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Found 16 results

  1. I found a mod a while back that was immensely useful called the mobile resource scanner (link : https://www.nexusmods.com/subnautica/mods/1234) that would replicate scanner room functionality based on the player's current location without the need to build large numbers of scan stations all over the map. The trouble is that this mod used SML helper, which is incompatible with nautilus as far as I have been able to tell. I contacted the mod author a few weeks ago asking about an update to nautilus, but I have not heard back. So my request is this : Could someone please either port this mod over to nautilus or make a new mod that replicates its effects? Thank you all for your time! Perseus
  2. I was looking around and was unable to find a mod that addresses this: when scanning it gets VERY dark, particularly in low light situations. CP2077 is a futuristic world with micro everything but we can't make our super advanced optics have radiant IR night vision or just not have it darken when scanning? It would be nice to have an improved scanner mode with a couple features. 1. when in Scanning it doesn't darken, but brightens, particularly when it's low light areas. 2. selectable color filter for when in scan mode. 3. selectable spectrum optic mode. Starlight, UV night vision, Thermal, etc. thanks much.
  3. While using the scanner, disable the following from being highlighted: ItemsResourcesContainersPlantsAnimalsNPCsEtc.One potential exception might be allowing quest objects to be highlighted. Disabling the zipper arrow trail (quest pathing) would be a nice bonus, although this can already be disabled by deselecting the quest.
  4. - scanner circle removed + 360 mark view - can pick up credits while in scanner mode - scanner shows hostiles as red instead of blue - scanner outline goes away if a container/dead body is FULLY looted - ability to change thickness of scanner outline + color - items you pick up will appear on your hud
  5. A mod that Make the scanner highlight with different colors the following objects would be great: Crafting materials (as opposed to junk) Perk Magazines - I and many many other people probably missed a lot of them that spawn in random locations Contraband materials/items Enemies and weapons - Red and darker red respectively Ammo Rare items in their respective colors All of the above in containers - highlight container with respective color Empty containers and looted corpses should either not be highlighted at all or if that is impossible be highlighted differently (like black for example)
  6. Make the scanner highlight with different colors the following objects: Crafting materials (as opposed to junk) Perk Magazines - I and many many other people probably missed a lot of them that spawn in random locations Contraband materials/items Enemies and weapons - Red and darker red respectively Ammo Rare items in their respective colors All of the above in containers - highlight container with respective color Empty containers and looted corpses should either not be highlighted at all or if that is impossible be highlighted differently (like black for example)
  7. They physically hurt my ears and my tinnitus is horrible after playing today. It actually feels like they have a harmful sound that can actually hurt peoples ears. Reference: https://steamcommunity.com/app/1716740/discussions/0/3824173464657093293/ https://www.reddit.com/r/Starfield/comments/1697o84/super_high_pitched_sound_effect_when_pulling_out/
  8. Anyone know the ini command to change scanner zoom levels? I want the scanner to also work like binoculars and allow me to see objects for away. Thought a mod for this already existed, but can't seem to find it.
  9. For some dumb reason they decided to remove the stealth meter while scanning unless you're aiming at an item, but I like to keep the scanner active to find more items, so I'm not always looking at one.
  10. Topic key words: Scanner/Scanning, Cursor Focus, Ground Mineral Detection. Premise: The scanner should not show the ground mineral name if it is not visible or you are not looking at the ground. Problem/bug: However, currently the scanner shows the ground mineral name even if you are not looking directly at the ground, but are instead looking at a nameless object, such as: a wall, a floor, a roof, a glass window, a terminal, etc., especially when you are inside of a building. It should not do this! Starfield Screenshots - Scanning Bug Starfield Bug Screenshot 1 Starfield Bug Screenshot 2(Links to mega.nz image viewer.) Comments: This is a QoL (quality-of-life) bug fix that I am hoping a modder can either fix or reduce the severity of in some way. It is my personal biggest gripe. I had hoped the game patches would have fixed this by now, but sadly, no. Perhaps BGS will eventually fix it. I cannot work out where to submit this as a bug for BGS either. Related Mod/Topic Links: If anyone knows of any mods or forum topics related to this topic, please let us know. Thanks. More Subtle Scanner Sounds (No High Pitch - Menus UI Interactions - Less Annoying) https://www.nexusmods.com/starfield/mods/885
  11. While looking over the mods, it made me really happy to see mods that gave you more upgrade modules for stuff like the Seamoth and Cyclops, and it made me want to have more upgrades for the Scanner Room. I was hoping that someone on here would hopefully make the mod with the ideas I had if I requested it, so thank you so much if you do make it! Here's the upgrade ideas I had (not sure what the recipes would be for these except the Sturdy Camera Drone, as I don't really focus on the recipes, I just gather the materials and make the things) Scanner Range Upgrade MK 2 and MK 3 - Scans even farther than the normal Range Upgrade (1.2x normal for MK2, and 1.5x normal for the MK3). Can be stacked like normal. Scanner Speed Upgrade Mk 2 and MK 3 - Same as the Range upgrades, just for the speed instead. Camera Drone Range - Allows the Camera Drone to go father without experiencing static (about 1.6x normal [To about 800m away, as I usually get static at about 500m]). Stackable. Sturdy Camera Drone - A much stronger Camera Drone that has stronger armor, less energy consumption (both about 0.85x less than normal), and an electric shield for warding off enemies. Not enough to hurt anything, but enough to make them go away. It would be made with the Camera Drone, Plasteel ingot, and Power Cell. Life form Scanner Upgrade - Allows you to scan for Life Forms as well. I know it's not hard to find fish, but I still think it could help a lot, like maybe Scanning for Crash Fish so you can plan around them, or scanning to see if a Reaper Leviathan is gonna come nom your face off. Scanner Room Upgrade Station - Not sure how hard this would be to make, but this would add an extra upgrade station to the Scanner Room so you can place more upgrades than normal. Would be made with the Habitat Builder.
  12. Hi, recently I have started up a new Mass Effect 3 with a lot of new mods installed, such as textures and DLC mods. I'm at the part where you first enter the War Room after the first nightmare sequence. The problem at hand is when I leave to go through the scanner that will lead into getting to the Galaxy Map room, the game instantly crashes as soon as Shepard stands in place of the scanner to get scanned. Now I know I can easily fix this by clicking the "Repair Game" option in Origin, however I have load of mods installed so if I go to repair then it's obviously gonna overwrite my game with vanilla files and I'll have to reinstall all of them again, which could take up to a whole day. I have the vanilla version of Mass Effect 3 backed up, so I could obviously replace the corrupted file that is causing the crash upon entering the Galaxy Map room with the vanilla fresh file. However I do not know which file it is that I need to replace. If anyone can help me out with the issue or knows a better suggestion and informs me of it, then I will highly appreciate it.
  13. Hey hey, I've got an idea for a mod, if it's possible (I'm sorry, that I'm not a mod-creator): After Scanning fragments you get a part of the blueprint. If you've got the blueprint in your databank, you'll get 2 Titan - ever. It doesn't matter what your scanning, you'll ever get 2 Titan. Nothing against Titan, but it becomes boring. Is it possible, to create something like a drop-chance for what you get, if you've the blueprints? You're scanning fragments, so I think it seems realistic to get only two untits, but it would be interesting, if you don't know, what you will get. Example 1: You're scanning a fragment of the scannerroom, and you still know the blueprint. After finnishing the scan you can get 2 parts of the scanner-rooms rawmaterials like copper, titan, gold, tablecoral,... Example 2: You're scanning a fragment of the laserpistol, and you still know the blueprint. After finnishing the scan you can get 2 parts of the laserpistol items, like a diamont, titan, sulfur,... I'm interested in your answers... Greetings, KralPalafox
  14. You know that issue where if you stand on land and scan the water, the lifeforms appear but then disappear before you can scan them? Yeah the quickest way around that was instant, long-range scanning of critters and other stuff. There was a mod back in the day (Faster Analysis 2.23) but it's been in need of an update for a long time now. Could we get a current-version mod for this? Thanks!!
  15. Scrap Metal is probably made of various resources, depending from what part of the ship they come from. They probably contain silver, lead, silicone rubber, copper, gold, lithium, quartz, glass, fiber mesh, lubricant. Would it be possible to create a mod that gives, for every piece of scrap metal, four random resources instead of always titanium? It would be good even if only raw materials were given. Probably the same thing should happen when we scan fragments of already known blueprints. Depending on the type of craft, the material given shouldn't always be titanium. Thank you in advance.
  16. Hey guys, I've had an idea for a travel mod since day one, I just never talked about it or attempted myself: In vanilla Starfield, star systems only become travelable via the cockpit scanner if they’re relevant to your active quest. This means that even familiar, frequently visited systems like Sol, Alpha Centauri, Cheyenne, and Volii won’t appear in your scanner unless a quest points you there — forcing players to constantly open the starmap when we want to travel anywhere but the star system we have a mission for. This mod request is simple but highly useful: Make a handful (or more) of the most commonly used star systems always visible and scannable from the ship cockpit, without needing to open the starmap or have a related quest active. Suggested systems: Sol Alpha Centauri Volii Cheyenne Ideally, this would function by making these system markers permanently visible in the scanner UI, mimicking the behavior seen when an active quest is present. This would save time, reduce menu friction, and improve immersion — especially for players who frequent these hubs. I attempted to implement this myself with CK by creating a hidden quest that's always active and lead you to these systems by having a quest marker in each system. But the setup required scripting and quest creation that proved too complex for me. If someone with more Papyrus and CK experience could build this, it would be a huge quality-of-life mod with minimal intrusion to the game’s balance or lore. I might try again but I put it here anyway, hoping that someone will beat me to it. I am about as good with CK as fish are at flying airplanes, so even if I do succeed I might get a hard time at bug fixing and updating.
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