Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
What I believe is happening is that, sometimes, the bots keep the 'real' helmets on, the ones they need to wear if you're controlling them, and if they are still wearing it when you call for them to follow you (and they're still in the ship), they'll put on a suit, wait a couple seconds in the airlock, and get out and poof, dead bot
It doesn't seem to occur all the time though, so I don't know what repro steps to give you, but it happens enough that I'm thinking I'll play without this mod for the future playthroughs because it just feels so fucking cheap to have bots die from literally nothing for no reasons whatsoever
tldr: "thanks, satan!"
I also noticed that if you tell them to get a suit they above will happen, but if you give them a helmet and close the valve preassure goes but when you change characters if just keeps reseting to 0
Loading them at the beginning or the end of the mod list also does not effectualize their slot changes or button mechanics
@Roadent: Funky bug that I can't really fix unfortunately.
@Nic: Yeah it's possible, but usually people notice it unless they're new to the mod.
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://steamcommunity.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.