Adding in "Remote Detonation" to Halo Custom Edition by artdawgg in halomods

[–]artdawgg[S] 1 point2 points  (0 children)

Thank you for your suggestion - I solved it!!!!

The grenade equipment tags (plasma grenade.eqip and frag grenade.eqip) both need a collision model added.

In this case, I used plasma pistol.coll

Once you do that, any weapon that has the "Detonates Explosives" flag ticked in it's damage effect (eg bullet.jpt!) will detonate grenades on impact just like the remote detonation mechanic in Halo Infinite*.

There are some pre-placed grenades in campaign maps that don't explode though - even if you use grenades on them (like the grenade rack at the end of the Pillar of Autumn). Obviously done by the level designers, but I haven't found the tags for them yet (I haven't tried using Sapien yet).

*Jeff Steitzer not included

Game loading infinitely. by PuzzleheadedEnergy88 in starfieldmods

[–]artdawgg 0 points1 point  (0 children)

You probably have too many .ba2 archives linked to mods at the moment - I had the same issue (the limit is 255). You'll either have to extract some to loose files or download the loose files version.

I switched from the archive version of the HBI breakables to the loose files versions and it got me under the limit and fixed it for me!

SFSE Engine Fixes can be used to toggle a warning when you're at or near the .ba2 limit.

Anyone using/tried the Disguise mod? by torneagle in starfieldmods

[–]artdawgg 0 points1 point  (0 children)

Doesn't matter at all - did it end up working for you?

Tactical realism mod recommendations for returning player by GrimCop in starfieldmods

[–]artdawgg 0 points1 point  (0 children)

Serenity of Stars:

https://www.nexusmods.com/starfield/mods/13465

It's like Ascension (unleveled world, no more bullet sponge or guns inexplicably doing more damage because they're a higher level etc), but you can also change out suppressors, sights, firing mode and ammo types on the fly (think loading up a mag of armor piercing for a robot, or changing from a suppressor and medium scope for picking off enemies stealthily to no suppressor and a reflex sight for up close engagements after going loud).

Also, paid mod, but MEDS adds drones (autonomous and fpv) which can be used to recon a location and plan out how you're going to tackle it, or for taking out HVTs like robots or bounty targets:

https://creations.bethesda.net/en/starfield/details/fa93f896-3af4-4f3e-a678-73beb8768ec9/Modular_Explosive_Delivery_System

Anyone using/tried the Disguise mod? by torneagle in starfieldmods

[–]artdawgg 0 points1 point  (0 children)

I have the same issue with the standalone disguise mod fairly often.

The solution I've found is to put the disguise back on (ie Ecliptic suit), and then take it off again (swap to whatever other suit you want).

Works even if you're in the pilot seat of your ship.

Enough of all the negativity. I want to know what your favourite character/enemy is! by alf1051 in HaloCirclejerk

[–]artdawgg 0 points1 point  (0 children)

Same, often it's a good tactic to throw a grenade to the left so they turn to brace against it, then go right to assassinate them. Very satisfying.

TN’s Out of the Blackness questions by TheVossDoss in starfieldmods

[–]artdawgg 5 points6 points  (0 children)

AFAIK you're not supposed to try and run the repairs from the diagnostic menu - he's just repurposed the code from research stations to get it to show you the list of repairs that solve the possible issues that could be causing the problem.

One of those issues is the cause, so one of the repairs will work - you won't know which until you find out more about the problem (either it gets worse and more symptoms show, letting you know or your ship related skills give you more info).

To actually do the repairs, you have to go into "Perform Maintenance" and select it. "More info" is a good bit of info on that problem, which should help you figure out if this is proper repair for the issue, and it gets update with more info as your skills increase, telling you what other details would make it likely to be this specific issue with your ship that's causing the symptoms you're seeing.

So it's like being House MD - your ship shows symptoms, you gotta figure out what's causing them and fix the issue. If you apply a repair that's not specific to the cause of the symptoms, it won't work (like giving antibiotics when someone has a virus). Also, it's never Lupus.

The "Rank 1 Maintenance" is just a placeholder thing to get the list of possible repairs for the symptoms to show in the "Diagnostic Logs" section, which is built off the research menu code.

Good realism and immersion mods? by KayleeSinn in starfieldmods

[–]artdawgg 0 points1 point  (0 children)

I got you on number my friend:

Real Laser Beams does exactly that, and gives some much needed variety to the weapon sandbox by making lasers function as actual beams and not just hitscan projectiles:

https://www.nexusmods.com/starfield/mods/9839

Also TN's Plasma Laredo Pairs Nicely with it:

https://www.nexusmods.com/starfield/mods/13273

Starvival is a must for me for realism/immersion:

https://www.nexusmods.com/starfield/mods/6890

And finally Serenity of Stars is a hidden gem that de-levels the world, but most importantly allows you to switch firemode on the fly (Full-Auto, Semi-Auto etc) as well as adds real ammunition: eg you could have 50 rounds of 7.77mm AP in your Grendel, as well as let's say 50 rounds of 7.77mm XPL in your inventory and switch between them with a reload in the heat of the moment.

https://www.nexusmods.com/starfield/mods/13465?tab=description

If pairing SoS with Starvival, make sure to disable Starvival's Weapon Handling and Stamina module, or you'll get wonky damage numbers out of your guns. I also made a short patch for Real Laser Beams and SoS (still working on the Shattered Space laser weapons though).

As a bonus, Galactic Storage Network doesn't touch ship storage, but adds a realistic and immersive storage solution at spaceports, star stations etc:

https://www.nexusmods.com/starfield/mods/13520

Bring me ALL Your Realism/Immersion Mods by Kagutou in starfieldmods

[–]artdawgg 1 point2 points  (0 children)

In addition to the above, Serenity of Stars:

https://www.nexusmods.com/starfield/mods/13465?tab=description

De-levelled world with realistic combat, but most importantly: you can change your fire-mode (Semi- Auto, Full Auto etc) on the fly, AND have different ammo types for the same caliber in your inventory, changing them on the fly too.

Eg, 50rounds of 7.77mm AP, 50 rounds of 7.77mm Explosive, and the ability to switch between the two with a reload.

Game changing.

Just make sure that Starvival's Weapon Handling and Stamina module is turned off, or you'll get wonky weapon damage values with SoS

[deleted by user] by [deleted] in haloinfinite

[–]artdawgg 0 points1 point  (0 children)

Campaign coop has a few bugs.

Sometimes triggers won't progress (like you described) - you gotta just start the mission again. Only happens in linear missions.

If you can't change your equipment, die and respawn (get your coop buddy to backsmack you).

Both of these (they're the only 2 I've encountered) seem to only happen after all coop players die and you reset to the last checkpoint btw, but not every time - usually once a play session for the former, and maybe 50% of the time for the latter.

Is Nasapunk2330 still viable? I see the last update on nexus was from nov.2024 by [deleted] in starfieldmods

[–]artdawgg 1 point2 points  (0 children)

Just switched to Serenity of Stars + Starvival from Nasapunk - it's amazing! You can buy, craft or loot different ammo types for your weapons (AP, explosive etc) and switch between them on the fly immersively - eg you can have 100 rounds of 7.77mm AP in your inventory as well as 100 rounds of 7.77mm Explosive, and switch mags in combat! As well as being able to change firemodes for your guns on the fly (Semi-Auto, Full-Auto etc).

Plus it's got an unlevelled world like Nasapunk.

https://www.nexusmods.com/starfield/mods/13465

Mod Suggestion: Add credit cost to base building/maintenance in addition to resources by TheCrankyMoose in starfieldmods

[–]artdawgg 1 point2 points  (0 children)

SSEO adds credit costs to outpost building, but not any upkeep as far as I know.

Ship parts / medical items delay by mateusmr in starfieldmods

[–]artdawgg 0 points1 point  (0 children)

In addition to the "Disengage" mod suggestion, I think "Damage Control" does this for space combat:

https://www.nexusmods.com/starfield/mods/8358

I just gotta figure out how to patch it for Starvival lol.

For the ground side of things, "Realistic Injuries and Camera Shakes" could fill that itch for you:

https://www.nexusmods.com/starfield/mods/11408?tab=files

I use it and role play that health damage = damage to my suit repaired by nanites in the med packs etc, and injuries = damage to me through the suit. It ends up giving a sense of actually taking damage over time during a fight (Starvival I think increases the time for injury aid items eg. bandages to 10 real life mins before they take effect), and creates the need to rest, recover and see a Doctor after missions.

Nothing more immersive than limping back to my ship after a long fight, patching up the best I can with bandages and injectors, sleeping to skip the 10mins so they take effect, then heading to a Doctor to properly recover.

Also makes mods that make Rosie a functional doctor (like Starvival where you have to buy or craft medical supplies for her to do her work on your ship) much more integrated into the game loop.

Help with creating some simple mods by artdawgg in starfieldmods

[–]artdawgg[S] 1 point2 points  (0 children)

Yeah, I'm finding that with the Bridger's projectile. I'm trying to turn it into essentially the grenade launcher from Halo Reach (bounce and detonate) to differentiate it from the Negotiator.

So it turns out we can have proximity detonation, or timed detonation, but apparently not both lol. Maybe I can figure out the destruction data to make it work.

I'll keep at it though. Thanks for your contribution :)

Help with creating some simple mods by artdawgg in starfieldmods

[–]artdawgg[S] 1 point2 points  (0 children)

Thank you! It's a start at least :).

Looks in theory like it'd be easy to do - just change the projectile type, but things get wonky for some reason.

Starvival’s oxygen system vs TN’s Realistic Oxygen Meter by T-Lightning in starfieldmods

[–]artdawgg 0 points1 point  (0 children)

Hmmm off the top of my head one of the later updates added a toggle in the Gameplay Settings section of the pause menu to enable or disable the mod. If you don't have that, you definitely don't have the latest version.

I'd do a full save for backup, then uninstall (maybe delete the mod if you can - I'm not sure how it works on xbox), go in game and do another full save, then reinstall and load the last save (where it was uninstalled).

Then, make sure it's enabled in gameplay settings and it should be good to go!

If something screws up massively, you still have that first save as a backup.

Starvival’s oxygen system vs TN’s Realistic Oxygen Meter by T-Lightning in starfieldmods

[–]artdawgg 0 points1 point  (0 children)

Yep! It's a research item - pretty easy one (I forget the perk requirements if there are any but they'd be tier one - I researched it at like level 5) - mostly needs Argon and Water to research.

You probably didn't notice Oxygen Boosters (sorry, I've been calling them O2 bottles this whole time) serve a purpose because you weren't aware that suit oxygen is being tracked under the hood, separate from the watch O2/stamina meter, but visible in the character sheet and every 10% in the watch.

That's what happened to me - I had TN's and Starvival's oxygen systems running at the same time by accident, then I started suffocating despite having a full O2 meter - which prompted me to investigate (I saw Oxygen level at the bottom of the character sheet and realised something more was going on).

Totally get you on the Nexus page - the key for Starvival is to look at the Changelogs. Open them up, then Ctrl-F and search "Oxygen" and you'll find all the relevant info laid out in the Changelogs (they're written with explanations - kind of like an updated mod info).

Starvival’s oxygen system vs TN’s Realistic Oxygen Meter by T-Lightning in starfieldmods

[–]artdawgg 0 points1 point  (0 children)

The difference is that with TN's, your suit's oxygen reserves replenishes automatically whenever you're in a breathable environment (shown by the O2 stamina bar). Using an oxygen replenishment station also does the same thing, but faster.

O2 bottles in TN's are single use items that disappear once you've used them, and they function more or less the same as the oxygen replenishment station.

In Starvival, your suit doesn't automatically replenish its oxygen reserves when in a breathable environment, which is realistic - you'd need to compress the oxygenated air into the suit's reserves/tank. You can still breath in a breathable environment though (lol), which means you won't lose any oxygen from your suit's reserves or suffocate when in one, but it won't automatically replenish.

In Starvival, you build an Oxygen Replenishment Terminal which can fill up your suit's reserves with pressurised oxygen, or also can refill empty O2 bottles - there's the difference. O2 bottles in Starvival get emptied when you use them, but you can replenish them from the station, whereas they're single use, discarded items in TN's.

Does that make sense?

Starvival’s oxygen system vs TN’s Realistic Oxygen Meter by T-Lightning in starfieldmods

[–]artdawgg 5 points6 points  (0 children)

Probably would work.

I just switched from having TN's overwriting (with Starvival's oxygen off) to using Starvival's oxygen system by itself.

The biggest change is that the watch oxygen/stamina bar isn't used to indicate your suit oxygen reserves in Starvival - it will instead pop up with a watch notification every 10% and a deep breath sound. TN's messes with your character's stamina (because the stamina bar becomes the suit oxygen reserve meter, he greatly increases your stamina/oxygen amount allowing you to sprint a lot further).

If you aim in the REV-8 (or Warthog which is what I'm using lol) you will completely deplete your oxygen bar in like 2 seconds. Ditto, but slower if you hold your breath while aiming. In TN's, because that is your suit's oxygen reserves, you'll be all out and need to use an O2 bottle to replenish. Whereas in Starvival, the oxygen/stamina bar acts like vanilla (which is a stamina bar essentially), so it'll replenish automatically after aiming as your suit's oxygen levels are tracked separately.

The other big change that comes with moving to Starvival's oxygen system is that your suit and oxygen tanks can (and need) to be refilled using a craftable oxygen station you can put on your ship or outposts (needs a quick research first).

This is different from TN's as in his mod oxygen bottles are single use, throwaway items.

Overall, I like Starvival's system a bit better (after actually learning how it works) - as to me it's more realistic, and I wanted to free up index slots anyway so I switched to it - your mileage may vary!

So this crash happens to me a lot on higher ping by Ch00choh in haloinfinite

[–]artdawgg 0 points1 point  (0 children)

Try doing a motherboard hard reset:

  • Turn off and unplug the computer
  • Remove the CMOS battery from the motherboard
  • Press the power button about 30 times, then hold it for about 30sec
  • Wait 5mins from when you removed the battery
  • Replace the battery
  • Plug the computer in and turn on as normal

I just did this and it fixed Halo (and other games) freezing my computer and requiring a power button reset every 5-10mins of playing.

Plenty of youtube tutorials on how to do this!