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This page was last updated on 16 September 2024, 7:15PM
- Changelogs
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Version 0.76b
- Tried my luck in making a random encounter. A unit of UC Marines who are patrolling the nearby area. Hopefully we'll see some fun skirmishes around dungeons/hostile xenos. If it works out, I'll add more factions too for extra excitement.
- New shop system! Outposts will now have randomised shops based on themes. Stationery, gun shops, pharmacies, diners, sushi restaurants, etc. etc.
- Remaking the outfit generation for crowd NPCs. Trying to make them look more like people, and less like postmodern extras in some pretentious yoghurt commercial. Focusing more on utilitarian working class clothing and less on weird polyester bodysuits.
- Got rid of the weird greyscale glow you see in space. Now the void of space is pitch black, as it should be.
- Added a new subfaction: Crimson Insurgents. Loosely organised escaped convicts that will spread terror on UC planets.
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Version 0.75b
- Made adjustments to gun vendors. They will offer guns common to the region, and once finish either the Ranger or Vanguard quests you also get access to an assortment of banned weapons.
- More AI enhancements.
- Fixed up the Orion to be less crappy. Now it's an automatic laser rifle that fires from alternating barrels, making it a cool assault rifle instead of just a kind of disappointing marksman rifle.
- Reverted all boostpack changes. Since the bug is so severe I'm just gonna refrain from making boostpack changes until I fully understand how to make things work.
- Made Freestar versions of The First headwear such as the helmets and hats since why wouldn't Freestar people wear their own government-issued equipment? Freestar rangers now also have a chance to spawn with dusters instead of just the, quite frankly, kind of lame looking vest.
- Created an awesome new uniform for the Neon Security. They now have a variation of the ranger uniform and ranger pistols. Reasoning being that Neon is an extremely dangerous and violent place, so it makes sense that they'd have proper rangers rather than just mallcops.
- Update: Crowd spawn system does not work for just any kind of NPC. Oh well. Reverting.
- Gave the Ryujin guards a facelift. Now they look like something out of Killzone.
- Enhanced blood effects: More decals, longer durations, and clothes get visibly soaked in blood.
- Contraband status has been removed from chems/ammo for troubleshooting purposes until we figure out what the weird invisible contraband item is.
- Overhauling the NG+ content to be less overpowered. Instead of getting the best spacesuit/ship in the game, you instead get a rustbucket and a ground crew suit.
- Made a huge overhaul to the player start, including a new sandbox mode to make the game feel more like a space sim.
- Starting to really set my teeth into this work. Next update will take a while longer, but! Here's what you're getting: Brand new start script with main story/free roam options. And overhauled biomes with more diverse animals and wildlife.
- Added a new planet overhaul with over 30 different creatures, all made from scratch to fit their environment. And it's TERRIFYING.
- Better ammo capacity for the AA99. Seemed weird how a scifi gun had about the same ammo capacity as an SMG from the first world war.
- Gave the Orion a cooler beam.
- Increased ship traffic limits from 20 to 50. So now settled planets will look more busy.
- Added normal outfits for Spacers, Crimson Fleet and Eclipse. So when appropriate, you'll see them in regular clothing. Including some location-aware stuff.
- Made 20+ new original outfits that the player get based on their background choice.
- Overhauled the biomes for a few planets to have cool themes. Like a ghost planet, a demon planet and a bug planet. (Latter two being heavily inspired by DOOM and SST)
- There's now a new and lucrative business afoot! Namely, organic resources. All items with medicinal value, IE: Stimulants, Analgesics and Hallucinogens are now worth a lot more money.
- Changed the mission consoles to try and generate missions that are in the relevant system/planet so you're not constantly forced into new places when you've found a place you might actually enjoy being in for a while.
- Overhauled the Solstice to be cooler/more cinematic.
- Added FLAMETHROWERS
- Cooler shrapnel grenade
- Improved generic bullet impact data to have more material effects.
- Added injury systems for both ballistic and energy weapons. Ballistic weapons can inflict conditions, and energy weapons have a small chance to light people on fire.
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Version 0.72b
- HUUUUUGE work in progress, but, I have added PETS! You can now have as many as 12 different kinds of lovable critters hanging around your outpost.
- Made changes to crowd behaviour related to day/night cycle and some visual changes depending on region. Streets are now far more deserted at night, making nights feel more calm and quiet.
- Added some roleplay lockers to The Rock that has all the new uniforms as well as some Akila security stuff and a couple of generic Freestar issued guns.
- Added some improved outfits to spacers to hopefully make them look more menacing. Recon/deepseeker/groundcrew helmets etc.
- Overhauled the trade authority to no longer only stock local stuff. Instead they can have a random selection of 20 different things. Organic, inroganic and manufactured. So you can use them to find more rare crafting materials.
- Finally figured out the spacesuit problem. Turns out THEY LIED! The Bethsoft documentation had the wrong biped data slots recorded and after checking in the engine I found the right ones.
- Made the Starborn creepier. They now have more aggressive AI, move faster, carry cooler guns and they use the tunic version of the spacesuit that the hunter and emissary are wearing.
- Replaced some arbitrary restrictions on creature spawns with broader ones, which should hopefully make them less predictable... this includes terrormorphs.
- EM weapons will now always do real damage to robots that surpasses conventional weapon resistances. +100 realism points. (Except not really since most electronics have EMI shielding)
- Gave a lot more protections to hazmat suits. Particularly corrosion, toxin and shock.
- Added a test NPC to the crowd spawn system to see if they can spawn other stuff. It's a rare street crime encounter that can appear at the New Atlantis stardock at night. Needs testing, but if it works then we can make cities A LOT cooler with random encounters.
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Version 0.70b
- Added fire to the flamethrower dogs.
- Added equippable gloves to various outfit vendors.
- Going to see what I can do to make the Freestar faction more fun.
- Added new versions of the ranger uniforms. Mostly leather jackets. Also gave the Akila security guards the option of being dressed like rangers at times.
- Added a way for players to exempt people from the spacesuit hiding system
- Added a check to the spacesuit hiding form to actually make sure the player is wearing a spacesuit... small oversight.
- Working on contextual fashion categories for outfitter vendors, so they only sell regionally appropriate clothing with cool combinations of categories based on various factors.
- Added new fashion category to outfitter vendors: Freestar. Stuff like space trucker clothes, baseball caps, settler clothes, hats, farmer clothes, etc.
- Added new fashion category to outfitter vendors: Dork. Stuff like lab coats, hazmat suits, doctor crap, etc.
- Added new fashion category to outfitter vendors: Industrial. Miner clothes, graviplas helmets, industrial jumpsuits, etc.
- Added new fashion category to outfitter vendors: Asshole. Things like business suits, executive outfits, high end fashion, clubwear, etc.
- Nerfed robots so people can kill them. Personally I think it makes the world far too centered around the protagonist but alright I guess you're not ready for that level of immersion.
- Added some new dungeon crawl equipment: Botkiller EMI Devices. Rare and highly illegal, but if thrown at a robot, it'll instantly kill them on impact.
- I think I finally cracked world generation. I added a probability check to the stack hierarchy, effectively freeing up A LOT of space for varied results.
- Added a hazardous weather check to spacesuit showing.
- Most ship components no longer have level requirements... and they're 3x more expensive. You don't have to be smart to own stuff, just rich! +100 realism points!
- Fixed up the boostpacks some more. Final goal being to make them useful, but also WAAAAY more unsafe, kind of like in real life. I want them to offer a lot of power and flexibility, but also a lot of broken legs if misused.
- I cannot for the life of me get the dog's flamethrower to work. So I just installed some nice breachers. I think that as long as it ruins your day, then I've done my work.
- Outpost builders rejoice! Made a whole new system to determine crafting goods depending on local resources and industrial abilities of the local civilisation. And higher quantities.
- Changed the rather pathetic storage capacity from outposts to range from 1000 to 3000. No more having to build storage forts just to accommodate all the diverse resources.
- Greatly upped the limit of crew/robots/turrets, but the latter is now also a lot more expensive. But now you can build your own space village.
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Version 0.65b
- Nerfed the inner radius of the boostpack explosion and slightly reduced total damage by about 20%.
- Started work on fixing up space combat to be more cinematic and exciting. Wish me luck...
- Found a bunch of disabled subroutines for ship combat AI like barrel rolls and dogfighting manoeuvres... gonna turn them all on.
- Made terrormorphs scarier. Like, to the point of where most weapons won't kill them and you need a serious battle plan to take one on.
- Tweaked more hazardous objects to be even more hazardous such as oxygen tanks and fire extinguishers. Not totally devastating but you don't wanna stand next to them.
- World generation is now biome-specific. Meaning that, for instance, mines only appear in places like mountains and rocky regions.
- Added a biome subtype: Shady. Shady biomes are out in the middle of nowhere, and completely lifeless. This is where you find army bases, mech graveyard, satellites, crash sites and research facilities, etc.
- Added new conditions for civilian/settled planets. Still very diverse but they avoid some of the more pointless locations.
- Added possible SysDef raids on Crimson Fleet dungeons when in UC space. (Experimental feature)
- Adjusted the weight of most large guns in the game so you can't carry a dozen of them at a time.
- Community requests: Added some more contraband stuff: Coachman hornet's nest, Var'uun weapons, and made fuel rods legal again since another mod uses them to power ships.
- People now take off their spacesuits in sealed areas and breathable atmospheres.
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Version 0.60b
- Added new consumable O2 tanks that offer a powerful buff to oxygen cycling for your spacesuit with the drawback that they're expensive and heavy to carry. Can be found at outfitters or in random loot containers.
- Changed quest rewards for radiant quests to either be credits or astra. No more random secret santa crap.
- Loot dropped by the Crimson Fleet has been reduced, BUT, they also have a tiny chance to drop contraband.
- Bandages will now fully heal the player when injuries are minor. (When the player has 75% hp or higher)
- Installing ship windows will now REDUCE mass... as well as hull integrity. You can now use windows to make big ships a bit easier to steer. Kind of logical when you think about it. (Experimental feature)
- Robots are now SCARY. Don't even bother fighting them.
- Fixed the boostpack single boost bug, now only the basic boostpack has this limitation... hopefully, testing pending. (Special thanks to Univus for reporting this bug.)
- Fixed the minigun accuracy problem... hopefully, also testing pending. (Special thanks to Univus for reporting this bug.)
- Changed the fire rate on the Kalashnikov to reflect real world values.
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Version 0.55b
- Rebalanced health/damage. Needs more higher level character testing however.
- Added registration for guns so they're no longer contraband. Should be an option in weapon crafting menu after finishing Ranger/Vanguard questlines.
- Changed PCM priority for Trait POIs. Hopefully this makes them easier to find.
- Tweaked a couple of gun stats to normalise gun balance.
- Overhauled the entire gun distribution system to account for the main factions in the game. Including region-specific civilian loadouts.
- Boostpack hits will no longer instakill enemies. They still cause devastating explosions however.
- Slightly nerfed headshot damage.
- Readjusted hitboxes to account for the player's arms blocking their torso, effectively shielding them from a lot of damage.
- Food now only heals when the player is inside their home ship. This is because outside combat healing kind of ruined any survival elements.
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- Author's activity
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September 2024
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16 Sep 2024, 7:15PM | Action by: Thumblesteen
Mod article added
'Progress Update On ODYSSEY sequel'
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12 Sep 2024, 2:17PM | Action by: Thumblesteen
Mod edited
'Understanding Starfield and Space'
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12 Sep 2024, 2:08PM | Action by: Thumblesteen
Mod article added
'Understanding Starfield and Space'
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10 Sep 2024, 10:24PM | Action by: Thumblesteen
Mod article added
'Progress update: GALAKTRON-6000'
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01 Sep 2024, 6:58AM | Action by: Thumblesteen
Attribute change
'Description changed.'
August 2024
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04 Aug 2024, 6:04PM | Action by: Thumblesteen
Mod article added
'Progress Update'
July 2024
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10 Jul 2024, 8:59PM | Action by: Thumblesteen
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10 Jul 2024, 8:59PM | Action by: Thumblesteen
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10 Jul 2024, 8:40PM | Action by: Thumblesteen
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'NEW FACTION: Death Cults'
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10 Jul 2024, 8:36PM | Action by: Thumblesteen
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10 Jul 2024, 8:36PM | Action by: Thumblesteen
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10 Jul 2024, 8:36PM | Action by: Thumblesteen
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10 Jul 2024, 8:36PM | Action by: Thumblesteen
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10 Jul 2024, 5:43PM | Action by: Thumblesteen
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10 Jul 2024, 5:43PM | Action by: Thumblesteen
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10 Jul 2024, 5:43PM | Action by: Thumblesteen
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10 Jul 2024, 5:43PM | Action by: Thumblesteen
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10 Jul 2024, 3:11PM | Action by: Thumblesteen
Mod edited
'NEW FACTION: Crimson Insurgents'
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10 Jul 2024, 3:02PM | Action by: Thumblesteen
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'NEW FACTION: Crimson Insurgents'
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10 Jul 2024, 3:02PM | Action by: Thumblesteen
Mod edited
'NEW FACTION: Crimson Insurgents'
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