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This page was last updated on 15 May 2024, 11:10AM
- Changelogs
-
-
Version 5.5.0
- ========================
FEATURES
========================
[+] An incredible miracle of technology, an art of engineering. The apogee of those in need in their most difficult hour. The cradle of all humanity and all living things!
I present to your attention...A lunchbox.
Okay, jokes aside..I present you really a lunchbox item ahaha.
With already enabled Starvival, lunchbox will be added to the player's inventory after loading a save, otherwise at initialization stage.
So whats the fuss >>>
1) Lunchbox is a portable container with capacity limit, where you can put food & drink items only. Can be binded to a quickslot or Hotkey for an easy and quick access.
2) Items can be consumed exactly from the lunchbox, no need to send them back to players inventory (like with all other vanilla containers), although you still can do that if you want, with special MODE setting inside the lunchbox.
..Now for the bubblegummy part and the main reason why you need this technology >>>
3) If you have turned ON StarNeeds (Basic Needs) system, items that are inside lunchbox will be consumed automaticaly below certaint thresholds (80 for each NEED by Default, configurable) until they overcome said threshold.
No need to beg anymore Todd Howard's inventory to find and consume your precious Snacky Packy Gummy Bugs or spasmodically bind them to a precious quickslot and use them from there.
Just put everything you need into lunchbox and forget about manual consumage, at least for some time.
Auto-Needs can be toggled off with configuration book >>> TWEAKS >>> BASIC NEEDS >>> AUTO-NEEDS
Auto-Needs works with item's grades.
So for an example: you have (5, Low Grade) Snacky Packy Gummy Bugs, (2, Medium Grade) Alien Pies, (1, High Grade) UC BattleMeal Multipack in the lunchbox.
At first will be used items that are Low Grade, then Medium Grade and lastly High Grade. So basicaly you decide what will be on the menu for your captain.
Note: very minor thing, but still, try not to accidently click on a TAKE ALL button, otherwise character will eat and drink every item from the lunchbox, lol.
- ========================
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Version 5.4.3
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BUG FIXES
========================
[+] Unable to take gas and batteries with turned on Auto-Deliverer, from enemy/not owned ships you just pumped out as it keeps delivering it back to that ship. Now it delivers items exactly to HOMESHIP cargo hold. Fixed
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Version 5.4.2
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BUG FIXES
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[+] Configuration Book: fixed not working Oversatiation Food/Drink damage pages
[+] Fixed oversight regarding energy drinks fatigue block
- ========================
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Version 5.4.0
- ========================
TWEAKS & CHANGES
========================
[+] Combined "Starvival - ModuleCreatures.esm" & "Starvival - ModuleTinCans.esm" into main "Starvival - Immersive Survival Addon.esm". Use configuration book to turn ON/OFF.
Note: you can delete creatures and tin cans ESMs, they are now obsolete.
[+] "Economy" Module: Commerce perk now affects Enhanced, Medic, Real Estate services prices.
[+] Energy Drinks now also temporarily stop fatigue increase for some time. After three servings, will no longer fill fatigue points. A good well sleep (8 hours, without Caffeinophagia addiction) will help to return all benefits back.
Note: this change was needed to prevent [spamming/relying on] energy drinks to restore fatigue points on the fly, without consequences. They were too OP items for restoring fatigue points.
========================
BUG FIXES
========================
[+] Corrected condition for addichrone while going sleep with Caffeinophagia addiction. Take your pills granpa, now you can sleep well while being overnergized, lol.
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Version 5.3.1
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TWEAKS & CHANGES
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[+] Major optimization to ammo restrictor. Now it purely checks for keywords, thus making compatibility patches for new types of ammunition very easy without changing the script itself.
Note: If you have Economy Module activated, don't forget to update it too as it contains some ammo edits.
========================
BUG FIXES
========================
[+] Corrected crafting recipes for Spaceship Systems Fabricator, Ship O' Transfer, Emergency Repair Bots and Maintenance Kit.
[+] Fixed incorrect calculations when manually fueling/charging. Now it removes correct amount of fuel/batteries from the cargo hold. I don't even know how this was slipping away for such a long time, lol.
[+] Fixed incorrect conditions in AUTO-Refueler.
- ========================
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Version 5.3.0
- ========================
FEATURES
========================
[+] Quality of life addition: Auto-Deliverer - fuel items, ship ammunition, maintenance & repair bots/kits taken or bought go straight to ships cargo hold. (Can Be Toggled On/Off in Starview, By Default On)
Note: Items can exceed cargo hold capacity without any restriction. Very minor issue, nothing can do about it.
[+] Quality of life addition: Emergency repair bots can be set to deploy automaticaly while in combat. (Can Be Toggled On/Off in Starview, By Default On)
[+] Quality of life addition: manual refueling and recharging can be done both with one click same as pumping out fuel and taking out baterries. Added new buttons to Starview.
========================
TWEAKS & CHANGES
========================
[+] Optimized scripts regarding Needs, Afflictions Cure, Addictions and Spaceship Systems components.
[+] The "StarNeeds" system now checks consumables usage from the Form lists (Food, Drinks, Alcohol, Chems). With this change, you can easely make consumables from other mods compatible with Starvivals Needs system.
[+] "Nutrient Manager" bonus can be acquired even with disabled Oversatiation. Before it could be acquired only with enabled Oversatiation.
[+] Oversatiation damage for drinks now have separate values. Before they used oversatiation values from food. Oversatiation from drinks is almost twice as lower than from food.
[+] Lowered Oversatiation Debuff from 40% to 30% at Medium Stage, and from 80% to 60% at High Stage.
[+] Minor tweaks for spaceship refueling tutorial
[+] Further improvements to ammo restrictor script
[+] Maintained ships (maintenance level must be more than 60%) will not get damage after grav jumps, even fully powered. But grav jumps will eat more maintenance instead.
The more power given to the grav drive, the more damage will be done to the maintenance level after the grav jump.
========================
BUG FIXES
========================
[+] Fixed spaceship fuel consumption in scenarios where this should not happen.
[+] Tweaked code in Ship Repair Cost Calculation component. No more negative values. Hope this is for the last time.
Note: It will automatically fix itself after loading a game.
[+] Tweaked code in Survival Damage Toggle component. Some moment was not taken into account. Now it should work in all scenarios.
Note: It will automatically fix itself after loading a game. Alternatively you can Toggle it OFF/ON just in case - CONFIGURATION BOOK >>> SYSTEMS >>> SURVIVAL DAMAGE
[+] Tweaked code in Economy Toggle component. Should be no more free selling for some users. (0 credits bug).
Note: It will automatically fix itself after loading a game. Alternatively you can Toggle it OFF/ON just in case - CONFIGURATION BOOK >>> SYSTEMS >>> ECONOMY
- ========================
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Version 5.2.0
- ========================
FEATURES
========================
[+] Quality of life addition: "Starview" can be opened with navigation consoles and/or pilot seats. No need to open inventory anymore and struggle with menus or eat such needed hotkey/favorites slot. Starview analizer item still can be used as before though.
Note: non-vanilla pilot seats (As Furnitures) and navigation consoles (As Activators) need compatibility patch. It easly can be made with SF1Edit.
Open your mods with SF1Edit and look for FormID List in "Starvival - Immersive Survival Addon.esm" >>>
_SISA_FormList_Spaceship_NavigationConsoles
_SISA_FormList_Spaceship_PilotSeats
Add necessary records there, save them with [yourname].esm and don't forget to activate.
========================
TWEAKS & CHANGES
========================
[+] "Economy" Module: removed all vanilla QUEST records, and script that previously was made to refresh dialogue cost values. It is not needed any more. This change restores back compatibility with other mods than can affect same QUESTS records.
[+] "Economy" Module: removed "APPLY CHANGES TO SERVICE DIALOGUES" button, now it applies automatically.
========================
CONFIGURATION BOOK
========================
[+] Added option to disable/enable "Starview" functionality via the pilot's seat or navigation console. Can be set to [Off], [Both], [Pilot Seat], [Navigation console]
[+] Added debug option to restore Jump/Sprint functionality. Use only if player can't sprint or/and jump by some reason even without any debuffs.
- ========================
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Version 5.1.1
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BUG FIXES
========================
[+] This is a more Quality of Life feature, but serves as a bulletproof fix to technician vendors credits still not showing up for some users.
--- Every technician vendor/Outpost Ship Builder now will refresh their credits amount when you enter Modify/Buy ship dialogue.
Refresh happens when minimum credits threshold met. By Default it is <= 25000 credits. When threshold met, technician/outpost builder immediately refresh their credits amount, but you need reenter dialogue with them.
Note: works only with vanilla Technician/Ship Builder Outpost vendor containers.
Non-Vanilla Technician/Ship Builder Outpost vendor containers more likely will need a compatibility patch.
========================
CONFIGURATION BOOK
========================
[+] Added option to change vendor/Outpost Ship Builder credits threshold.
[+] Added option to force refresh vendor/Outpost Ship Builder credits, without interacting with them.
--- Both can be found in TWEAKS >>> SPACESHIP SYSTEMS >>> OTHER
- ========================
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Version 5.1.0
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FEATURES
========================
[+] "Spaceship Arsenal" Module: added compatibility patch for TN's Space Mining and Salvage - https://www.nexusmods.com/starfield/mods/6331
--- Activated ammunition consumage. All mining ammo can be bought from technician.
========================
TWEAKS & CHANGES
========================
[+] Calling ship to your location is only possible with enough fuel and the crew member which has piloting skills and who must be on board.
[+] Starvival - ModuleCreatures.esm: balance tweaks, lowered health and damage resistance
[+] Starvival - ModuleTinCans.esm: balance tweaks, lowered health and damage resistance
========================
BUG FIXES
========================
[+] Proper fix to technicians containers duplicate bug. Restored vanilla behavior and Removed VendorContainerKeyword01 from their linked references. Obviously it should not be there and it is Bethesdas oversight.
[+] Zero credits glitch with technicians should be resolved. However, for the changes to fully take effect, their inventory must be refreshed first.
Note: if it still something not right with their credits amount, try to click on "i Need To Restock" dialogue option, it helps to refresh their credit amount.
[+] Maintenance decrease after a grav jump with turned off maintenance system is now fixed.
[+] While spooling grav jump visual effects will only appear in space. Previously they also could appear on landing, successfully bleeding your eyes for severeal seconds, this was not intended.
Reminder: Grav Jump FX can be toggled off with configuration book.
- ========================
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Version 5.0.0
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TWEAKS & CHANGES
========================
[+] The fuel system and its script component have been reworked. Now data on fuel and other systems, including maintenance, is saved and used for each ship separately.
Previously, the data was stored and taken from a separate INT values and used only for Homeship and Unknown ship (NON Homeship). This data was replaced each time when ship was changed.
This methode worked, but could produce incorrect calculations and other minor bugs when changing ships back and forth.
Although the new method is far superior and reliable, there are minor but solvable disadvantages come with it.
--- The new system injects the necessary actor values for ships fuel tanks, reactors and grav drives. So if you are using other mod that changes these parts you need minor compatibility patch. It is easly can be checked and done with SF1Edit.
--- If you are using mods which introduce NEW (non vanilla) fuel tanks, reactors and grav drives, you also need a compatibility patch.
[+] Due to crucial changes "Starship Engineering" perk doesn't grant increase in max maintenance level any more.
This bonus is strictly tight to reactors class now.
--- Reactors (A) - 100% Maintenance
--- Reactors (B) - 115% Maintenance
--- Reactors (C) - 130% Maintenance
--- Reactors (M) - 150% Maintenance
--- Reactors (S) - 200% Maintenance
Note: (S)- Starborn class parts/ships, (M)- massive class part/ships which in vanilla player doesn't have access to, but decided to include them too just in case.
"Starship Engineering" perk now lowers maintenance degradation.
--- Rank1: Ship Maintenance level decreases 15% slower.
--- Rank2: Ship Maintenance level decreases 25% slower.
--- Rank3: Ship Maintenance level decreases 35% slower.
--- Rank4: Ship Maintenance level decreases 50% slower.
[+] Fuel calculation and consumption have been changed from INTs to Floats, thus making fuel consumption far more longer and manageable especially on a new game and basic ship.
[+] Due to a new implementation fuel consumage happens every 10 seconds by default now (Still can be configurable)
[+] "Astrodynamics" CREW perk instead of increasing max grav drive health/charge capacity, now makes fuel and charge consumption lower.
--- Rank1: fuel and charge consumption are 15% lower.
--- Rank2: fuel and charge consumption are 20% lower.
--- Rank3: fuel and charge consumption are 25% lower.
--- Rank4: fuel and charge consumption are 35% lower.
[+] "StarView: Spaceship Analizer" now has calculate refuel and repair costs option for current active ship.
Note: Sometimes technician dialogue can not refresh in time final costs for repair and refuel (just pretend that he tries to rip you off or play a nice guy, lol). This neat option in analizer can help with that.
[+] "StarView: Spaceship Analizer" main page additionaly shows maintenance and fuel/charge data now. No need to click on SHOW SPACESHIP DATA / FUEL & BATTERY MANAGER to see the info.
[+] "StarView: Spaceship Analizer" now shows proper cost for fuel and charge consumption for Story, Basic, Basic-Manual modes.
--- Calculation also takes into account "Astrodynamics" CREW perk.
[+] Modifying ship from technician only possible with fully repaired ship now.
Note: this change was needed because everytime when player triggers spaceship editor (not overview), game fully restores and repairs systems, thus making repair unintendedly cheaper.
[+] Trying to grav jump without any power in Grav Drive or/and Engine will result in failure.
[+] Further decreased weight of fuel items
--- He-3 Compressed Fuel: Before 0.5 | After 0.4
--- He-3 Interstellar Battery: Before 1.5 | After 0.8
[+] Refueling and Repairing from technician now takes into account "Commerce" perk
[+] Slightly changed mod initialization, towards seamlesness.
--- For new game, mods introduction will kick in after Barrett gives watch.
--- Spaceship systems introduction (assuming you enabled Survival Elements in the first place) will kick in after player sits in the pilot seat of the homeship.
--- On outgoing saves nothing changed, you just need to go to sleep as before.
========================
BUG FIXES
========================
+ Technicians negative repair and fuel values cost should be fixed. (Another attempt). If it still shows negative values then some buffs for Hull/Systems/Parts on your ship exceeds BaseValues.
Because formula subtracts GetValue(objects value at current moment, including bonuses/debuffs and etc) from GetBaseValue(objects original/constant value without any bonuses/debuffs) and if GetValue exceeds the latter, final result produce negativa values.
I did not see this in vanilla, but this can happen from mods that introduce perks/bonuses for spaceships hull/systems/parts. Before v5.0.0 such bonuses were here too, so i removed/replaced them.
- ========================
-
Version 4.5.0
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FEATURES
========================
+ "Starview: Emergency Call" which is renamed to "Starview: Captain's Hailer" now can send spaceship (HOMESHIP) at your location.
The minimum distance required to make a call is 1 km. Also spaceship should have enough amount of fuel to make a leap to you.
If there is a landing pad nearby, the spaceship will land there, otherwise it will land exactly at the location from which the call was made.
Note: script does not check for a flat surfaces, posibility of obstacles and etc. It is intended decision. So be reasonable from where you making a call.
Note2: If Vasco is assigned to you ship, he will appear before ship lands. Also Vasco can be confused and start to walk to previous landing site. Don't bother with him. He will return back and become normal after you ented/exit you spaceship.
Compatibility: there are a couple of mods on nexus which have same feature. You can remove them, or leave them as it is, they are compatible with Starvival.
Though i recommend to use Starvivals Spaceship caller only, if you are playing with activated fuel system as it synergizes very well with it. Otherwise it doesn't matter.
+ Starvival - ModuleCreatures.esm
Additional separate module that makes all creatures have more HP and Damage Resistance.
Buff effectiveness depends of creature size and threat.
Big and powerful creatures like terramorphs and all kinds of dinosaurs get much bigger buffs than others.
Critters and all sorts of insectoids get much smaller ones, and etc.
Now wildlife at least have a chance to kick some asses and live longer in the food chain of madness.
Note: buffs can be easly toggled ON/OFF through configuration book. If buffs are to steep or too low, you can freely change them with SF1Edit.
========================
TWEAKS & CHANGES
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+ "Starview: Emergency Call" renamed to "Starview: Captain's Hailer"
========================
BUG FIXES
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+ Fixed description in configuration book which did not show final tweakeable values for Basic-Manual mode.
- ========================
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Version 4.3.0
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FEATURES
========================
+ Adds "Ship O' Transfer" one use device.
Special device that teleports you exactly to your ship without any restrictions.
Can be crafted (Requires Research in equipment category and quite rare resources) or bought from tech vendors. Quite expensive.
Note: I did not want to fully enable fast travel because it would go against the initial design and idea (plus technical reasons), but decided to implement the lesser of evils - Very Restrictive Fast Travel.
It will not destroy the initial design and also can buy you a posibility to fast travel to your ship if you far away from it. Very suitable for those who explore planets and leave ship far behind.
+ Adds "Unstuck Player And Return To Ship" DEBUG option. Can be found in configuration book >>> Debug
As the name suggests, use it only when stuck somewhere (terrain, object and etc) and can't get out. Function will simply teleport you back to ship.
Note: Basicaly it functions same as "Ship O' Transfer" device, but without any cost. Intended only for unstucking because it is condisidered as a cheat. But i will not stop you ofcourse, lol.
========================
BUG FIXES
========================
+ Repair Cost calculation code tweak. If repair/fuel cost at technician shows negative values, try to enter then exit your ship, it should refresh costs properly after it.
- ========================
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Version 4.2.0
- ========================
FEATURES
========================
+ "Economy" Module: Efficient Contraband
Contraband items have received some love and an increased base value. Selling contraband is now much more profitable in big cities. Each big city has its own contraband sell multiplier.
Aurora as a contraband item is more profitable outside of Neon City and can be sold at much higher price.
The sale of contraband occurs in two stages:
1) The merchant pays for contraband from his own pocket
2) You get extra money for being able to sell such contraband in a big city.
If the merchant has no more money left, then the second stage automatically occurs.
To get the best benefit, sell the contraband to merchants who are able to pay for it out of their pockets too.
With "Deception" perk you can increase the outcome even more. Each rank now gives increased selling value for contraband. Last rank unlocks crafting recipes for Jammed/Spoiled/Jibberished types of contraband. To craft it you need basic type of contraband.
Authorities don't scan such contraband, it can be sold everywhere, but at a significant lower cost.
Note: contraband sell multiplier can be tweaked through configuration book. Set multipliers higher to make selling contraband cheaper, lower - more expensive.
+ "Songbird" portable audioplayer
Portable device that can be used as a radio. Currently uses 11 radiostations, all vanilla.
Note: some stations need a couple of seconds to start play music, so if nothing happened at first just wait a little bit, nothing can do about it at the moment.
========================
TWEAKS & CHANGES
========================
+ Tweaked and refactored code in ammunition restrictor script, should work more efficient and reliable now. Removed attached script from "Player" FORM ID and made it with separate quest through ReferenceAlias
+ Configuration book can't be stored or removed, it is quest item now. Also should remove all instances when book for some users doesn't add to the players inventory.
;----Spaceship Systems----
+ Added notifications about spaceship readiness on takeoff/undock procedure. (Can be toggled ON/OFF, by Default ON)
+ Radio in Starview tablet works only when on board of the spaceship. Maybe will remove this later, cause it is now not necessary with "Songbird".
- ========================
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Version 4.1.0
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TWEAKS & CHANGES
========================
+ Enabled back subsystem auto-repair. But it will work only while maintenance level is above 60%, and it works slower than vanilla.
+ Returned back "Starship Engineering" perk vanilla bonuses (slightly buffed) on top of modded ones. For player and for crew members.
========================
FIXES
========================
+ Added Spaceship Maintenance Kits & Emergency Repair Bots to the spaceship leveled lists. Low chances.
- ========================
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Version 4.0.0
- ========================
FEATURES
========================
+ MAINTENANCE SYSTEM
Subsystem autorepair has gone. Now you need to maintain your spaceship yourself. Over time, your spaceships subsystems will fail. To keep them in working order, they need to be serviced in timely manner. Spaceship Maintenance Kits and technicians will become your best friends.
Also keep in mind that in order to place the spaceship for maintenance procedure, it must be landed or docked (With "Starship Engineering" Rank3 this restriction is removed)
Maintenance System has several levels:
80~100 - Safe (no permament damage to systems)
60~79 - Poor
40~59 - Bad
20~39 - Dangerous
1~19 - Critical (Alert starts to bang)
0 - Explosion
The lower the level, the more damage will be done to your subsystems after each maintenance cycle.
Overall maintenance feature works similarly as NEEDS for the player, but only for the spaceship and more simpler.
Note1: By default maximum maintenance has only 100 points. With "Starship Engineering" perk in can be increased further till 200.
Note2: Maintenance kits can be found in spaceship loot, crafted (need to research the recipe first), bought from tech vendors.
;-------------------------------------------
"Starship Engineering" Perk for the Player and crew members was changed according to the new changes.
For Player
==========
RANK(1)
Vanilla: All ship systems repair 10% faster.
Modded: Maintenance procedure repairs all ship systems 25% effectively. Maximum maintenance level increased to 125 points.
RANK(2)
Vanilla: Ship systems have 25% increased damage mitigation.
Modded: Ship systems have 25% increased damage mitigation. Maximum maintenance level increased to 150 points.
RANK(3)
Vanilla: All ship systems repair 25% faster.
Modded: Maintenance procedure repairs all ship systems 50% effectively. Maintenance can be done without been docked or landed. Maximum maintenance level increased to 175 points.
RANK(4)
Vanilla: Occasionally, repairing one block of a system will repair the entire system.
Modded: Occasionally, a fully damaged subsystem can repair itself instantly. Maximum maintenance level increased to 200 points.
For Crew
==========
RANK(1)
Vanilla: Ship system repair is 5% faster.
Modded: Hull Health +10%, SubSystems Damage Resist +10%
RANK(2)
Vanilla: Ship system repair is 10% faster.
Modded: Hull Health +15%, SubSystems Damage Resist +15%
RANK(3)
Vanilla: All ship systems repair 20% faster.
Modded: Hull Health +20%, SubSystems Damage Resist +20%
RANK(4)
Vanilla: All ship systems repair 20% faster.
Modded: Hull Health +25%, SubSystems Damage Resist +25%
========================
TWEAKS & CHANGES
========================
;----Spaceship Systems----
+ Added ability to refuel/recharge spaceship with spaceship techician. The cost depends on the emptiness of the gas tank/grav drive.
+ Significantly increased fuel and charge amount when starting mod for the first time. For a smoother and more manageable start.
+ Made refueling process faster.
+ Tweaked fuel prices to make them more affordable.
+ Tweaked Emergency Repair Bots prices to make them more affordable.
+ Tweaked spaceships engine & grav drive damage less punishing after grav jumps. Removed hull damage as it was additionaly damaging systems.
+ Renamed "Emergency Repair Bots Fabricator" to "Spaceship Systems Fabricator". Added Spaceship Maintenance Kits to the crafting pool.
+ Spaceship repair cost now depends on how much damaged your systems, hull and maintenance level are.
+ "Spaceship Arsenal" Module: further increased amount of ammunition for the beginning of the game. For a smoother and more manageable start.
+ "Spaceship Arsenal" Module: tweaked ammunition prices to make them more affordable. (except missiles, they get zero changes in price department)
+ "Spaceship Arsenal" Module: at the moment there is no possible way to make NPC ships not use ammo. "NPC Use Ammo Flag = False" on spaceship weapons also doesn't do anything....sigh Bethesda
So i just significantly increased overall spaceship ammo in leveled lists. Now NPC ships will have far more time to stay in combat.
;----Economy----
+ "Economy" Module: removed spaceship repairs costs. They are now part of Spaceship Maintenance System.
( ! ) Please don't forget to update Economy Module.
;----Other----
+ Made grav jump preparation more dramatic (can be toggled On/Off)
========================
CONFIGURATION BOOK
========================
+ Added refueling modes. Can be found in tweaks >>> Spaceship Systems >>> Other
Default: takes time, use sound notifications and visual FX
Alternative: works instantly, subtle sound notifications, less visual FX
+ Added gravity disabler toggle. Can be found in tweaks >>> Spaceship Systems >>> Other
(ON) disables gravity when grav drive is fully destroyed
(OFF) gravity persists when grav drive is fully destroyed
+ Added several modes for fuel and charge consumption. Can be found in tweaks >>> Spaceship Systems >>> Fuel Consumption
( * ) Tell Me A Story: fuel and charge consumption are very low and use static values for calculation
( * ) Basic: fuel and charge consumption are higher than in "Tell Me A Story" and use static values for calculation
( * ) Basic-Manual: same as "Basic" but with the possibility to tweak most of the values
( * ) Advanced: fuel and charge consumption calculates by special formulas which take into account
mass, engine thrust, engine power level, grav drive thrust and grav drive power level
========================
COMPATIBILITY
========================
+ Added compatibility patches for "Ships Need Gas and other immersive ship systems" - https://www.nexusmods.com/starfield/mods/7197 & "Immersive Ship Damage (Damage Control)" - https://www.nexusmods.com/starfield/mods/8358?tab=files
Patches automaticaly disables overlaping Starvival Spaceship systems in favor of these mods. Perfectly suits for those who prefer implementation of such systems more in that mods, but wants other features from Starvival.
;-------------------------------
( * ) Starvival - PatchDC.esm: automaticaly disables Starvivals maintenance system in favor of "Immersive Ship Damage (Damage Control)". Updates leveled lists to combine items from both mods. Removes Starvival Maintenance Kits, Emergency Bots and their recipes.
Note: Should be used only with "Immersive Ship Damage (Damage Control)"
( * ) Starvival - PatchISS.esm: automaticaly disables Starvivals maintenance and fuel System in favor of "Ships Need Gas and other immersive ship systems". Updates leveled lists to combine items from both mods. Removes Starvival Maintenance Kits, Fuel items, Emergency Bots and their recipes.
Note: Should be used only with "Ships Need Gas and other immersive ship systems"
( * ) Starvival - PatchISSDC.esm: automaticaly disables maintenance and fuel System in favor of "Ships Need Gas and other immersive ship systems" && "Immersive Ship Damage (Damage Control)" combined. Updates leveled lists to combine items from every mods. Removes Starvival Maintenance Kits, Fuel items, Emergency Bots and their recipes.
Note: Should be used only together with "Ships Need Gas and other immersive ship systems" & "Immersive Ship Damage (Damage Control)"
;-------------------------------
Note2: Spaceship Arsenal" Module is compatible out of the box.
Spaceship ammunition should be available in stores together with "Ships Need Gas and other immersive ship systems" & "Immersive Ship Damage (Damage Control) items"
No need to use compatibility patches from Ships Need Gas Archive or Damage Control at least with recent versions.
- ========================
-
Version 3.1.2
- ========================
FIXES
========================
+ Damaging a ship that was previously taken over destroys your own grav drive. Fixed
========================
TWEAKS & CHANGES
========================
+ "Spaceship Arsenal" Module: tweaked the code for adding New Game ammo.
+ "Spaceship Arsenal" Module: Vanguard Spaceship Simulator will now have enough ammo to complete simulation.
Note: For the changes to take effect please remove previous version of "Starvival - ModuleSpaceshipArsenal.esm", save your game with out it, and then install a new one.
- ========================
-
Version 3.1.1
- ========================
FIXES
========================
+ Fixed camerashake stucking issue once in a while when refueling/recharging/pumping/taking out charges.
========================
TWEAKS & CHANGES
========================
+ Tweaked some code in the camerashake function, should work without any stucking issues.
+ "Spaceship Arsenal" Module: now new game friendly, needed ammunition will be added to the Frontiers cargo hold.
- ========================
-
Version 3.1.0
- ========================
FEATURES
========================
+ Implemented Ammo usage for spaceship weapons (Due to nanozuppaduppa nature of Starborn Spaceships, their weapons don't need ammo same as before). Ammo can be bought from tech vendors, looted from spaceships.
+ Buffed Attack damage for all missles weapons due to their expensive nature.
Note1:
Ship Weapons Use Ammo - https://www.nexusmods.com/starfield/mods/6575?tab=description is not compatible.
Even though I made it from scratch, in essence my approach is the same as in the mod above, with the difference that I did it for all ship weapons, added appropriate display of models for all ammo in the trade window. Balanced Ammo counts and prices.
When modifying your ship, free ammunition from the installed weapon will not appear.
Note2:
Sometimes spaceship Auto Turrets are sleeping, don't know this is a vanilla bug or not, but reentering pilot seat helps to awake them.
Note3:
This feature is not for everyone i suppose, so i made it into a separate module >>> Starvival - ModuleSpaceshipArsenal.esm
========================
FIXES
========================
+ Possible fix/additional check for continuous fuel consumption during landings that are made without cutscenes.
+ Fixed some bugs in fuel consumption code and some oversights.
+ Tweaked fuel consumption code even further. Removed most of the OnTimers and other unnecessary functions, thus making the system more reliable and lighter.
+ Fixed spaceship vendor double ammount bug.
Note: you may need to Toggle OFF/ON Spaceship Fuel System through the configuration book for applying changes, but it should not be necessary. Although at first i recommend to just exit and enter the ship just in case.
========================
TWEAKS & CHANGES
========================
+ Tweaked Auto Refueling function. Tweaked some code and put additional checks. Now it triggers only when needed.
+ Lowered He-3 Interstellar Battery weight, Before 3.0 / After 1.5
+ Lowered He-3 Compressed Fuel weight, Before 1.0 / After 0.5
+ Added sounds to Starview:Emergency Call Device
========================
SURVIVAL BOOK
========================
+ Added a "Debug Messages" Toggle to Notifications >>> Spaceship Systems
They may help to reveal the source of the problem. Basicaly it will show corner popups about some conditions and stages.
- ========================
-
Version 3.0.0
- ========================
FEATURES
========================
+ SPACESHIP FUEL SYSTEM & COMPLEMENTARY SYSTEMS
A fuel system for space flights has been implemented along with capabilities that complement its operation.
As soon as you enter your homeship (or if you already there), a few seconds later a tutorial will begin, thanks to which you will learn how this system works. Tutorial can be skipped, although for the first time it is not recommended.
For more detailed information, please read the description on the main page.
========================
FIXES
========================
+ Forwarded fixes from Starfield Community Patch
+ Malnutrition (Food Poisoning) Cannot be cured with doctor. Fixed
+ Fixed unintended NPC behavior when Survival Damage is activated (bug only affected users who updated the mod from the previous version to 2.0.0)
Note: Just Toggle On/Off this feature through configuration book, it will reset its values and will return to proper state.
========================
TWEAKS & CHANGES
========================
+ Proper activation mechanism when entering NG+, everything will start as soon as you appear in the Starborn Guardian spaceship.
========================
SURVIVAL BOOK
========================
+ More appropriate toggle On/Off mechanism for the main features.
+ Ammunition Restrictor: Added additional information to message boxes about which ammunition belongs to a certain categories.
- ========================
-
Version 2.0.0
- ========================
FEATURES
========================
+ AMMUNITION RESTRICTOR
Brings some tactical ammunition management. So what is this means?
Upon activating this feature (by default it is Off) player will have limited ammo, grenades and mines capacity in inventory. Max supply depends on caliber/category.
Ammunition Restrictor comes with two modes and bunch of tweakeable options through the configuration book >>>
1) Basic - excess ammunition will be stored in portable ammunition case automaticaly. Ammunition Case is an AID type item/container, which you can open whenever you want and store there ammo, grenades and mines. Just use as any AID item, no need to drop it.
Portable Ammunition Case doesn't have infinite space either. Its capacity is limited for each ammunition category. Playing with activated AMMO WEIGHTS, stored into case ammunition will not chew your characters carry capacity, this is intended.
If the Ammunition Case becomes full, then all excess ammunition will be delivered to the players spaceship storage.
2) Realistic - excess ammunition will be delivered to your spaceship storage. With this mode you need more thoroughly prepare for your missions. Ammunition case will not be available. If you run out of ammo and your spaceship is far away, well..adapt to situation.
Note: Depends of your playstyle and other difficulty mods, it may require to tweak ammunition limits further. Configuration book is your best friend.
+ FOOD POISONING
Added new disease to the pool. All food consumables have a slim chance to gift you with a food poisoning. Works only when Basic Needs Enabled.
Debuff Effect: food fills 75% less hunger points.
Can be cured with a doctor (treats as affliction), Snake Oil, Injectors, Antibiotics or with time.
+ ADDICTIONS TOGGLER
If some addictions are too much, then you can toggle them ON/OFF
========================
TWEAKS & CHANGES
========================
+ No need to go to sleep for starting the mod anymore, though this posibility is still there. Configuration book will be added instantly after loading a save/starting new game, including NG+.
So basicaly you have two options how to start a mod now. Through the configuration book or through sleep.
When message box pops up >>>
Click "START SURVIVAL MODE" if you are a newcomer or started a New Game.
Click "EXIT" if you already playing with Starvival and just updated.
+ "Scarcity" Module: vendors no longer sell resources on an ongoing basis. With each restock resources can appear on sale only with 10%/50% chance.
========================
SURVIVAL BOOK
========================
+ Added possibility to Toggle On/Off various addictions. Can be found in Tweaks >>> Intoxication
+ Added possibility to Toggle On/Off food poisoning. Can be found in Tweaks >>> Basic Needs
+ Added bunch of options for Ammunition Restrictor. Can be found in Tweaks
========================
FIXES
========================
+ Runner's Rush description showed fatigue points even with disabled NEEDs. Fixed
- ========================
-
Version 1.7.0
- ========================
FEATURES
========================
+ WEIGHTLESS CONSUMABLES
Disables weight for all consumables and aid items. Made by Request. OFF By Default.
Note: After tweaking, UI values of items that are already in the inventory will not update on its own. If it bothers you then just drop/use or put items in some container, then take back after it.
+ IMMERSIVE NEEDS MESSAGING
Added another notification mode.
After each cycle and/or debuff stage, instead of numbers it will show appropriate to the stage messages such as: "You are famished", "You are very exhausted", "You are severely dehydrated!" and etc.
========================
SURVIVAL BOOK
========================
+ Added bunch of options for consumable items, such as how much NEEDS points they Deplete/Replenish after consuming.
+ Added additional options for Oversatiation, such as how much oversatiation points you get after consuming food or drinks.
Note: After tweaking, UI values of items that are already in the inventory will not update on its own. If it bothers you then just drop/use or put items in some container, then take back after it.
- ========================
-
Version 1.6.0
- ========================
FEATURES
========================
+ AMMO WEIGHT
Each ammo type has its own weight. Manage your ammunition thoroughly. Works on companions/crew members too. Can be toggled On/Off.
With "Rapid Reloading" perk Rank 4 all ammo weigh 50% less.
Note 1: Due to technical reasons this doesn't apply to storage containers/boxes and etc. Ammo still will be weightless for them.
Note 2: Due to technical reasons you still can give infinite ammo to companions exceeding their max carry capacity, but ammo weights will still be count.
+ OVERENCUMBRANCE
If you exceed carry limit, you will no longer be able to run or sprint and also periodic damage will be applied. Can be toggled On/Off.
========================
TWEAKS & CHANGES
========================
+ Needs Status will be displayed when consuming from inventory menu too.
+ Adrenaline kill counter timer now 1 minute by default. 10 seconds were not play well.
+ Emergency Kits, Trauma and Med Packs now have 0.5 weight.
========================
SURVIVAL BOOK
========================
+ Added some options for Adrenaline. Now you can tweak kill count amount and timer.
========================
FIXES
========================
+ "Economy" Module: from v1.6.0 there is no longer a necessity to update the module along with the main "Starvival - Immersive Survival Addon.esm", was an oversight with implemenation.
Note1: If you are using Economy module prior to v1.6.0, you need to update it too, otherwise will be errors.
Note2: All prices and costs will reset to mods default values, if you tweaked any values in economy, you need to retweak them again.
+ Removed asterisk from Nutrition perk description.
+ Weight on Med Packs now works. In vanilla it is disabled on engine level by some reason, same situation with ammo.
Note: Due to technical reasons this doesn't apply to storage containers/boxes and etc. Med Packs still will be weightless for them.
- ========================
-
Version 1.5.8
- ========================
FEATURES
========================
+ "Tougher Tin Cans" Module: lightweight module that makes robots and turrets withstand more damage before falling to the ground.
Vanilla tin cans too squishy and don't give any threat, with this module they will have a chance to try at least.
Robots have 50% damage resistance, +1500 Bonus HP
Turrets have 30% damage resistance, +750 Bonus HP
Module Can be Toggled On/Off
========================
TWEAKS & CHANGES
========================
+ With toggled off Oversatition, Nutrient Manager buff also will be disabled.
+ Nutrient Manager buff now uses Oversatiation value to determine when to turn off. Below 90% works, Above 90% stops.
========================
SURVIVAL BOOK
========================
+ Oversatiation Mode
> Default: Oversatiation debuff will apply gradually
> Alternative: Oversatiation debuff will apply in full strength but only with maxed out Oversatiation
========================
FIXES
========================
+ Was an oversight with Nutrient Manager after tweaking Oversatiation. Fixed
- ========================
-
Version 1.5.7
- ========================
FIXES
========================
+ After serving in jail, NEEDS will be properly recalculated to simulate your serving time. No more falling to death from starving upon exiting the jail lol.
- ========================
-
Version 1.5.6
- ========================
TWEAKS & CHANGES
========================
+ Oversatiation got some needed changes. Now it will slowly deplete with time: 3 points every 3 real minutes by default. (Configurable)
5 Hours of sleep/wait should fully deplete oversatiation pool.
Oversatiation debuff now works gradually:
;----------------------------------------------------------------
From 1% to 49%, food and drinks give full bonuses.
From 50% to 74%, Next consumed food or drink item will have 40% weaker bonuses.
From 75% to 89%, Next consumed food or drink item will have 80% weaker bonuses.
From 90%+, Next consumed food or drink will be without bonuses.
========================
SURVIVAL BOOK
========================
+ Added Oversatiation options to NEEDS>>Depletion Time, Depletion Damage
- ========================
-
Version 1.5.5
- ========================
FIXES
========================
+ Some food showed zeroes in the descriptions no matter what. Fixed
+ Well Rested now works with Deactivated Needs too, and doesn't need 8 hours to trigger (returned vanilla behavior but only when Needs are disabled).
+ Paranoid Treatment addiction doesn't trigger anymore any debuffs on the player when using Medpack, Trauma Pack or Emergency Kit on companion.
- ========================
-
Version 1.5.4
- ========================
FEATURES
========================
+ Scarcity Module 50: added version with 45-50 None Chance. In other words - increased chances to find items.
========================
FIXES
========================
+ Alien Genetic Material, Baguette, Bitten Sandwich, FullFood Spiced Worms, Sparkling water, Synthameat Multi, Orange Juice of Transcendence now have working description too. Big thanks to user Brehanin!
+ Added Additional checks for Oversatiation.
+ Added better mechanism for turning OFF Oversatiation.
- ========================
-
Version 1.5.3
- ========================
FEATURES
========================
+ "Economy" Module: Introduced Spaceship Buy/Sell modifiers, these are independent modifiers which regulate buying and selling costs of spaceship parts and spaceships.
By default +75% more expensive spaceships and spaceship parts, +125% more selling revenue. Zero items were touched or edited. This new feature should be an ideal money sink.
Note: Don't be confused with such percents in sell value. It is so high because otherwise you will get only pennies, so it needed such boost, though you can configure it as you wish.
+ "Economy" Module: Incorporated enhancements to Commerce Perk. Now it not only gives you more advantages in haggling, but also invests more credits to vendors.
Note: several mods here on Nexus already have this, so if you use another mod with same Commerce tweaks then it doesn't matter which of the mods win. Changes will be minimal.
+ Food Health Restoration effects can be toggled OFF, perfect for survival part where food is food and not a medpack. Food Health Restore is set to ON by default though.
========================
SURVIVAL BOOK
========================
+ "Economy" Module: Added seperate menu for Spaceship services
+ System: added Food Health Restoration Toggle
========================
OTHER
========================
+ Added compatibility patch for Recycle Scum - Loot Organs, https://www.nexusmods.com/starfield/mods/5627
- ========================
-
Version 1.5.2
- ========================
FEATURES
========================
+ Starvival - ModuleScarcity.esm
With this addition, the amount of ammunition, medicine, chems, food and drinks in the game world will be significantly reduced. This applies to both containers and objects lying in the world.
On ongoing game the changes will take effect as soon as the world cells reset.
On a new game changes will take effect instantly.
It is an independent module which can used alone.
========================
SURVIVAL BOOK
========================
+ Debug: added an option to fully terminate mod. It will remove all effects, needs, addictions and etc from the character and stop all its systems.
Option was made for cleaner uninstallation process. When everything is done, you will see the message box. After that you can fully remove the mod.
+ "Economy" Module: added two presets for costs. Vanilla and Authors Choice.
========================
FIXES
========================
+ Needs Checker (corner message) did not show up after using consumables. Fixed.
+ "Alcohol" was misspelled as "alcholol" in the perks. Fixed
- ========================
-
Version 1.5.1
- This version needs save clean procedure, and must be installed as fresh, i apologize for inconvenience, hope this is for the last time.
There was crucial bug with maintenance quest, which lead to unintended behaviors after updating from previous version. In other words, it didn't update what needed to be updated OnPlayerLoadGame.
So If you are updating a mod from a previous version to a new one, then a clean installation is needed. Starting a New Game is not necessary.
If this is your first time installing this mod, then it doesn’t matter.
1) Disable everything with the Book (SYSTEMS button)
2) Wait a couple seconds
3) Save and Quit
5) Remove Mod (Delete ESM & BSA)
4) Load a game
5) Accept that there is no more "Starvival - Immersive Survival Addon.esm"
5) Save again & Quite
6) Install v1.5.1+ and play
========================
FIXES
========================
+ Fixed maintenance quest.
+ Fixed button in the book, which lead to the wrong page.
- This version needs save clean procedure, and must be installed as fresh, i apologize for inconvenience, hope this is for the last time.
-
Version 1.5.0
- ========================
TWEAKS & CHANGES
========================
;------------------------------------------
+ Fully reworked addiction system. New approach, faster, better, stronger lol.
Now there is a new POOL, called Intoxication. Character will develop slowly Intoxication points after each use of addictive items (Alcohol, Coffee/Teas, Energy drinks, Chems, Stimulants, Medkits).
You can consume them as many as you wish without any addiction acquiring, until Intoxication hits 80+ points mark, only then you will start to get addictions, but not instantly, there still will be slim chance to avoid them.
Each addictive consumable gives random increase to Intoxication, by default it is ~2-6 (Configurable)
I decided to make it simple, and not include seperate increase outputs to every item as it is not necessary.
With Pain Tolerance perk addictive items will give 50% less Intoxication.
Addichrone & Addijack: Got even more love (in vanilla they are pretty useless items).
Now they fully block addiction acquiring and Intoxication developing no matter what. And Deplete/Heal Intoxication slowly with time. By default they restore 1 point of intoxication every 3 seconds. (Configurable)
If they were used after getting an addiction, they will suppress it like before and you will still need to cure it with Junk Flush or see a doctor, no changes in that.
> Addichrone and Addijack are quite nice and powerful consumables now. Suppression effects now work only 5 minutes by default instead of 20, and have increased cost to maintain balance.
> Junk Flush also has ability to restore Intoxication, but works instantly, now its debuffs make even more sence.
Conclusion:
This new aproach fully eliminates this addiction chance based nonsense and gives you more control on how you work with them.
You can consume freely addictionable items but still should be cautious. Intoxication will not restore by itself, you still need to use Addichrone, Junk Flush or use Doctor services.
;----------------------------------------
+ Made "Economy" as separate module.
+ Watermelons, Cereals, UC Battlemeal Packs and some soups now also quench thirst. Rebalanced some hunger thirst values for them.
+ Caffeinophagia: added additional debuff. Energy drinks restore significantly less fatigue.
========================
SURVIVAL BOOK
========================
+ "Economy" Module: added refresh button for service costs. Everytime when you change service costs, don't forget smack that button, otherwise changes will not apply and dialogues will show old values.
========================
FIXES
========================
+ "Economy" Module: Service NPC now show correct price values in the dialogues.
+ Alien Genetic Material, Sparkling water, Baguette, Bitten Sandwich, Synthameat Multi and Orange Juice of Transcendence now work with Needs system, but due to technical reasons they will not show Needs values in the description.
- ========================
-
Version 1.4.0
- ========================
FEATURES
========================
+ Survival Damage Module. Additional difficulty module (Can be toggled ON/OFF) with multipliers for INCOMING & OUTGOING damage which overlays on top of vanilla difficulty.
Whats the catch? It is fully independent from vanilla difficulty and doesn't touch spaceships outgoing and incoming damage, no need to worry about tremendously increased difficulty while flying on ya birdy.
Survival Damage works only while you on foot and doesn't touch spaceship combat.
By default it is +250% increased damage for Player and NPC, but you can tweak multipliers separately. Don't affraid of such numbers, just try it in game. If it is too much or still not so Lethal to your taste, you can bump multipliers up/down as much as you want.
+ A lot of multipliers for tweaking (read under SURVIVAL BOOK)
========================
SURVIVAL BOOK
========================
+ Added toggle for Survival Difficulty.
+ Added toggle for ECONOMY (Global Buy/Sell modifiers).
+ Added price modifiers for Medic, Spaceship, Enhanced, Real Estate services.
+ Added Global Buy/Sell modifiers
+ Added Survival Damage Incoming/Outgoing modifiers
+ Made message boxes a little more eye pleasing.
Note: In dialoges values will still be vanilla, don't mind it. Did not find a way how to force to show new values..yet.
========================
TWEAKS & CHANGES
========================
+ By default all sellable items cost 25% less credits, Buyable items cost 35% more. Yes, including spaceship parts.}
-----------------------------------------------------------------------------------------------}- You can tweak all this settings how you want, or leave them at default.
+ Drastically bumped up Real Estate prices, Medic, Spaceship Repair, Enhanced services prices. Thus making them for nice money sink.}
+ Bumped up Junk Flush price.
- ========================
-
Version 1.3.6
- ========================
SURVIVAL BOOK
========================
+ Added option to tweak Junk Flush curing time.
========================
FIXES
========================
+ Junk Flush did not cure addictions. Fixed.
- ========================
-
Version 1.3.5
- ========================
TWEAKS & CHANGES
========================
+ Waiting & Sleeping NEEDS depletion changed again. This time for real.
Big thanks to Brehanin for figuring this out.
"I made it so the amount of fatigue restored (and subsequently hunger and thirst increased) depends upon how long you sleep (C)Brehanin"
It works on all planets / not planets, with all Local Times, just everywhere.
Changes from v1.3 tied together much better now, such as:
1) The more tired you are, the more fatigue points you get after sleep.
2) The more hungry or thirsty you are while sleeping, the more hunger or fatigue points will be depleted.
Note: As a side effect Waiting & Sleeping Needs depletion may not work/work incorrectly for people who use a mod that makes sleeping faster though, like this as an example: https://www.nexusmods.com/starfield/mods/5980?tab=files&file_id=20716
Keep this in mind.
+ Partially reverted change with "Well Rested" from v1.2. Now you need 8 hours to sleep to get it and have 80+ Fatigue to sustain it.
+ Reduced the chances of getting an affliction when taking damage from an automatic or non-automatic rifle.
========================
FIXES
========================
+ Hunger, Thirst and Fatigue points were had potential to stuck after sleep/wait. Now it is fixed.
- ========================
-
Version 1.3.4
- ========================
FEATURES
========================
+ Starvival - DisabledNeedsHUDIcons.esm, additional small plugin for those who don't want icons to be visible in Watch HUD.
========================
TWEAKS & CHANGES
========================
+ Adrenaline Rush: buffed jump bonus now it is 45% (was 35%) and added -25% Incoming Damage as a new bonus. Buffed slowtime effect by 1 second, now it is 4 seconds (was 3)
+ Arenaline Aftermath: lowered melee damage even more now it is 25% (was 15%), added +15% Incoming Damage as a new debuff.
+ Made some minor changes in descriptions of NEEDS.
========================
FIXES
========================
+ Forwared fixes from Unofficial Starfield Patch to some consumables.
+ In the book, NEEDS values will change properly now while decreasing them.
+ Adrenaline Rush: melee overkill damage and jumping high to the sky was not intended. Now it is fixed. Corrected descriptions.
- ========================
-
Version 1.3.3
- ========================
SURVIVAL BOOK
========================
+ Added FULL RESET option for NEEDS mechanic in the debug section. Use it only when having strange behavior like negative NEEDS/Oversatiation values.
Upon activating all NEEDS and Oversation values will reset to its defaults.
+ Added option to tweak affliction curing (bleeding precicely) time with bandages
========================
TWEAKS & CHANGES
========================
+ From this version, introduction to survival needs mechanic will initiate through sleeping process. Just sleep on some bed in thats it. Also should work without any problems on NG+
Previous method with queststages was not reliable by some reason. Some users got initialize without problem, others did not get any.
Note1: book still can be crafted just in case. Recipe appears only when there is no book in the inventory.
Note2: After going through the unity (road to NG+) with NEEDS enabled, in NG+ you need to find a bed/craft a book to again reinitialize the process.
+ All types of bandages now work significantly faster (15 s. by default, can be configured through the book) than any other affliction curing items.
- ========================
-
Version 1.3.2
- ========================
SURVIVAL BOOK
========================
+ Added option to tweak affliction curing time
========================
FIXES
========================
+ Fixed some minor oversight in the book
+ Attempt to fix non curing afflictions issue for some users. Should work for everybody now. Waiting for the feedback.
- ========================
-
Version 1.3.1
- ========================
FIXES
========================
+ Fixed Adrenaline Rush low duration (10 seconds). Was not intended, left accidently on testing phase. Now it works 10 minutes.
+ Fixed Adrenaline Aftermath unability to jump. Was not intended.
+ Fixed unavailability of Starneeds Satiation Checker after using it. Now fixed.
- ========================
-
Version 1.3
- No need to clean save. Just overwrite everything.
========================
SURVIVAL BOOK
========================
+ Reorganized tabs
+ Added bunch of options to tweak to your liking such as:
1) Needs parameters
Note: If you decide to tweaks them, new settings will apply only after previous depletion cycle ends.
2) Adrenaline Toggle
3) Oversatiation Toggle
========================
TWEAKS & CHANGES
========================
+ Lowered Alchohol and Chems NEEDS base depletion.
+ Nutrion perk Rank-1 now also lowers alchohols thirst and fatigue points depletion by 50%. (except those rare alchohol drinks which give Fatige Bonus)
+ Automatic Message boxes can be fully toggled off.
+ StarNeeds Checker item now uses box message type by default, because corner messages are too fast (sigh....Bethesda, why did you do this to us)
P.S. Don't forget that you can use both StarNeeds checkers with hotkeys, Hotkeys.ini included in the archive.
+ Made depletion timers for hunger, thirst and fatigue longer by default.
P.S Also don't forget that chems and booze will dry your fatigue and thirst very fast if you use them a lot.
+ Redid the calculation of NEEDS during sleep and wait, for the sake of simplification, however, with my own little trick.
Main changes:
1) The amount of time spent in sleep no longer affects the calculation of needs, now it works differently (read below). This was done for the sake of consistency while being on planets with fubard Local Times.
2) The more tired you are, the more fatigue points you get after sleep.
3) The more hungry or dehydrated you are while sleeping, the more hunger or thirst points will be depleted upon awakening.
It makes more sense to go to bed while being satieted. After sleep, you will lose MUCH less Hunger And Thirst points.
========================
FIXES
========================
+ Fixed Oversation with negative values after Enabling/Disabling Needs
+ Fixed Nutrion perk not giving 50% more Hunger and Dehydration Points while description said so.
+ Removed Adrenaline Dubug.Notification("+1 POINT OF ADRENALINE ADDED"), Was left by accident.
- No need to clean save. Just overwrite everything.
-
Version 1.2
- Mod live again. Ahhmmm i hope nobody will ask questions about previous page lol.
I will put changelog also from the previous page just in case.
========================
NEEDS
========================
+ Fixed Negative NEEDS Thresholds when sleeping / waiting, especially on the planets with fubard Local Times. No more -123 To Hunger, -126 to Thirst - 1949 to Sleep.
+ Fixed Negative NEEDS thresholds when consuming detrimental drinks and chems. No more -713 To Hunger, -626 to Thirst - 1849 to Sleep
+ Changed how NEEDS deplete. When you sleep/wait they depletion will calculate by INGAMETIMER, in all other cases OnTimer will work with real time to ensure that depletions kick in properly when needed.
This was done to ensure that this system will work correctly on all planets with different Local Times.
========================
OTHER
========================
+ Well Rested Perk triggers after sleep like usually, but its bonus works only when fatigue levels above 100.
+ Book can be crafted on the Industrial Workbench. Recipe will be shown only if you have none in the inventory.
=================Version v1.1
========================
NEEDS
========================
+ Game uses fCalendarTimeScaleSpace and fCalendarTimeScaleGround games settings for a timescale.
By Default while you in space Timescale is 5, While on planet Timescale 15, because of this NEEDS depletion was different and worked faster while you on planet.
I tweaked some code to ensure that NEEDS will always be using one timescale no matter where you are on the planet or in space.
Keep in mind that it was balanced for vanilla fCalendarTimeScaleSpace = 5 and fCalendarTimeScaleGround = 15 settings.
+ Reworked Sleeping. Hunger & Thirst will deplete by a specific amount with every hour of sleep. Before it did not matter how much character slept.
Fatigue points will restore with every hour of sleep, before it was static amount. Same as with hunger & thirst hours did not matter before.
Now basically you need to sleep at least 8 hours to get rid of fatigue, assuming you character begin to sleep with almost maximum of it (Stage-3/ Stage-4)
+ Waiting now depletes NEEDS too, but at a lower rate than sleeping.
+ Adjusted NEEDS depletion timers, now it should take longer to deplete them. Feedback requested guys and gals.
+ Tweaked NEEDS debuffs mostly the Stage-1, make them to be more bearable.
+ Well Rested perk now only triggers after 8 hours of sleeping.
+ Tweaked Message notifications. They will pop up only at debuff stages and at full satiation/safe threshold.
========================
FOOD & DRINKS
========================
+ Food And Drinks now give less oversatiation points. Not gonna make it even less, because Nutrion Perk will become partialy useless then.
+ While Oversatieted, food and drinks will show proper NEEDS points in their description.
========================
ADDICTIONS & AFFLICTIONS
========================
+ Tweaked addiction chances on many food and drink items. Less chance to acquire.
+ Tweaked affliction debuffs to make them less punishing and more managable.
+ Minor correction to affliction cure descriptions.
+ Caffeinophagia now has a much proper effect instead of previous one. Addichrone becomes more usable and usable lol.
| You can't rest and sleeping doesn't give you any benefits |
========================
OTHER
========================
+ Added StarNeeds - Satiation Checker. You can use it to check your NEEDS levels. It will be added to the inventory.
Added Hotkeys INI file for it too, so it can be easly used with a hotkey.
For Hotkeys edition you need Starfield Hotkeys - https://www.nexusmods.com/starfield/mods/1578
=================Version v1.0.1
+ Changed queststage at which message box and book pop ups. Now it should work for everybody (before worked partially by some stupid reason) who completed "One Small Step" quest.
If by some reasons nothing happens then add book with the console command "player.additem XX0008F5" without quotes
P.S XX Means your load order number.
- Mod live again. Ahhmmm i hope nobody will ask questions about previous page lol.
-
- Author's activity
-
May 2024
-
15 May 2024, 11:10AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 11:05AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 11:02AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 11:01AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 11:00AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 11:00AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 11:00AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 10:59AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 10:59AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 10:58AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 10:58AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 10:58AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 10:57AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 9:51AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 9:50AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 9:49AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 9:48AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 9:45AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 9:43AM | Action by: lKocMoHaBTl
Attribute change
'Description changed.'
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15 May 2024, 9:31AM | Action by: lKocMoHaBTl
Mod image added
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- Mod page activity
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May 2024
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15 May 2024, 4:45AM | Action by: Geppetoo
Endorsed
'Starvival - Immersive Survival Addon'
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15 May 2024, 4:07AM | Action by: wholelots
Tracked
'Starvival - Immersive Survival Addon'
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15 May 2024, 2:02AM | Action by: Eldarian
Tracked
'Starvival - Immersive Survival Addon'
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15 May 2024, 12:55AM | Action by: ejseto
Tracked
'Starvival - Immersive Survival Addon'
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14 May 2024, 8:40PM | Action by: aedram
Tracked
'Starvival - Immersive Survival Addon'
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14 May 2024, 3:13PM | Action by: Silverwave
Tracked
'Starvival - Immersive Survival Addon'
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14 May 2024, 11:24AM | Action by: sickzpack
Tracked
'Starvival - Immersive Survival Addon'
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14 May 2024, 9:43AM | Action by: DMAN367
Tracked
'Starvival - Immersive Survival Addon'
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14 May 2024, 6:26AM | Action by: Soblazed123
Tracked
'Starvival - Immersive Survival Addon'
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14 May 2024, 5:52AM | Action by: Stikza
Tracked
'Starvival - Immersive Survival Addon'
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14 May 2024, 2:18AM | Action by: Reyma24
Tracked
'Starvival - Immersive Survival Addon'
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14 May 2024, 1:26AM | Action by: valarwesros
Tracked
'Starvival - Immersive Survival Addon'
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13 May 2024, 11:11PM | Action by: jermstyle
Tracked
'Starvival - Immersive Survival Addon'
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13 May 2024, 9:15PM | Action by: Shadowfox1111
Tracked
'Starvival - Immersive Survival Addon'
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13 May 2024, 8:35PM | Action by: Howknight
Tracked
'Starvival - Immersive Survival Addon'
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13 May 2024, 7:33PM | Action by: EuphoriaFretris
Tracked
'Starvival - Immersive Survival Addon'
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13 May 2024, 7:10PM | Action by: chmtze
Tracked
'Starvival - Immersive Survival Addon'
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13 May 2024, 6:24PM | Action by: LE2LV
Tracked
'Starvival - Immersive Survival Addon'
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13 May 2024, 1:50PM | Action by: wearespacedust
Tracked
'Starvival - Immersive Survival Addon'
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13 May 2024, 1:47PM | Action by: Isbeltv
Tracked
'Starvival - Immersive Survival Addon'
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