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About this mod

Starvival - Immersive Survival Addon, provides a fully working NEEDS mechanic with stages, new addictions, Spaceship Refueling and full list of other complimentary features.
Concider to prepare thoroughly, Starborn!

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[ INTRODUCTION ]
Keep i mind that this mod will not be for everyone. It is more complex and has far more synergetic and needed features for full experience, than similar counter parts. If simply eating, drinking, and sleeping isn't enough for you, want more systems to harass you, then you've come to the right place. Because sometimes, simple is not enough.

Concider to prepare thoroughly, Captain!


Starvival - Immersive Survival
 Addon
or SISA as you will, provides a fully working, comprehensive and balanced survival package with:

  • Basic Needs
  • Addictions
  • Adrenaline
  • Spaceship Systems & Fuel
  • Survival Damage 
  • Ammo Regulator
  • Overencumbrance
  • Oxygen System
  • Enhanced Environmental Hazard
  • and other complimentary features and systems.

HOW TO START
  • Enable Starvival in the official gameplay menu.

You will get a little introduction message and the configuration book. After a couple of seconds all systems will launch and notify you on Apple HUD Watch.
[ BASIC NEEDS ]
Spoiler:  
Show

HOW DOES IT WORK
  • Starborn will develop needs for food, thirst and rest. Each NEED has several degrees of penalties: from the most moderately harmless to the critically serious
  • Each NEED has its own filling scale from 0 and up to 125 points. As time goes by, a certain amount of NEEDs points will be depleted. Each NEED has its own amount of points and depletion rate. Can be changed with configuration book (please read additional info below)
  • From 76 to 100 there are no penalties. Starting at 75 points, the first penalties will appear, and as you get hungrier, thirstier and tired, the penalties will increase. Maximum can be 4 penalties at a time for each NEED.
  • From 101 to 125 a special useful bonus for the character begins to take effect - "Nutrition Manager". But it will only work if hunger and thirst are BOTH sustained above normal levels. As soon as both or one of the NEEDs falls below the excess norm, the bonus will immediately disappear. Bonus also will dissapear if you are “Oversatieted”, read more about it in the “OVERSATIATION” section.

WAYS TO WORK WITH NEEDS
  • Sleeping restores fatigue (also read additional info below)
  • Most of the food consumables restore hunger, other types such as soups and packed meals (UC Battlemeal) also restore thirst.
  • Drinks (except alcoholic) restore thirst, but in some cases fatigue too, like energy drinks, teas or coffee.
  • Alcohol worsen indicators of thirst and fatigue, but in some very rare cases it can also give a boost to fatigue too.
  • Usage of drugs also worsens indicators, but unlike alcohol, drugs reduce all three indicators of NEEDS.
  • Items from each of the above categories are divided into grades according to their impact on needs.

For example:
  • All kinds of snacks and simple food will give a very low increase to satiate your hunger, and fatty foods, especially with good bonuses -maximum.
  • Simple lemonades give the lowest increase in quenching thirst, milk or water the largest.
  • Weak chems and stimulants worsen your needs minimally, while stronger ones, with frequent use, will squeeze you dry.

Note: 
  • The number of points received for a particular NEED can be found in the item description.

Sleep and Wait
  • The more tired you are, the more fatigue points you get after sleep.
  • The more hungry or dehydrated you are while sleeping, the more hunger or thirst points will be depleted. It makes more sense to go to bed while being satieted. After sleep, you will lose MUCH less Hunger And Thirst points.
  • Waiting doesn't have any benefits, waiting hours just deplete your NEEDS.

Lunchbox
With already enabled Starvival, lunchbox will be added to the player's inventory after loading a save, otherwise at initialization stage.

  • 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.
  • 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.
  • AUTO-NEEDS: Items that are inside lunchbox will be consumed automaticaly below certaint thresholds (80 for each NEED by Default, configurable) until they overcome said threshold.

With AUTO-NEEDs and for the sake of your sanity there is 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.

OVERSATIATION
Eating and drinking consumables cause oversatiation, which subsequently leads to unpleasant temporary penalties.

Oversatiation Debuff:

1~49%: Food And Drinks give full bonuses
50~74%: Next consumed food or drink will have 40% weaker bonuses
75~89%: Next consumed food or drink will have 80% weaker bonuses
90%~: Next consumed food or drink will be without bonuses

  • You can consume food and non-alcoholic drinks safely under 50% of the "Oversatiation", after that every consumed food or drink will have weaker bonuses, to their complete removal.
  • Keep in mind that the more nutritious and useful an item is, the more points it gives towards the Oversatiation, thus faster you will get the penalties.
  • With the first rank of "Nutrition" perk food and non-alchoholic drinks will give 50% less oversatiation points.
  • All bonuses of such consumable items have been significantly increased to make them worthy of your stomach, but some decreased to maintain things balanced. "Nutrition" Perk also got some love and now it is worthwile to get.
  • Being oversatiated doesn't affect your NEEDS except "Nutrition Manager" bonus. By consuming food or drinks you will still restore your NEEDS as usually.

To fully deplete Oversatiation, you need:
  • Play as usual, it will deplete with time. 3 Points every 3 real minutes (Configurable)
  • Sit and wait somewhere
  • Sleep

Note: 
  • The goal of the mechanic is to make the player more thoughtfully choose what to eat or drink, and not to spam everything without any consequences.

PERK CHANGES
"Nutrition"

  • --- Rank1: food and drinks are 30% more effective and give 50% less oversatiation points. Alcohol's penalty to thirst and fatigue is halved.
  • --- Rank2: food and drink are now 50% more effective.
  • --- Rank3: food and drink are now 70% more effective.
  • --- Rank4: food and drink are now 100% more effective.

HUD NOTIFICATION

Yeah, you heard it. Notification NEEDS, like your affliction and etc will pop on your WATCH HUD, to make it easier to track when to open up some BOOM POP! or everybodys favorite CHUNKS!

Notes:
  • Notifications use some icons from some vanilla afflictions, nothing can do about this at the moment. 
  • Just be aware that for example Hunger notification will be hiding under cracked leg affliction icon and vice verca. But at the end of the day it is not a big deal.

NUTRITION ITEMS
Food and drinking consumables have received improved bonuses and some important changes such as:

  • Food no longer restores oxygen and CO2.
  • Drinking no longer restores the player's health.
  • Various foods now have a slow but long-lasting health restoration effect, but they can no longer be stacked as before. When consuming two different food consumables with a given effect, the strongest effect will always be chosen.
  • The same effects between food and drinking consumables, such as carry weight, bonus to EXP, damage resistance and others now can be combined with each other, and not replaced as before. In this case, the strongest effect will always be selected.

Notes:
  • All changes were made to ensure that useful consumables were always in use and complemented the player’s/each other’s choices, and did not lie around in the inventory or were not used for the sake of one or another consumable.
  • Food healings effects can be toggled off through Starvival - Survival Guide, for better survival experience.

[ ADRENALINE ]

Spoiler:  
Show

  • If you manage to kill 10 targets in a short period of time and while beeing in battle, temporary adrenaline combat bonus will kick in, giving nice boost to your body and reflexes. But you need to keep up with killing your frags, because every 60 second count will go down.
  • After bonus ware offs there is a chance that you will get Adrenaline Aftermath penalty, which can be removed only by sleeping. While being under this penalty Adrenaline Rush can not be gained again.
Adrenaline Rush
| +50% melee DMG, +50 carry Weight, +25% walk / run speed, +35% Reload Speed, +20% Crit Hit chance, +35% Jump Height, -25% Incoming DMG |

Adrenaline Aftermath
| -20% melee damage, -35 carry Weight, -15% walk / run speed, -20% Reload Speed, -10% Crit Hit chance, -20% Jump Height, +15% Incoming DMG |
[ SURVIVAL DAMAGE ]
Spoiler:  
Show
Additional difficulty modifiers for INCOMING & OUTGOING damage which overlay on top of vanilla difficulty.
  • 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 x2.5 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. 
[ ADDICTION SYSTEM ]
Spoiler:  
Show
Starvival introduces Intoxication system with several types of new addictions that were not previously in the game.

  • 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)
  • 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). 
  • 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 the ability to restore Intoxication, but works instantly. Also it is not a harmless get rid of all addictions inhaler anymore. Upon usage it will take some time for effects to kick in. After that it will cure you from all addictions and diseases, drain 70% of health and put weakness debuff with +35% Incoming damage for half an hour.

Conclusion:
  • This system gives you more control and flexibility on how to work with addictions.
  • 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.
  • In some instances visiting a doctor or infirmary is better solution now. Addiction and disease removal will only cost you less of your troubles.

TYPES OF ADDICTIONS
  • Alcoholism: likely to occur by drinking strong drinks. The stronger the drink, the greater the likelihood of getting this addiction.
  • | -100% Critical hits chance, -25% reduced persuasion chance, -30% reload speed |
  • Note: In Vanilla critical chance has a specific pool, when you inflict damage this pool starts to fill, after getting to specific amount crit damage triggers. So -100% Critical hits chance doesn't mean you will not get any, it justs means you WILL get it, but at much slower rate.

  • Caffeinophagia: likely to occur when consuming carbonated and especially energy drinks, as well as teas and coffee.
  • | Energy drinks restore significantly less fatigue. You can't rest and sleeping doesn't give you any benefits |

  • Cognitive Dissolution: likely to occur when using mind affecting stimulants such as: S.T.E.V.E, Addijack, Neurojack, Snake Oil, Synapse Alfa, Paramour, Hippolyta, Aurora. The more effective the stimulant, the higher the probability.
  • | Poor Aim Stability, -35% XP gain |

  • Paranoid Treatment: may occur after using Heart+, Med Pack, Trauma Pack or Emergency Kit.
  • | Healing effects from med items damage your health. Healing effects from med items are 50% less effective |

  • Heart attack: likely to occur when using very powerful chem concoction such as: Black Hole Heart, Dwarf Star Heart, Supermassive Black Heart and their equivalents, Panacea.
  • | -40% to Physical, Electromagnetic and Energy Resistance. -30% Health |

  • Stimulants Addiction: significantly harsher penalty.
  • | -75 Carry Capacity, -75% O2/Co2 Regen |

PERK CHANGES
"Pain Tolerance"

  • --- Rank1: Physical damage is reduced by 5%. Addictive consumables give 50% less Intoxication.

Note:
 
  • All Addictions & Diseases have subtle visual and audio effects when kick in, for better user notification.

[ SPACESHIP SYSTEMS ]
Spoiler:  
Show
FUEL SYSTEM
A fuel system for space flights has been implemented along with capabilities that complement it's operation.
As soon as you sit in your pilot seat, 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.

REQUIRED RESOURCES:

  • He-3 Interstellar Battery - required for interstellar travel
  • He-3 Compressed Fuel - required for normal flights in space, as well as landings and takeoffs.

WAYS TO OBTAIN:
  • Can be purchased from the spaceship technician
  • Can be found in the spaceship's cargo holds, or in spaceship's loot
  • Can be pumped out of spaceships tanks and grav drives
  • Can be created at your outposts with the help of fabricators, after researching certain recipes at a research station
  • By calling a special emergency crew "Fuel Of Problems", which, for a certain fee, will deliver the fuel you need to your spaceship.

Notes:
  • Fuel resources are quite expensive, so try to buy them wisely.
  • You can become a "Fuel Hunter" by boarding other spaceships and pumping precious fuel and taking out grav drive charges. Fuel resources will appear in the spaceships cargo hold.
  • You can establish fuel production by studying the necessary recipes and creating fabricators at your outpost.

PREPARING THE SPACESHIP FOR LAUNCH / REFUELING:
  • 1) Place the required fuel items in the cargo hold of your spaceship
  • 2) Open a special tablet from the Starview company or click on the pilot seat/navigation console. Click on the "Fuel and Battery Manager" button and select what you need.
  • 3) Refueling and recharging spaceship takes some time. Just wait for the process to complete.
  • 4) Refuel with Spaceship technician 

FUEL CONSUMING PROCESS: He-3 Compressed Spaceship Fuel
  • During the flight, every 10 seconds a certain amount of fuel will be consumed. The amount of fuel consumption depends on the mass of your spaceship, engine thrust, and energy level given to engine system.
  • Boosting consumes fuel faster. If during normal flight fuel consumption happens every 1 minute (by default), then during boosting - every 1 seconds.
  • Fuel also consumes during landings, takeoffs and is partially used to make grav jumps.

Notes:
  • During the flight, turning off the spaceships engine also stops fuel consumption.
  • The higher the energy level given to the engine system, the higher your speed will be, but the more fuel will be consumed.

FUEL CONSUMING PROCESS: He-3 Interstellar Battery
  • Grav jumps consume a certain amount of charges. The number of charges consumption depends on the mass of your spaceship, grav drive thrust power and the energy level given to the grav drive system.

PERK CHANGES
"Astrodynamics" CREW perk
  • --- 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.

HOW TO GRAV JUMP WITH STARVIVAL

SOME RULES ABOUT GRAV JUMPING

(Assuming your spaceship is properly charged and fueled)

The less energy given to the grav drive, the longer it will take to prepare for the jump.
  • Pros: low charge consumption, low damage to ship's maintenance after the jump
  • Cons: longer preparation and spooling

The more energy given to the grav drive, the faster it will prepare for the jump.
  • Pros: faster preparation and spooling
  • Cons: high charge consumption, significant damage to the ship's maintenance

Notes:
  • To initialize a Grav jump, engines and grav drive systems should at least have 1 tick put in each.
  • With minimum energy (1 tick) in the grive drive, it takes 20 seconds to make a jump, with maximum (12+ ticks) it takes 1-2 seconds.
  • Each time when you change energy in the grav drive while spooling, it resets and starts all over again. This done with two purposes, firstly is to prevent players using quick jumps for cheap and secondly to make some weight for this mechanic. In vanilla, grav drive system is mind bogglingly useless without any impact.
  • The more damaged your grav drive, the less charge capacity it will have.
  • The more energy is given to the grav drive system, the more effective will be the boosting.
  • Grav jumps cause damage to spaceships maintenance.
  • When grav drive is destroyed after grav jump or by an enemy, the spaceship will lose gravity and you will not be able to control the spaceship until the grav drive becomes operational again. (Can be toggled Off)

MAINTENANCE SYSTEM
Over time, your spaceships maintenance will start to degrade. To keep it in takt, ship needs to be serviced in timely manner.
Maintenance Kits and technicians will become your best friends.


To start maintenance procedure, ship 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)
1~60 - Each cycle system health starts to degrade
< 60 - Fully disables auto repair
< 19 - Critical (Alert starts to bang)
0 - Explosion

Maximum maintenance dependant on reactor class. 
  • (A) - 100
  • (B) - 115
  • (C) - 130
  • (M) - 150
  • (S) - 200

PERK CHANGES
"Starship Engineering"
  • --- Rank1: All ship systems auto-repair 25% faster. Ship maintenance level decreases 15% slower.
  • --- Rank2: Ship systems have 25% increased damage mitigation. Ship Maintenance level decreases 25% slower.
  • --- Rank3: All ship systems auto-repair 50% faster. The maintenance procedure is 75% faster. Maintenance can be done without been docked or landed. Ship Maintenance level decreases 35% slower.
  • --- Rank4: Occasionally, a fully damaged subsystem can repair all blocks instantly, same as repairing one block of a subsystem can repair the entire system. Ship Maintenance level decreases 50% slower.

SHIP CALL

"Starview: Captain's Hailer" now can send spaceship (HOMESHIP) to 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.
  • 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.

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.
  • 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.

MISCELLANEOUS

INTRODUCED ITEMS:

  • Starview: Spaceship Analizer - A special tablet from the "Starview" company for overviewing and maitaning spaceships systems. Also has build in radio.
  • Starview: Captain's Hailer - Device to Call fuel rescue service "Fuel of Problems" and send your homeship to your location.
  • Starview: Emergency Beacon - Marks your spaceship location or landing site for the emergency "Fuel Of Problems" vessel.
  • Emergency Repair Bots - Emergency repair bots from "Starview" company. Almost instantly repair spaceship systems and hull
  • He-3 Interstellar Battery - Interstellar Battery for spaceships Grav Drive. Processed helium-3 with compressed uranium and ionic liquids used for interstellar jumps.
  • He-3 Compressed Fuel - Spaceship fuel. Processed helium-3 used as fuel for spaceships.

ADDITIONAL INFORMATION:

  • Fast Travel is fully disabled. All travel manipulations happen only when you are inside spaceship, sitting in the pilot seat while being in space.
  • You can't fast travel to any other location (from planet to planet, from system to system etc.) while being on a planet or moon. At first you need to be in the pilot seat, spaceship must be ready for flight and then you need to take off to open space.
  • Don't bother with fuel calculation on the Starmap, at least for now.
  • Red Mile spaceship technician can't be used as a vendor, because Bethesda made for him different type of dialogue. So instead i made Refueling Station near landing pad.

COMPATIBILITY:
I made this system from scratch with my vision how everything should work, maybe sneak peaked a little here and there hehe, but nothing more.

  • There is also other mod Ships Need Gas and other immersive ship systems which has similar features, furthermore author of that mod is pioneer in this regard. So if your prefer his approach more, then don't forget to punch endorse button on his page, and install compatibility patch.
[ AMMO WEIGHT ]
Spoiler:  
Show

Each ammo type has its own weight now. Manage your ammunition thoroughly.
Ammo Weight was officially introduced with 1.11.36 Update, so Starvivals version became redundant and was removed.
 
  • Added a posibility to toggle On/Off for companions. Works with official Ammo Weight.
  • With "Rapid Reloading" perk Rank 4 all ammo weigh 50% less. Works with official Ammo Weight.

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.
[ AMMUNITION REGULATOR ]

Spoiler:  
Show

Brings some tactical ammunition management. So what is this means?

Upon activating this feature 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.


  • 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.

  • 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.

Notes: 
  • 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.
  • Depends of your playstyle and other difficulty mods, it may require to tweak ammunition limits further. Configuration book is your best friend.

Ammunition has been separated into these categories with mods default values >>>


PLAYER
PISTOL CALIBERS

  • Basic: .27, .45ACP, 1.5 KV LZR Cartridge, Light Particle Fuse
  • -----Capacity--->>> 80

  • Magnum Type: .43 Ultramag, 7.5mm Whitehot
  • -----Capacity--->>> 60

  • High Power: .43 MI Array
  • -----Capacity--->>> 45

RIFLE CALIBERS


  • Assault: 6.5mm CT, 7.77 Caseless, 11mm Caseless, 7.62x39mm, 3KV LZR Cartridge, Heavy Particle Fuse
  • -----Capacity--->>> 200

  • Sniper: .50 Caseless, 9x39mm
  • -----Capacity--->>> 30

  • Heavy: .50 MI Array, 12.5mm ST Rivet
  • -----Capacity--->>> 300

SHOTGUN CALIBERS


  • Basic: Caseless Shell, 12G
  • -----Capacity--->>> 45

  • High Power: 15x25 CLL Shell, 6.5mm MI Array
  • -----Capacity--->>> 30

EXPLOSIVE CALIBERS


  • Basic: 40mm XPL
  • -----Capacity--->>> 25

THROWABLES

  • Grenades: All Grenades
  • -----Capacity--->>> 5

  • Mines: All Mines
  • -----Capacity--->>> 5

AMMUNITION CASE

PISTOL CALIBERS

  • Basic: .27, .45ACP, 1.5 KV LZR Cartridge, Light Particle Fuse
  • -----Capacity--->>> 160

  • Magnum Type: .43 Ultramag, 7.5mm Whitehot
  • -----Capacity--->>> 120

  • High Power: .43 MI Array
  • -----Capacity--->>> 90

RIFLE CALIBERS


  • Assault: 6.5mm CT, 7.77 Caseless, 11mm Caseless, 7.62x39mm, 3KV LZR Cartridge, Heavy Particle Fuse
  • -----Capacity--->>> 400

  • Sniper: .50 Caseless, 9x39mm
  • -----Capacity--->>> 60

  • Heavy: .50 MI Array, 12.5mm ST Rivet
  • -----Capacity--->>> 600

SHOTGUN CALIBERS


  • Basic: Caseless Shell, 12G
  • -----Capacity--->>> 90

  • High Power: 15x25 CLL Shell, 6.5mm MI Array
  • -----Capacity--->>> 60

EXPLOSIVE CALIBERS


  • Basic: 40mm XPL
  • -----Capacity--->>> 50

THROWABLES

  • Grenades: All Grenades
  • -----Capacity--->>> 10

  • Mines: All Mines
  • -----Capacity--->>> 10
[ OVERENCUMBRANCE ]

Spoiler:  
Show
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.

[OXYGEN SYSTEM]
Spoiler:  
Show
Walking in unbreathable environment will now require you to have oxygen.

CONSUMPTION
  • The amount of oxygen consumption depends on the actions of your character: running or sprinting, whether he is in combat, what afflictions he is currently have. Consumption rates can be configured in the configuration book.
    If a character suffers from several afflictions at once, the effect of consumption will be cumulative. Keep track of your character's health and condition!If oxygen is completely depleted, your character will begin to suffocate, there will be a limited time to save the situation.Afflictions that are affecting oxygen usage: Asphyxiation, Cramping, Crippled, Difficult Breathing, Fever, Joint Pain, Migraine, Soreness
  • If a character suffers from several afflictions at once, the effect of consumption will be cumulative. Keep track of your character's health and condition!
  • If oxygen is completely depleted, your character will begin to suffocate, there will be a limited time to save the situation.
  • Afflictions that are affecting oxygen usage: Asphyxiation, Cramping, Crippled, Difficult Breathing, Fever, Joint Pain, Migraine, Soreness

REPLENISHMENT
---------------------------
Oxygen Booster
---------------------------
  • Oxygen Booster MK-1: Completely fills the oxygen level. Don't forget to carry at least a couple of these boosters with you. After consumption, the effect does not work immediately, keep this in mind. 
  • Oxygen Booster MK-2: Same as his previous counterpart but it works instantly, and activates automatically at 10% threshold. Auto feature can be disabled in the configuration book.
  • Oxygen boosters can be bought from vendors, crafted (at first you need to complete a research), found in the world or taken from the bodies.
------------------
Homes ship
------------------
  • Oxygen can be completely restored by boarding your home ship. The home ship is fully connected to your backpack systems, giving you full access to replenish oxygen. This option is enabled by default, but can be disabled at any time in the configuration book, to make things more hardcore.

SPACESUIT MODIFICATIONS
--------------------------------------------------------
E.R.S. - Enhanced Respiratory System
--------------------------------------------------------
  • More efficient respiratory system. Makes oxygen consumption significantly lower.
  • To unlock a recipe, it needs to be researched first.

NOTIFICATIONS
  • Added oxygen level tracking to the characters status menu
  • Added a usage indicator to the left corner of the screen
  • Added sound alerts for critical oxygen levels. At a low level, the character will begin to breathe deeply.
  • Corner message can be toggled On/Off with configuration menu

ADDITIONAL COSMETIC EFFECTS
  • Added pressurizing sound fx, when entering/exiting breathable or unbreathable environment. Can be toggled On/Off in the configuration book.

[ ENHANCED ENVIRONMENTAL HAZARDS ]
Spoiler:  
Show

Recent game update added nice affliction and hazard options. With it, planetary exploration started to look...dangerous, at last. But some aspects were lacking and missing. Exploration still was not enough dangerous for my taste.

So I clenched my teeth again and made additional module [Starvival - ModuleEnviHazards.esm] directed to enhance environmental hazards experience. So let's take some read and see what i changed and added.

DANGEROUS ENVIRONMENTS
  • Increased all, and by all i mean ALL environmental damage made to the spacesuit and character from planetary atmosphere/extreme conditions, water pools, lava pools, dangerous weather, all sorts of hazards and etc.
  • You need to pay more attention to your surroundings and what your fingers touch. What didn't tickle your suit before can now kill you in a few seconds if you will not be properly prepared.
  • You can now hide under large objects from solar radiation.

PLANETARY ADDITIONS
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ATMOSPHERIC PRESSURE
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  • Planets with thin, high and extreme atmospheric pressure will damage your environmental protection (yellow bar) to a certain threshold. While thin and high pressure damage your protection moderately, extreme will suck your protection badly.
  • Environmental suit protection on such planets can not be restored fully no matter what. This effect is persistant while you on such planet. In sealed locations you are not susceptible to atmospheric pressure.
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MAGNETOSPHERE
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  • Planets magnetosphere is now a real deal. Very weak, weak or non existent magnetosphere will reduce your environment resistances (Airborn, Corossive, Radiation, Thermal) to a significant degree. Planets with non existent magnetospheres periodicaly will harm you with suitable afflictions. 
  • In the same time all strong, very strong, powerfull, massive and extreme magnetospheres will give you a boost to these resistances.

ENVIRONMENTAL DAMAGE REMOVAL
  • By default environmental damage can be removed only with Enviro-Mental aid item or a doctor. This option can be toggled on/off. While toggled off vanilla behavior will take place.

ENVIRONMENTAL CONDITIONING
Environmental conditioning perk was updated to be worthwhile now. Two new effects were added to the 3rd and 4th ranks.

  • Rank-3: Being on planets with thin, high or extreme atmospheric pressure give significantly less environmental damage.
  • Rank-4: Planets without magnetospheres don't give periodic afflictions. Being on planets with weak or non existent magnetospheres gives less damage to environmental resistances. 

SPACESUIT & ITS MODIFICATIONS
  • Increased consumption of suit protection (SOAK) from all sources.
  • Now when universe can kick your ass, environmental resistances come to your help. Now they are really matter and you need to pay more attention to them. Higher the resistances, the longer you will survive, the longer your adventure will be.
  • Max suit resistances were bumped up from 85 to 95.
  • Fixed some instances when suit protection would not be involved, and do nothing. This was a bug from Bethesda or just a design choice. Now it works as intended.

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E.A.E.G. - Emergency Anti-Environmental Generator
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  • Fully restores suit protection at critical threshold. Increases environmental resistances by 15 points for 3 minutes. After each activation, needs 15 real minutes to recharge.
  • Recipe unlocks after research

AID ITEMS
With enhanced hazard environments, come several new items which purpoce is to ease your struggles.

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Enviro-Guardian
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  • Enviro-Guardian MK-1: Recharges spacesuits anti-environment system. Slowly regenerates spacesuits protection for some time.
  • Enviro-Guardian MK-2: More advanced version of his counterpart, works more efficiently and faster.
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Enviro-Mental
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  • Enviro-Mental MK-1: Slowly cures from environmental damage and enhances environmental resistances for some time.
  • Enviro-Mental MK-2: Much more efficient than the previous counterpart. Removes environmental damage faster and enhances environmental resistances even more.
  • All items can be found (with a slim chance), bought or crafted (recipes unlock after researching said items)

VISUAL FX
  • When suit fully depletes its protection, and depending on the environmental damage it receives, the suit will be covered with a certain type of visual effect. Fire, Radiation, Corrosion, etc.
  • If several effects kick in, then only one from them will be choosed. (Game Engine reasons.)
[ AFFLICTIONS ]
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Afflictions far more dangerous now with harsher penalties and more maddening detrimental effects.
  • Increased detrimental effects to every affliction type. No more games, mister
  • Effects/Items that cure afflictions now need some time for effects to kick in. Can be changed with configuration book.
  • Compatible and plays very well with official Affliction settings, introduced in v1.11.36 update
[ ADDITIONAL MODULES ]
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Separate additional modules come together with Starvival. I Highly recommended to use them all together, though it is not necessary.

[+] Economics: introduces Global Buy/Sell modifiers adjuster, Spaceship Parts Buy/Sell modifier adjuster. Ability to change the costs of buying Real Estate, Enhance surgery, Doctors and Ship services.

[+] Scarcity: 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.

[+] Spaceship Arsenal: ammo usage for spaceship weapons. Ammunition can be bought from tech vendors, looted from spaceships.
Compatibility: Ship Weapons Use Ammo is not compatible with Spaceship Arsenal Module.
  • 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.
[ MISCELLANEOUS ]
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  • Med Packs, Trauma Packs and Emergency Kits now can be crafted.
  • Med Packs now restore 7% Health/s for 8 seconds, Trauma Packs restore 5% Health/s for 15 seconds, Emergency Kit 27% Health/s for 2 seconds. Thus making Med Packs middle ground. Trauma Packs are the slowest but give the most healing. Emergency Kits for faster healing bursts in hot battles, but give less in HP overall than the other packs.
  • Well Rested and Emotional Security extended to 1 hour.
  • Stimulants and chems now have increased duration.
[ CONFIGURATION BOOK ]
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The book contains a lot of settings, that you can tweak to your liking. If you are not satisfied with some mechanics, too difficult, too much, not your cup of tea and etc, then you can completely disable them or change their work simply by using this book.


[ RECOMMENDATIONS ]
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[ CREDITS ]
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  • Big thanks to Brehanin for helping me with the NEEDS depletion code for sleeping.
  • Big thanks to Tondabayashi for some hints in his source code for message system.
  • Big thanks to ghostfc3s for some hints in his "Fuel System" source code and use of source as a reference/starting point with implementing some things.
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