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So another mod might be overriding the diving suit cabinets. Try putting the mod higher in your load order.
@Sunflower: Yes it is! I try to design all my mods to be compatible with each other or provide compatibility patches listed in the description if it's not possible without patching.
@ChamParis: You'd have to just replace the modded item code with the vanilla code in an override. Can't remove it otherwise.
@Wulfty: Which suit and helmet specifically does this happen with?
@Unbearable TEDDY: The simplest, but messy approach would be just removing <Fabricate>, <Price> and <PreferredContainer> from all helmets and applying the tags the suit is checking for directly to the suit itself or the character. The GUI for pressurization would need to be moved into the suit items as well then.
@Razuryam: No idea honestly as I haven't played with that mod. I personally only use Enhanced Reactors (and its management add-on if we're playing MP)
Hazardous Enhanced Reactors is probably outdated since I made multiple updates to Enhanced Reactors, including lua performance improvements by Evil Factory.
You can find it here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=3412298275
We need a way to lock the dive suit to the player, I had to stop using the mod because of the issues with collecting items and dive suits from corpses.
There needs to be a way to lock the dive suit and helmet. also there should be a "progress bar" to unequip the suit, like how there is a progress bar for removing potted plants etc. Its silly that a potted plant takes more effort to remove than a pressurized dive suit! This would stop accidental removal.
Sadly this make it UN-ImmersiveDiving! Even being able to drag the dive suit off the player is just too easy to do. the helmet would have a locking mech that would be locked to the suit when the valve was turned closed. thus the value would have to be turned to pressure release for the helmet to unlock!
@Stratus: Exosuits are unaffected by this mod's pressure mechanic.
Example:
<Affliction identifier="pressure4000" amount="1" />
However, if you increase this amount you may also increase the amount of the <ReduceAffliction> in the corresponding affliction itself to prevent longer depressurization or constant pressurization if the value in the suit is higher than the reduction of the affliction.
And yes feel free to publish it!
So ig i may publish it with all your credits? For simplier usage and maybe someone will also find tweaked values useful. I just never published mods and so patches yet so i wanna clarification XD
Also reading code i not kind of got sure about from what value speed of pressurising depends... is it "ReduceAffliction" "amount" one? or smth another
Anyways, pretty much everything in this mod's code is commented so if someone wants to create a lite version patch, they should have a fairly easy time creating it and adjusting things.
As for the helmets, it was intended, but I can see how it feels weird not getting anything. I might make them deconstruct into a random material they're made of.
If describing more exactly i'd wanted to theoretically see it as: helmets - without seal use, and with ~x2 less battery use. Damage from uneqipping it pressurized is as maybe around ~50% of vitality organ damage(maybe may also scale with how much pressure it can protect as slight addition?). Also with slightly faster pressurizing/depressurizing.
Oh and also its weird, diving helmets not giving anything on deconstruction despite its resourse cost, its intended?
@Acid Green: Would require a separate patch adjusting all the diving suit items.
@jybil178: Yeaht that might be a mod conflict. Put Immersive Diving Suits at the top of your load order and see if it still happens. If it stopped then load order was the issue with an semi-incompatible mod.
These two mods don't actually interact with each other since they override entirely different items and afflictions so I'm a little confused as to how Immersive Repairs would cause random pressure deaths.
@Midnight: Exosuits are not affected by the pressurization mechanic so they work the same as in vanilla. All this mod does to exosuits is fix their ambience by playing the correct sound depending on your surrounding and releasing air bubbles from breathing when underwater.
@QualFire: Pretty sure that's a different mod causing issues as I'm using the complete global darkness reboot as well and it's working perfectly fine.
light in helmet doesnt working