension
+Red Dog's Va'ruun Zealot AI Upgrade
+Red Dog's Starborn AI Upgrade
+Red Dog's Spacer AI Upgrade
+Red Dog's Ecliptic AI Upgrade
+Red Dog's Crimson Fleet AI Upgrade
+Spacers EIT Z Distributed
+Crimson X Distributed
+IW - Mercenary
+Crimson X - Clothing Jackets Glasses Masks Belts Gloves Gear - ZBB
+Eit Clothiers Plus - Clothes jackets belts gloves glasses necklace - ZBB
-Denser Vegetation - A GRiNDTerra Mod
-GrindTerra UI Manual
-GRiNDTerra UI- A GRiNDTerra mod
+Random Creature and Robot Size- A GRiNDTerra Mod2
+Random Creature and Robot Size- A GRiNDTerra Mod
-GRiNDY Combat- A GRiNDTerra Combat Overhaul
+Random Encounters of the GRiNDfield Kind DLC
+Random Encounters of the GRiNDfield Kind
+Places Of Intrigue GRiNDfield POI DLC
+Places Of Intrigue GRiNDfield POI
+Rocks - A GRiNDTerraverse PPG Stand-alone Expansion
+Biomes of the GRiNDfield- a GRiNDTerra ModDLC
+Biomes of the GRiNDfield- a GRiNDTerra Mod
+The Grindfield- a GRiNDTerra modDLC
+The Grindfield- a GRiNDTerra mod
+Into the Grindfield - GRiNDTerra Framework Mod DLC
+Into the Grindfield - GRiNDTerra Framework Mod
+Ascension - Gameplay OverhaulDLC
+Ascension - Gameplay Overhaul
+Dark Universe - Overtime
+Dark Universe - Crossfire
+Dark Universe - Black Sea
+Clean Reflex Sight Lenses
+Galactic Mesh Fixes
+Console Command Runner Updated
+Real Time Form Patcher (SFSE)
+Address Library for SFSE Plugins
+Baka Achievement Enabler (SFSE) - 2
+Seamless Grav Jump - 1
+Cleanfield - A No-Intro Videos And Clean Menu Fix - 0
Some weapon mods have built in damage buffing at the workbench but not all. Adding your own item would help the problem.
I created an omod record in a personal mod file that if attached to a ballistic weapon will add 100 attack damage as a test. It worked. It is used by dropping the weapon, clicking it in the console and typing amod xxxxxxx (the formid). Having it attached still allows for weapon editing on the workbench and adding/subtracting damage with attachments has the correct outcome.
Screenshot of the record
What this game really needs is a Starfield version of Equipment Crafting Overhaul. Then users could adjust weapons and armor on vanilla or mod added gear themselves in game.
I've started a new game and its something different, you have to put some effort in combat, which is good.
First pirates gave me hell, i got through them in like 5 attempts, lol
Now I've cleared a nova galactic shipyard, it was something. I wont even take anything less then full auto, and a lot of grenades. And a grenade launcher. And a pistol for that guy jumping on me on reload. And Sarah/Vasco for decoy/additional firepower. And an emp for robot.
And i dont even know, how i gonna handle that terrormorph on tau ceti.
Really makes you feel combat is pretty damn dangerous line of work, not just you deleting everyone.
I like the idea of harsher environments, so I would rather not disable that. But I don't know if it would conflict with your mod at all.