Subnautica
Is there a mod for upgrade slot capacity? (Scanner & vehicles)
Just as it said on the tin. I am figuring on giving the game a second playthrough with my new GPU, but I would like to eventually add all of the goodies onto my stuff.
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Ultima modifica da scorpion22374; 21 lug 2018, ore 21:59
Already searched there. A bunch of mods to add new modules, but not module capacity.
Messaggio originale di Sabin Stargem:
Already searched there. A bunch of mods to add new modules, but not module capacity.
there will be 1 for the cyclops lol. im beta testing it now for alex
Messaggio originale di scorpion22374:
Messaggio originale di Sabin Stargem:
Already searched there. A bunch of mods to add new modules, but not module capacity.
there will be 1 for the cyclops lol. im beta testing it now for alex

Cool. :)
Messaggio originale di Sabin Stargem:
Messaggio originale di scorpion22374:
there will be 1 for the cyclops lol. im beta testing it now for alex

Cool. :)
hmm brb
loading game to make screenshots
the morecyclopsupgrades mod add nice modules also
Ultima modifica da scorpion22374; 21 lug 2018, ore 22:35
testing the speed boost x4 adds 190% speed to the cyclops.
i was in the lava zone with his thermal mk2 and it held charge until i ran silent and shields lol
i was racing the seadragon for fun and i was on slow speed lol
Ultima modifica da scorpion22374; 21 lug 2018, ore 22:51
i assume this is what you were thinking
theres no scanner for the cyclops yet
It is my preference to have a pseudo-vanilla experience - the ability to use all of the upgrades available in the game at once, but no brand new items.

By my count for vanilla modules, this many slots is needed for each type.

x08 - Scanner Room
x08 - Cyclops
x15 - Prawn
x17 - Seamoth

It looks like the new mod gives enough capacity for the Cyclops to get properly kitted with the traditional upgrade modules.
Messaggio originale di Sabin Stargem:
It is my preference to have a pseudo-vanilla experience - the ability to use all of the upgrades available in the game at once, but no brand new items.

By my count for vanilla modules, this many slots is needed for each type.

x08 - Scanner Room
x08 - Cyclops
x15 - Prawn
x17 - Seamoth

It looks like the new mod gives enough capacity for the Cyclops to get properly kitted with the traditional upgrade modules.
no ones working on the scanner room so far
not vanilla but there is a moth mk2 and a prawn mk2
increased hp and speed
moth mk2 base depth is 900
prawn mk2 base is 1700 if i recall
Messaggio originale di scorpion22374:
Messaggio originale di Sabin Stargem:
It is my preference to have a pseudo-vanilla experience - the ability to use all of the upgrades available in the game at once, but no brand new items.

By my count for vanilla modules, this many slots is needed for each type.

x08 - Scanner Room
x08 - Cyclops
x15 - Prawn
x17 - Seamoth

It looks like the new mod gives enough capacity for the Cyclops to get properly kitted with the traditional upgrade modules.
no ones working on the scanner room so far
not vanilla but there is a moth mk2 and a prawn mk2
increased hp and speed
moth mk2 base depth is 900
prawn mk2 base is 1700 if i recall
Those upgraded vehicles were modded that way to get around the issue of the limited upgrade slots.

Adding more upgrade slots is a hard problem to solve. I know. I've tried.

So the upgraded vehicles were made instead to have all the benefits you'd need without having to sacrifice any precious upgrade slots in the mandatory upgrades.
https://www.nexusmods.com/subnautica/mods/101
customize able config file for new modules on/off
Ultima modifica da scorpion22374; 22 lug 2018, ore 10:28
Messaggio originale di Sabin Stargem:
It is my preference to have a pseudo-vanilla experience - the ability to use all of the upgrades available in the game at once, but no brand new items.

It looks like the new mod gives enough capacity for the Cyclops to get properly kitted with the traditional upgrade modules.

Messaggio originale di scorpion22374:
https://www.nexusmods.com/subnautica/mods/101
customizeable config file for new modules on/off
Ultima modifica da PrimeSonic; 22 lug 2018, ore 17:23
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Data di pubblicazione: 21 lug 2018, ore 21:58
Messaggi: 18