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AlexejheroYTB - MrPurple6411

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MrPurple6411

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20 comments

  1. MrPurple6411
    MrPurple6411
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    If you are able to help out with giving me more time to Mod/Fix bugs and less time to working in retail then please consider donating to the cause at one of the following locations. 
    Paypal: paypal.me/MrPurple6411
    Patreon: patreon.com/MrPurple6411
    Github: github.com/sponsors/MrPurple6411
    Support for mod issues can be found by the wonderful community on our Community Modding Discord @ discord.gg/UpWuWwq

    Nautilus and SMLHelper are incompatible and cause up to and including save corruption when installed together. 
    (Not every time but enough to be worrying)
    So I have made the decision that any mod of mine that uses Nautilus will not load when SMLHelper is installed.

    Also Nautilus is the Replacement for SMLHelper and when Nautilus 1.0.1 releases we will be removing SMLHelper support for 2.0 completely meaning all mod makers need to update their mods to Nautilus.
  2. theDos08
    theDos08
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    is it possible to simply speed up the animation, instead of entirely skipping it?
  3. Ah, I thought this would use the other in-game animation for fast/simple bulkhead door open/close (i think i saw it in the aurora?), 

    But you werent kidding, it is like minecraft doors. 

    I dont like it, but thanks for the something. 
  4. Peax7120
    Peax7120
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    Will this mod be updated to SN 2.0?
  5. FormDrop
    FormDrop
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    Any way to have this faster mod manager download button?
  6. phcgamer
    phcgamer
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    Can you make a mod that does the opposite? I hate it when my base crosses a size threshold and I suddenly start teleporting through hatches.
  7. Natknut
    Natknut
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    i'm very confused, this is a base game feature. You only get the animation once. Is this mod out of date or something? I get it is a recent mod but the game has been doing this on its own the whole time.
    1. AlexejheroYTB
      AlexejheroYTB
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      This... is not a base game feature? I'm talking about Bulk Heads.
    2. migellito
      migellito
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      It is, in fact, a base-game bug that results with some larger base layouts. There are conflicting reports on what exactly triggers it, and what, if anything, fixes it.
    3. jcbankston
      jcbankston
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      In know this is a bit necro, but if you are interested in fixing the broken bulkhead animations, then you have to edit the clipmaps.json files in Steam\steamapps\common\Subnautica\Subnautica_Data\StreamingAssets\SNUnmanagedData. I use the high setting so I just edit that one, you need to edit line 14  "chunksPerSide":7, and  line 15 "chunksVertically":7, in those files by raising the number to 8 or 9,  (
      all the way up to 13) instead of 7, depending on how large your base is, note that this comes with some performance hit the larger the number you use. Then you need to start the game and in the starting menu  you need to set the graphics setting to high, medium ,or low depending on which clipmap file you edited. Once you have done that load your most recent save and you will need to move around either inside or outside of the relative center of your base and find the "sweet spot' which is the location of the center of your base, once you have found this location and provided the number that you edited in clipmaps.json file is high enough for the size of your base, your entire base will load in at the same time which then solves the broken animations of opening bulkheads and entering/exiting your base.
  8. Mechowak
    Mechowak
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    Oh boy your mod is actually a bug in Subnautica hah. I would really like if you could make reverse mod - Forcing all the animations instead these "instant" ones
  9. ShadowXG
    ShadowXG
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    Any way you could use the bulkhead animations in the cyclops since they just swing shut?
  10. PauperPrince
    PauperPrince
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    YAS!!! This is for sure one of my favorite mods! Thank You, Cheers
  11. dzzjj
    dzzjj
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    Can you port this to Below Zero please.