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Space Pigeon - Melkepakken

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About this mod

Overhauls and fixes Starfield's environmental gameplay systems.

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Important Announcement

As of the 1st of June, 2024, I will no longer be actively developing this mod.

The video below provides an explanation and more information.




Thank you for being a part of this journey!



BIG THANKS to Mead Hall Modworks for covering Deadly Hazards!


DESCRIPTION

Fully compatible with the v1.11.36 update

Deadly Hazards overhauls, extends and fixes Starfield's environmental gameplay system to make it more immersive, consistent and challenging. It also fixes issues with the system's design and some connected vanilla bugs.

  • Works with the new gameplay options added by Bethesda in the recent Starfield update!
  • Extreme environments have been overhauled to be unique and different from each other.
  • Extreme weather has been overhauled to deal different damage depending on its type and element.
  • Resistance stats have been fixed to actaully mitigate damage properly. Your resistance stats are now correctly factored into the equation while exploring the surfaces of hazardous planets.
  • New items, research projects and crafting recipes to help you deal with Environmental Damage.
  • Temperatures are no longer just cosmetic and must be paid attention to, both with a space suit and no space suit.
  • Magnetospheres now matter as they determine the severity of the solar radiation effect.
  • Atmospheric pressure system to up the challenge. Customize it to your liking through the in-game settings menu.
  • Integration with some of the game's perks, like Revjunetaion and Environmental Conditioning.
  • Immersive oxygen system that can cause you actually to run out of oxygen and suffocate, complete with its own set of new items, research projects and crafting recipes.
  • Increased damage from generic hazards.
  • Suit integrity failure kills you much, much faster.
  • Increased damage from all types of hazards while not wearing a space suit. Do not step on a gas vent without a space suit equipped!
  • Optional plugins to disable automatic healing of environmental damage altogether, increase the lethality of afflictions, and more.
  • In-game item to configure various aspects of the mod to your liking.
  • A preset system that allows you to switch between various difficulties of this mod on the fly while in-game, complete with a custom preset that can be customized if you know how to manipulate Papyrus scripts. There's documentation to help you inside the scripts.
  • Optional tool to disable fast travel while exposed to extreme environments and weather to prevent you from just teleporting to your ship when you get into trouble.
  • In-game Help pages where you find all the other help pages.
  • Take shelter from solar radiation underneath roofs and in caves.
  • Balanced to the best of my ability. I even developed my own formula to calculate how long the player has under various conditions with X resistance stats.
  • Improved UI status effects to help you better understand what's going on.
  • Options to disable hazard beeps entirely or just when the suit protection is depleted.
  • Custom notification on your watch when your suit protection depletes.
  • Very compatible and includes patches for popular mods that go well with Deadly Hazards.
  • Extensive documentation in the mods script files to help new modders learn from my stuff or make it easier for someone else to take over this mod.
  • ... and more!


Fun fact: This mod was released in November 2023, complete with almost all of the features that you see it has today. Before the Creation Kit and official modding support! Big thanks to the amazing people working on Caprica, Champolion and xEdit! =)


FEATURES



First, what is a hazard, and how many hazards does Starfield have?

A hazard is whatever manages to deal environmental damage to the player.
I've categorized it down into four types of hazards in total.

Generic Hazards
- Gas vents
- Radiation leaks
- Toxic gas, etc.
- Suit integrity failure (or exposure to space/lack of oxygen)
- Some creature attacks
- Fire and frost
- Various weapons
- Probably more...

Hazardous Liquids
- Corrosive Liquid
- Cryogenic Liquid
- Scalding Liquid
- Lava
- Toxic Metals
- Microbial Contamination
- Radioactive Liquid

Extreme Weather
- Scalding Rain
- Freezing Rain
- Corrosive Rain
- Corrosive Vapors
- Freezing Vapors
- Scalding Vapors
- Intense Heat
- Poor Air Quality
- Corrosive Particulates
- Freezing Cold and Snow

Extreme Environments
- Extreme Ambient Heat
- Extreme Ambient Cold
- Extreme Solar Radiation
- Toxic Environment
- Corrosive Environment

Extreme Environment Overhaul

Extreme Environments trigger when the player explores a planet's surface under the right conditions.
You will get a notification on your watch stating which effect is a planetary condition.
This means you are under the effect of an Extreme Environment. These are permanent until you leave the surface or enter a sealed environment.
Do not confuse these effects with effects from Extreme Weather. They are completely different gameplay elements.

I have overhauled all the extreme environments to make them different from each other.
I've also made them more informative in the Status Effects menu, allowing you to see what's causing you problems and what's not.

All environmental damage to your suit protection and health bar is scaled based on your resistance stats! Space suits, mods, apparel, and perks all count as part of the equation.

Extreme Solar Radiation
In vanilla, you can avoid this effect if you visit a planet at night. This is fine and dandy, but I wanted it to be more like in For All Mankind, where you see astronauts hide from solar storms in caves. That is not possible in vanilla Starfield, but it is now possible with Deadly Hazards.

I've made it so the planet's magnetosphere determines how much of a threat the solar radiation is.

Planets without magnetospheres (None) are the deadliest to explore, which means most moons are now best explored in short bursts. That is, after all, how you fight gamma rays. The only protection is time/limiting exposure.

Planets with Very Weak and Weak magnetospheres will deal less damage, while planets with Weak magnetospheres will deal the least.

The damage dealt to the player is scaled based on whether or not they are wearing a space suit.
You also get more fitting afflictions that vary depending on whether you wear the space suit.

Extreme Ambient Heat
In vanilla Starfield, this effect is triggered when exploring planets that are Infernal or Scorched.
I've dumped all of that and made this effect only happen when the ACTUAL temperatures reach specific values.
In vanilla Starfield, temperatures are just cosmetic.
Check out the Temperatures section to learn more.

The severity of this effect is scaled based on whether you are wearing your space suit and how high the temperature is, in addition to resistance values.
You are dealt different types of afflictions depending on whether or not you are wearing a space suit.

That's right. You are not safe from high temperatures while not wearing a space suit. By default, you will start to have problems in temperatures higher than 40 degrees.
Wear a space suit, which will protect you fully until 200 degrees, after which it will start to fail, and your suit protection will kick in.
The temperature thresholds for what your suit and body can withstand are completely customizable.

Fun fact: The hottest planet in Starfield is over 800 degrees. Have fun exploring that one without Nanobot Injectors!


Extreme Ambient Cold
The opposite of Extreme Ambient Heat.

In vanilla Starfield, this effect is triggered when exploring planets that are Frozen or Deep Freeze.
I've dumped all of that and made this effect only happen when the ACTUAL temperatures reach specific values.
In vanilla Starfield, temperatures are just cosmetic.
Check out the Temperatures section to learn more.

The severity of this effect is scaled based on whether you are wearing your space suit and how low the temperature is, in addition to resistance values.
You are dealt different types of afflictions depending on whether or not you are wearing a space suit.

You are not safe from low temperatures while not wearing a space suit. By default, you will start to have problems in temperatures lower than -20 degrees.
Wear a space suit, which will protect you fully until -150 degrees, after which it will start to fail, and your suit protection will kick in.
The temperature thresholds for what your suit and body can withstand are completely customizable.

Fun fact: The coldest possible temperature is -273 degrees, which is 0 kelvin, aka Absolute Zero.


Toxic Environment
This environment takes a very long time to deplete your suit protection.
When your suit protection is empty, you'll start to take small amounts of environmental damage and risk gaining afflictions.
The damage is slightly increased if you remove your space suit.

It's the least deadly environment.

However, if you enter this environment without a space suit, you'll instantly get poisoned, and it will only get worse the longer you spend in it.
It's possible to explore this environment without a space suit for a while before the player will die.

Corrosive Environment
Very deadly without a space suit - almost instant death.
It will tear away on your space suit much quicker and is a real threat once your suit protection is depleted.
These environments are best avoided, as they typically also feature extreme weather with corrosive elements, which I've made the most deadliest type of weather.

You'll be at risk of afflictions without suit protection or a space suit, as with all the extreme environments.

Extreme Weather Overhaul

Important: Extreme Weather can happen on non-extreme planets that are Cold and Hot. Non-extreme planets are planets that do not have any extreme environmental effects; with the addition of planets with high gravity and pressure can also be extreme as it limits outpost building.

All of the ten weathers in Starfield have been overhauled to deal different damage to the player depending on its type and element.

There are three types of weather.

- Storms
- Vapors
- Rain

There are four types of elements.
(used to be 5, but radioactive weathers were cut + microbial and psychedelic weathers)

- Corrosive
- Heat
- Cold
- Airborne

Here's a list of all possible extreme weather effects:
- Scalding Rain (Rain, Thermal Heat)
- Freezing Rain (Rain, Thermal Cold)
- Corrosive Rain (Rain, Corrosive)
- Corrosive Vapors (Vapors, Corrosive)
- Freezing Vapors (Vapors, Thermal Cold)
- Scalding Vapors (Vapors, Thermal Heat)
- Intense Heat (Storm, Thermal Heat)
- Poor Air Quality (Storm, Airborne, basically a sandstorm)
- Corrosive Particulates (Storm, Corrosive)
- Freezing Cold and Snow (Storm, Thermal Cold, basically a blizzard)

All extreme weathers are less deadly if they happen on a non-extreme planet.

Corrosive rain is the scariest, while poor air quality is the chillest.
I've made rain the deadliest type of extreme weather and corrosive the deadliest element.
The least dangerous are storms and airborne (poor air quality) elements.

Temperatures

As mentioned, I've built a new system to determine when the player gets Extreme Ambient Cold and Extreme Ambient Heat.
This system uses the temperature of the environment around the player, i.e., the one you see on your watch, instead of planet keywords, like in vanilla.
In vanilla Starfield, temperatures do not matter at all and are completely cosmetic. With Deadly Hazards, they now matter greatly.

I've made 13 tiers of temperature. Whenever the temperature is between any of these temps, the corresponding effect triggers.

- Diabolical
- 700°C and above

- Infernal
- 600°C to 699°C

- Melting
- 500°C to 599°C

- Blazing
- 400°C to 499°C

- Scorching
- 300°C to 399°C

- Boiling
- 200°C to 299°C

- Scalding
- 100°C to 199°C

- Hot
- 40°C to 99°C

- *Safe (no protection required)*

- Cold
- -15°C to -69°C

- Freezing
- -70°C to -149°C

- Deep Freeze
- -150°C to -199°C

- Cryogenic Temperatures
- -200°C to -269°C

- Absolute Zero
- -270°C to -273°C

Additionally, your space suit and body have limits. If the temperatures get too high or too low, you will start to suffer damage.
By default, your space suit protects you entirely from temperatures between -150 and 200 degrees.
Your body can, by default, withstand temperatures between -20 and 40 degrees before you start to notice problems.

These temperature thresholds are customizable. If you feel your body should be able to withstand higher or lower temperatures for extended periods of exposure, you can adjust them in the in-game config menu.

I've scaled the damage and set unique damage values for each tier of temperature, and it becomes much, much worse if you do not wear a space suit.
Expect to be toasted to death instantly if you unequip your space suit on planets that are 400 degrees Celsius!

Fun fact: No planet in Starfield is -270, so you will probably never experience this, but I still made the tier, lmao.


New Items

Because you are taking more Environmental Damage, and it can make exploring some planets and completing some quests nearly impossible, I've introduced a new Aid item to help you combat Environmental Damage while out exploring!

This item is called the Nanobots Injector. There's also an upgraded variant called the Reinforced Nanobots Injector.

The Nanobots Injector, when used, gives you a buff for 2 minutes that will slowly heal your environmental damage. If you are currently taking Environmental Damage, it will either stop it, or slowly reverse it, or just slow it down, depending on the severity of the hazard you are exposed to, and the clock speed of the nanobots.

The in-game settings menu allows you to adjust the nanobots' clock speed. Setting it higher will make the surgical nanobots work more efficiently, removing more Environmental Damage pr. second from your health bar.

The Nanobots Injector can be bought from vendors (only the logical ones sell these), looted from dead enemies, found as placed loot in the world (pack-ins) and crafted (after you have researched the research project).

The Reinforced Nanobots Injector lasts for 6 minutes.

Fun fact: I chose "Nanobots Injector" as a name and concept for this item because it fits into the lore. Surgical/medical nanobots are a thing in Starfield lore.


Atmospheric Pressure
This feature is disabled by default because Bethesda decided to make Porrima II a planet with Extreme Pressure, the same pressure level that is assigned to Venus, which makes no sense considering Porrima II is a vacation planet where people walk around in swimsuits and live at a hotel. In case you didn't know, Venus has such immense atmospheric pressure that you'd get crushed into a flat pancake. We can't even manage to land probes on Venus IRL because of the pressure. They might live for a second or two, but then SMACK, dead electronic waste.

However, if you want to feel the pressure of planets, you can go into the in-game settings menu and enable the various features there.

I've made it so exploring planets with Extreme pressure requires a space suit equipped at all times.
Removing the space suit will instantly kill you.

Planets with High pressure will gradually give the player afflictions related to fall damage and bruises if they explore them without wearing a space suit.

You can track the pressure level of the planet you are exploring in the Status Effects window.
Additionally, you can tell what pressure a planet's atmosphere has before you land on it by checking the Atmosphere row in the planet data sheet. If it says EXT, it has Extreme pressure. If it says STD, it has Standard, i.e., safe, normal pressure. If it says HIGH, it has High pressure.

You can tweak a lot of settings in regards to this, so make sure to check them out!

Fun fact: Akila has a high atmospheric pressure, making it also a very nonsensical place - especially if you also take a look at the gravity rating. It should not be possible for humans to establish themselves that well on such a planet. Quick fix for these issues are to just change the Pressure keyword on Porrima II and Akila to something like STD.


In-game Settings Menu

I have not managed to add all the settings that I wanted, and I am sorry for that.

Deadly Hazards feature an in-game settings menu that can be accessed from a weapon that gets automatically added to your inventory.
You can optionally discard this item and use console commands instead. See the FAQs for which console command to run to open the settings menu without an item.

Here, you can adjust various settings and learn more about the mod's various features.

Three Levels of Deadly (Presets)

I've developed my own preset system that allows you to change the difficulty of Deadly Hazards on the fly.
You can make it a cakewalk - or turn it up to 11!

You have four presets to pick from!

Kinda Deadly
Kinda Deadly Hazards is the least challenging preset and makes the environmental gameplay system quite more "relaxed," as it takes quite some time for your suit protection to deplete.
If you find the hazards too harsh, try this one out!

Deadly
This is the default experience and the one that I have balanced the mod around.

Very Deadly
Turns everything up to 11!
Aid items to help deal with environmental damage are essential.

Custom
I've added a "blank" preset that other mod authors can configure with their own settings and tweaks that the player can quickly load once in-game.
The script file for this preset is named "DH_Settings_Preset_D.pex" or "DH_Settings_Preset_D.psc" for the source file.

You can edit the .psc file to your liking, compile it and replace the "DH_Settings_Preset_D.pex" file in Deadly Hazards' script folder, and now you can apply your settings by hitting the Custom button from the in-game settings menu.

This is perfect for midlist authors who want players to have a balanced and optimal experience with a large suite of mods, as you can create a balanced preset that works with your particular load order, then upload it to wherever and have it downloaded by Wabbajack or the Collections feature here on Nexus.

Fun fact: You are not limited to just the settings already defined in the script. If you know your way around Papyrus, you can change any settings from Deadly Hazards here or even change other stuff from other mods!


Gameplay Options

Make sure to set Environmental Hazards & Afflictions to Advanced for the best possible experience.
If you set it to Normal, damage from extreme environments and weather will not happen as usual.
You can also set it to Off to completely stop taking Environmental Damage.

Deadly Genric Hazards and Liquids
In vanilla Starfield, you can order a pizza and have it arrive before you die from Suit Integrity Failure. Deadly Hazards make you die in seconds.
This stacks with any environment effects as well, by the way.

In general, generic hazards like gas vents and the likes have had their damage buffed.
Water has not been changed that much.

You take lots of damage if you are exposed to a generic hazard without a space suit equipped.

Fun fact: There's no real reason ever to unequip your space suit in this game. I tried to solve that in the oxygen add-on, but people found it confusing that the space suit can be completely sealed, so I made it optional. What could be a proper solution is for someone to make a mod that makes space suits require a battery to operate, or something—or maybe durability.





Integrates an immersive oxygen system into Starfield.

You'll now have an oxygen supply that you can check in your Status Effects window.

Consumption
You will consume oxygen from this supply while exploring unbreathable environments.
You can make the space suit always consume oxygen until you unequip it by disabling Mandalorian Mode, but by default, you only consume oxygen in unbreathable environments.

You'll get a notification on your watch whenever you are consuming oxygen from your supply, and you will also get a notification when you stop consuming oxygen.

You'll consume more oxygen by doing specific actions like melee, sprinting, jumping, boost packing, and suffering from afflictions. The list goes on; it's quite long.
Just imagine that if you would use more oxygen from doing something in real life, you'd probably use more oxygen here as well.

Refill
To refill your supply, you use Oxygen Boosters.

Oxygen Boosters can be purchased, looted from dead space suit-wearing enemies, found in other loot and placed in the world as loot (pack-ins).
You can also craft them after researching the appropriate projects.

Once you have used an Oxygen Booster, you'll recieve an Empty Oxygen Booster. This can be sold, or repurposed into creating a new Oxygen Booster at the workbench.
There are three types of Oxygen Booster items.

Oxygen Booster
Refills your supply to 100%.

Used Oxygen Booster
Typically found on dead enemies with space suits.
Refills a random amount of oxygen to your supply.

Empty Oxygen Booster
This is actually a vanilla misc/junk item.
You can find this as loot in the world, and now it has a use!

Suffocation
If you run out of oxygen in an environment where you cannot breathe, you'll slowly begin to suffocate. Complete with cool effects and everything! Go out in style! :)

A fun trick to figure out what's using the most oxygen is to look at your stamina bar (O2 bar). If it decreases, you've used oxygen from your supply. In other words, when you consume something from your O2 (stamina) bar, it gets taken from the oxygen supply in your pack when it refills. This is also why the bar turns red when you run out of oxygen in your supply, because you are exhausting CO2 into your suit and suffocate.

Fun fact: If you disable Mandalorian Mode and enable Pack Requirement, you can suffocate if you have your space suit and your helmet equipped but not your pack. You'll also suffocate in a breathable atmosphere if you are out of oxygen in your supply.



I've made a very small and lightweight plugin that makes Starfield's various afflictions actually lethal.
Some of them can outright kill you if you ignore them.


No Automatic Healing of Environmental Damage

This plugin will override the settings for Environmental Damage Restoration and take full control.

Essentially, it disables the automatic restoration of Environmental Damage.
With this add-on installed, the only way to heal Environmental Damage is through doctors (a new feature not present in vanilla) and the Nanobots Injector.

Immersive Lung Damage

This plugin makes the lung damage affliction more believable and realistic.
You'll no longer be able to get this affliction while you are wearing a space suit.

In addition, wearing a hazmat suit will also prevent you from ever getting this affliction.

Mute Hazard Beeps

Simple sound replacer that replaces the hazard beep sound effects with silent versions.
I have 200 hours of Starfield playtime, and almost all of these hours are from me working on Deadly Hazards and the beeps were driving me crazy, so I assumed it would drive other people crazy as well.

Deadly Hazards adds a notification to make it clear when your suit protection has depleted, so do not worry that you will now know when you start taking environmental damage and suffer afflictions.

UI Edits

An alternative solution that only mutes the hazard beeps AFTER the suit protection has depleted.
This is the one that I like the best, but unfortunately, it conflicts with some UI mods.

Look for a patch if you notice any conflicts. A lot of patches have been created already! =)

REQUIREMENTS


Plugins.txt Enabler requires SFSE.

Your mod manager usually handles Archive Invalidation.
For instance, Mod Organizer 2 can enable automatic Archive Invalidation when setting up a Profile.

Starfield Community Patch is not a technical requirement, but you should not play Deadly Hazards without the fixes it does to various Magic Effects with incorrect Resist Value(s).

I noticed these issues while developing this mod and reported them to the team, which has now fixed them. Thank you very much!


INSTALLATION

You should install mods from the Deadly Hazards suite with a mod manager.

Manual installations will not be supported.

If you need further help, you can download the installation manual from the Files section.

Always backup your savefiles before installing or updating any plugin mod for Starfield!

If things are not working as expected, retrace the steps before asking for help.

Read and understand the requirements before installing.


COMPATIBILITY

Deadly Hazards is made with compatibility in mind. Still, there are some things one should be aware of.

Patches Included
  • Royal Galaxy
  • Starvival
  • Functional Ship Infirmaries

Incompatible
  • Starvival - EnviHazards is not compatible with the core module of Deadly Hazards.
  • Starvival's Oxygen System needs to be disabled if you use Deadly Hazards: Oxygen.

Deadly Hazards features an optional UI Edit that will conflict with a few UI mods without a patch.
  • Enhanced Player Healthbar
  • Enhanced Player Boostbar
  • Better HUD

Starvival

Deadly Hazards and Starvival are compatible with each other, but some modules of Starvival cannot be used with Deadly Hazards.

You cannot use EnviHazards and the Deadly Hazards core module, as they conflict.

You can use Deadly Hazards: Oxygen along with Starvival, but you must disable Starvival's oxygen system from its in-game configuration book.

This means that you can mix and match modules if you'd like.

If you prefer Starvival's approach to hazards but like my system for oxygen survival, you can drop the main module of Deadly Hazards and install Deadly Hazards: Oxygen, for example.

If you prefer the Deadly Hazards approach to hazards, you can avoid installing the optional EnviHazards plugin from Starvival.

FAQS


Your questions might already be answered here. Check it out before asking questions!

Q: Is this mod "hacked together" and low quality?
A: No. This mod was developed using proper tools. In fact, if the Creation Kit were to be released tomorrow, nothing in terms of this mods implementation would change.We can do all of this now, thanks to the fantastic reverse engineers of the xEdit team.

Q: How do I install this mod?
A: The installation manual in the files should have you covered!

Q: Can I install this mod mid-playthrough?
A: Yes. I went through a lot of extra trouble so you and I could do this!

Q: Is this mod safe to uninstall mid-playthrough?
A: No. Mods that contain plugins (.esm) should not be uninstalled mid-playthrough. I do offer various settings you can use to turn various features of this mod on/off. You can also disable most of the mod by changing the gameplay settings for Environmental Damage & Afflictions to Normal or Off.

Q: Is this mod safe to update mid-playthrough?
A: Yes! There are explicit functions in my scripts that make this possible.

Q: Does Deadly Hazards affect performance?
A: I haven’t noticed any difference between this mod and without.

Q: Is this mod compatible with X?
A: Most likely, the answer is yes. Be sure to check the compatibility section.

Q: Why .esm and not .esp? What about esl-flagged .esps?
A: Check this out!

Q: I have lost my in-game settings menu item! How do I get it back?
A: Enter the following command into the console:
cgf "DeadlyHazards:DH_AddItem_Settings"

Q: How do I open the settings menu without using the item?

A: Enter the following command into the console:
cgf "DeadlyHazards:DH_Settings"

Q: Can I change to a different level of Deadly mid-playthrough?

A: Yes. You do this using the in-game settings item. You select a preset from there, which can be changed anytime!

Q: Why does this mod conflict with Enhanced Player Healthbar and similar mods that overwrite playerhudcomponents.gfx?
A: This means you installed the optional UI Edits module. This makes a small change to these files to stop the hazard beeps after your suit protection depletes. Let other interface mods overwrite Deadly Hazards or create a patch.

Q: Why can’t I have a higher resistance stat than 85?
A: It’s a limit set by Bethesda. I don’t know why the limit is 85.

Q: Can you change the maximum and minimum thermal limit of the space suit to my liking?
A: You can change it yourself to almost whatever you want through the in-game config menu. Power users can use console commands.

Q: My character should be able to survive in -15°C! WTF?
A: Sure! Just use the in-game settings menu to set your own limits!

Q: I don’t want to take Environmental Damage from X environment or temperature! Can you make a version without it?
A: I don’t need to! You can disable Environmental Damage from whatever environment you wish! Use the in-game settings menu.

Q: How can I disable/enable the automatic removal of Environmental Damage?
A: This is a toggle-able setting found in the settings menu.

Q: How can I disable/enable Deadly Hazards’ implementation of No Fast Travel?
A: This is a toggle-able setting found in the settings menu.

Q: I’m not finding any Nanobot Injectors! Help!
A: If installing mid-playthrough, you must wait around 72 hours UT.

Q: I’m still not finding any Nanobot Injectors, even after waiting for 72 hours! HELP!
A: Your setup conflicts with another mod overriding Deadly Hazards changes to the leveled lists. Do a Leveled List Injection using the in-game settings menu under Advanced, or move DeadlyHazards.esm to a low position in your load order. Alternatively, you can create a patch yourself using xEdit.

Q: It’s too difficult/easy!
A: You can use the in-game settings menu to customize your experience. If you take the time to learn xEdit, you can change the various base damage values directly through your own plugin. You can also create your own preset using the custom script included.

Q: X is unbalanced and should be Y!
A: Again, see the point above. You can customize this mod to your own liking.

Q: Do the difficulty settings in the base game affect this mod?
A: Nope. Not that I know of.

Q: Can I upload my own settings plugin for Deadly Hazards?
A: Sure, that would be cool! You can create your own preset of Deadly Hazards using the included script, but make sure you use the fourth one, as the three others are reserved for Three Levels of Deadly.

Q: I want to help!
A: I've decided to stop working on this mod, but feel free to create a "Reimagined" version of whatever.

Q: What exactly does “infections can spread” mean?
A: It means two things: if you get an Infection, it can cause other Infections. If you get an Affliction like Burns or Radiation Poisoning, it may develop into an Infection.


Q: I have lost my in-game settings menu item! How do I get it back?
A: Enter the following command into the console:
cgf "DeadlyHazards:DH_Oxygen_AddItem_Settings"

Q: How do I open the settings menu without using the item?
A: Enter the following command into the console:
cgf "DeadlyHazards:DH_Oxygen_Settings"

Q: Why am I consuming O2 while in a Breathable Atmosphere?
A: "Mandalorian mode" is probably set to disable in your save file. This causes the space suit to be completely sealed. You can't even breathe in a breathable atmosphere if you have an empty supply of oxygen and the complete space suit equipped with this enabled. If you don’t like this, you can enable Mandalorian Mode. Check out the in-game settings menu! Mandalorian mode is enabled by default for all new savefiles.

Q: Why am I consuming O2 while my Helmet and/or space suit is hidden?
A: Because the helmet is not unequipped. If you use the cosmetic “Hide” features, enable Mandalorian Mode. This mode is enabled by default. Check out the in-game settings menu! (not implemented)

Q: My O2 depletes too fast!
A: Your O2 depletes steadily, increasing whenever you do specific actions or suffer from a few particular afflictions. You can modify the consumption rate of everything through the in-game settings menu! (not implemented)

Q: How do I enable Mandalorian Mode?
A: This is a toggle-able setting found in the in-game settings menu! (not implemented)

Q: How do I disable/enable the pack requirement?
A: This is a toggle-able setting found in the in-game settings menu! (not implemented)

Q: I’m not finding any Oxygen Boosters! Help!
A: If installing mid-playthrough, you must wait around 72 hours UT.

Q: I’m still not finding any Oxygen Boosters, even after waiting for 72 hours! HELP!
A: Your setup conflicts with another mod overriding Deadly Hazards changes to the leveled lists. Do a Leveled List Injection or move DH_Oxygen.esm to a low position in your load order. You can also create your own patch using xEdit.

Q: What happened to the Oxygen Tanks?
A: I renamed the Oxygen Tanks to Oxygen Boosters because I decided to use the in-game item Empty Oxygen Boosters to make this mod feel more integrated with the game world. Oxygen Tanks are now called Oxygen Boosters or Used Oxygen Boosters.

Q: Why am I getting an Empty Oxygen Booster when using an Oxygen Booster?
A: You can refill it with O2 should you possess the correct requirements to craft it. Check out the research table.


Q: How do I remove Environmental Damage?
A: You have to use Nanobot Injectors or visit the doctor. The option for curing wounds, or curing everything, should do the trick.

Q: Doctors aren’t healing the Environmental Damage! Help!
A: Ensure you have installed and activated DH_NoAutHeal.esm, enabled Archive Invalidation, and that another mod does not overwrite the script file sq_doctorsscript.pex.


Q: I got Lung Damage while wearing a space or hazmat suit! How?
A: The space and hazmat suits only protect you against Lung Damage from Toxic Gas and Poor Air Quality. You can still get it from Corrosive Gas. If you think I should add other sources, let me know.



KNOWN ISSUES

Known Starfield Issues:

  • Airlock and Vent Reversal: Some airlocks and vents in vanilla Starfield may reverse the "inside" and "outside" designations, leading to confusion. Find a working airlock or return to your ship to resolve the issue.
  • Stuck Weather Bug: In vanilla Starfield, a bug can occur when fast traveling during extreme weather or entering a sealed environment under the same conditions. Saving and loading exacerbates the problem. Note that this issue is unrelated to Deadly Hazards. You usually have to use console commands to forcefully remove the weather “spell” from the player character.
Known Deadly Hazards Issues:

  • Random Suit Protection Changes: Deadly Hazards may cause your suit protection to randomly return to full capacity or deplete instantly, especially when exposed to environmental damage before depletion. This is likely a result of Bethesda's hardcoding and requires further investigation.
  • Unexplained Damage in Locations: Certain locations and interiors may cause damage when it shouldn't occur. Report such instances for resolution. While efforts have been made to address significant cases, the vast scope of the game makes it challenging to cover all scenarios.
  • Initial Save Load Messages: Loading a save for the first time with Deadly Hazards installed might display incorrect messages about depleted protection or oxygen supply status. Disregard these messages; they are part of the mod's setup process. Affliction symbols may also appear and should disappear on their own.
  • Missing Craft Menu Icons: Bethesda's decision to link icon .dds to FormIds results in the absence of icons for new items in the craft menu. Unfortunately, this is beyond my control and requires official modding support from Bethesda for resolution.
  • Default Icons for New Items: Deadly Hazards introduces new items to the game, but StarUI is unaware of these additions. As a result, these items display default icons in the inventory HUD. A satisfactory solution to this issue is currently unavailable.


Tools

xEdit
This is the main tool that enabled me to make this mod.
It allows for editing the game database, kind of a simplified, yet highly advanced version of the Creation kit.
You can create new game data, add new plugins, and modify existing game data.
You can also use it to check for conflicts! It’s awesome!

Mod Organizer 2
This mod manager is perfect for my needs and has tons of features that I don’t see in other alternatives.
The ability to parse BSA archives is a godsend and was a literal game-changer for me back when I configured my Skyrim SE mod list a few years ago.
I use this to automatically handle the plugins.txt file, archive invalidation, check for file conflicts, mod development workspace, and much more.

NifScope
NifScope is a tool that is used to view and edit .nif files.
At the moment of writing this, NifScope do not support viewing materials for Starfield.
You see, Starfield has a new method to apply textures to meshes, and that is Materials!
We are unable to edit Materials and create new Materials for the time being, but you can use NifScope to swap out the material on different geometries on the meshes, to make semi-unique items.
This is exactly how I managed to make the Nanobots Injector look different from the other Aid/Chem items.

FOMOD Creation Tool
Screw writing .xml files. This tool is the shit!

VS Code
I use this program to view and edit .psc (Papyrus) files. It has support for Fallout 4 and Skyrim SE syntaxes (through a plugin), but not yet for Starfield.
However, you can get away with using Fallout 4’s language service for the most part. There are changes to the syntaxes between Starfield and Fallout 4, so some things might not work.
Highly recommended to enable Papyrus logging in this case.
Viewing scripts for the game helps me understand how things work when it isn’t clearly stated in xEdit.

Notepad++
This program also supports the Papyrus language (again, through a plugin). However, I use VS Code for viewing and editing.
I use Notepad++ to quickly compile an open .psc file to .pex through the shortcuts feature.

Champollion
This executable can decompile .pex files into .psc. This was crucial for me in order to understand how a lot of the game’s systems work.

Caprica
This executable can compile .psc into .pex. It’s the only way to make new Papyrus scripts that the game can use at the moment.

Bethesda Archive Extractor
Mod Organizer 2 does support extracting .ba2 archives, but when they get large, Mod Organizer 2 tends to freeze. At least for Starfield.
This tool, however, does not freeze, so it’s fucking awesome!
I used it to get .nif files and folder structures for loose files.

DaVinci Resolve Studio 18
For making the YouTube videos.

JPEXS Free Flash Decompiler
For editing Interface files such as .gfx and .swf. Bethesda uses a homebrewed toolkit called Scaleform, which produces .gfx or .swf.
JPEXS is the best available tool I could find that can successfully decompile their stuff to a degree.
I say, to a degree, because it doesn’t decompile all the code perfectly, which makes it hard to understand.
You have to reverse-engineer your way forward. JPEXS features a Text Search tool which is invaluable for this purpose.
I’ve gained huge respect for UI modders since I started using this tool. Ya’ll not to be messed with.

Wwise
Used this program to create .wem files that Starfield can use. It’s free to use for this basic purpose.

ChatGPT
I used this to write a few things. Probably a waste of time, but was fun.

Photoshop
Used to make various images via Generative AI and the workshop icons.

Notion
I use this for… uhh… forgot! Anyways, all of this used to be in Notion. Yeah.
Damn, I really should write things down. Had this ALL planned out!!