Subnautica
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Oldark

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oldark1

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34 comments

  1. Xunnamius
    Xunnamius
    • member
    • 1 kudos
    There is a working version of this mod on the modding discord and on Submodica. This mod is waaaaay too OP though, had to uninstall it. Eliminates the entire horror/fear element as you can see everything all the time.
  2. Gellau
    Gellau
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    • 0 kudos
    Update pls!!! Very needed!
  3. AkivashaAceron
    AkivashaAceron
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    Can you please update this to use with BepInEx? I'd love to have this in my game.
  4. vgcatsfan
    vgcatsfan
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    will this be updated for the new vision of the game?
  5. Karfunkelstein
    Karfunkelstein
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    This is a very useful addition; in fact, it works so well that one has to be aware that it´s a borderline cheat ;-) With this enabled, it´s absolutely no problem anymore to reveal, for example, the otherwise somewhat difficult to spot shoal or lithium outcrops in the mushroom forests or elsewhere, or scanable parts, also from a greater distance, since it increases visibility to the extent of broad-daylight-conditions in shallow waters, regardless of depth and time of day, and apart from the strong green tint of course (one caveat at this point: I also use the Aeonics ENB as well, so that also might make a difference here). It´s still somewhat difficult to recognize the difference between shoal and limestone outcrops, for example (one of the few occasions where a lightsource might still be needed), but all resources stand out very clearly as "artificial additions" to the landscape from quite some distance (unless it´s mostly covered by red grass or stuff like that...). Not even the improved light options of the "Enhanced Seamoth System"-mod provide any better (or even just the same level of) general visibility than this. Therefore, some might consider this quite a bit OP (and maybe '"too cheap" to acquire for what it offers), for others, it can definitely save a lot of time searching for resouces and scanable parts. In the end, both is true... :-)
    One little problem already has been mentioned: Every time you start up the game, the hotkey for toggling night vision appears to be unaltered (by default "V") but doesnt work - it has to be reassigned in the mod menu, even if it´s just the same "V"-key (but this can also be done ingame with instant effect, so no major issue). Apart from that, it would be great to have an alternative option simply with reduced range, if that is even possible. But as is, it´s still an inherent part of my mod setup. Cheers!
  6. oldsmokey132
    oldsmokey132
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    Was a vortex load order issue. This chip is a game changer. Nicely done!
  7. RevanFan1
    RevanFan1
    • supporter
    • 2 kudos
    I have a small bug to report. The night vision chip doesn't work right away when you load a save in which you have it equipped. You have to go into the options menu and change the key binding for it to work.
  8. rtyuik7
    rtyuik7
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    is there any way to Combine this with one of the other two "head chips" (either the Compass or ScanRoomHUD)? its rather annoying having only two slots for three options...
    1. AbrasaxDrake
      AbrasaxDrake
      • member
      • 4 kudos
      try this - https://github.com/Mimes-Pes/MimesSubnauticaMods/blob/main/README.md

      it adds two more chip slots
    2. the1brech
      the1brech
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      I know this is a late reply, but I will soon be uploading a mod that combines the scanner chip and compass chip into one item.
  9. Spikefan74
    Spikefan74
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    • 4 kudos
    How did you make this? Did you use render?
  10. aspe20
    aspe20
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    Any chance to launch for BZ ?