True Environmental Protection
Community Rating
BNW TRUE ENVIRONMENTAL PROTECTION
Environmental resistance should mean environmental protection.
Starfield normally caps Radiation, Corrosive, Airborne and Thermal resistance at 85, meaning equipment capable of providing substantially greater protection cannot make full use of its actual resistance values.
BNW True Environmental Protection begins rebuilding that system so appropriately equipped characters can receive the environmental protection their gear is actually capable of providing.
CURRENT FEATURES
• Raises the maximum stored environmental resistance from 85 to 5000. • Supports the genuine combined resistance values provided by equipped spacesuits, helmets, packs and associated equipment. • Corrects environmental Magic Effects so they reference the appropriate resistance type: Radiation → Radiation Resistance Corrosive → Corrosive Resistance Airborne → Airborne Resistance Thermal → Thermal Resistance
• Connects environmental resistance to effects that previously had no resistance assigned or referenced an incorrect resistance. • Covers environmental hazard, weather, water, suit-integrity and associated environmental exposure effects included in the current development pass.
DESIGN PHILOSOPHY
A weak suit should remain vulnerable.
A highly engineered suit with thousands of points of environmental resistance should not behave identically to equipment capped at 85.
The goal is simple:
Hazard → Suit → Resistance → Protection → Player
Environmental warnings may still occur because the hazardous environment still exists. The purpose of the mod is to make appropriate protection actually matter.
TEST STATUS
This is an early validation build.
Current testing is focused on confirming:
• Full uncapped resistance values at runtime • Suit protection behaviour • Environmental health damage • Environmental affliction prevention • Thermal, Radiation, Airborne and Corrosive hazard behaviour
Further refinement will follow based on gameplay testing.
TECHNICAL
• No SFSE required • No scripts • No custom assets • Record-based implementation
Release notes
Xbox
-
1.10Update – Permanent Extreme Environment Fix Candidate
• Investigated a player-reported issue where permanent extreme planetary hazards could bypass environmental resistance.
• Traced the issue to Starfield’s permanent extreme-environment spell family and shared suit-protection depletion path.
• Added overrides for:
- Extreme Ambient Cold
- Extreme Ambient Heat
- Extreme Solar Radiation
- Corrosive Environment
- Toxic Environment
• Corrected all five permanent extreme-environment spells from:
Ability → Disease
• This allows the environmental resistance system to participate in permanent extreme planetary exposure rather than allowing the shared suit-protection depletion path to bypass resistance.
• Preserved the existing 5000 environmental resistance ceiling.
• Preserved the existing Thermal, Radiation, Airborne and Corrosive resistance corrections.
• No scripts added.
• No custom assets added.
• No SFSE required.
TESTING
Titan sunlight remains the primary regression test due to its combined Deep Freeze and Extreme Solar Radiation exposure.
Previously reported behaviour:
• Vanilla: 6 minutes 12 seconds to full suit-protection depletion
• Previous TEP build: 6 minutes 12 seconds
This update is intended to correct that permanent-environment bypass.
Further PC, Xbox and PlayStation validation is in progress. -
1.00BNW TRUE ENVIRONMENTAL PROTECTION
Initial Validation Build
• Raised the maximum Radiation, Corrosive, Airborne and Thermal resistance values from 85 to 5000.
• Preserved the existing environmental resistance system while allowing equipment to retain substantially higher combined resistance values.
• Updated environmental Magic Effects to reference the appropriate environmental resistance type.
• Corrected missing or incorrect Resist Value assignments across environmental hazard effects.
• Linked Radiation effects to Radiation Resistance.
• Linked Corrosive effects to Corrosive Resistance.
• Linked Airborne effects to Airborne Resistance.
• Linked Thermal effects to Thermal Resistance.
• Expanded resistance handling across environmental hazard, weather, water, suit-protection and associated environmental exposure effects included in this pass.
• No scripts required.
• No custom assets required.
• No SFSE dependency.
TEST STATUS
This is an initial gameplay-validation build.
Testing will focus on:
• uncapped resistance values at runtime
• suit-protection behaviour
• environmental health damage
• environmental affliction prevention
• Thermal, Radiation, Airborne and Corrosive hazard behaviour
Playstation
-
1.10Update – Permanent Extreme Environment Fix Candidate
• Investigated a player-reported issue where permanent extreme planetary hazards could bypass environmental resistance.
• Traced the issue to Starfield’s permanent extreme-environment spell family and shared suit-protection depletion path.
• Added overrides for:
- Extreme Ambient Cold
- Extreme Ambient Heat
- Extreme Solar Radiation
- Corrosive Environment
- Toxic Environment
• Corrected all five permanent extreme-environment spells from:
Ability → Disease
• This allows the environmental resistance system to participate in permanent extreme planetary exposure rather than allowing the shared suit-protection depletion path to bypass resistance.
• Preserved the existing 5000 environmental resistance ceiling.
• Preserved the existing Thermal, Radiation, Airborne and Corrosive resistance corrections.
• No scripts added.
• No custom assets added.
• No SFSE required.
TESTING
Titan sunlight remains the primary regression test due to its combined Deep Freeze and Extreme Solar Radiation exposure.
Previously reported behaviour:
• Vanilla: 6 minutes 12 seconds to full suit-protection depletion
• Previous TEP build: 6 minutes 12 seconds
This update is intended to correct that permanent-environment bypass.
Further PC, Xbox and PlayStation validation is in progress. -
1.00BNW TRUE ENVIRONMENTAL PROTECTION
Initial Validation Build
• Raised the maximum Radiation, Corrosive, Airborne and Thermal resistance values from 85 to 5000.
• Preserved the existing environmental resistance system while allowing equipment to retain substantially higher combined resistance values.
• Updated environmental Magic Effects to reference the appropriate environmental resistance type.
• Corrected missing or incorrect Resist Value assignments across environmental hazard effects.
• Linked Radiation effects to Radiation Resistance.
• Linked Corrosive effects to Corrosive Resistance.
• Linked Airborne effects to Airborne Resistance.
• Linked Thermal effects to Thermal Resistance.
• Expanded resistance handling across environmental hazard, weather, water, suit-protection and associated environmental exposure effects included in this pass.
• No scripts required.
• No custom assets required.
• No SFSE dependency.
TEST STATUS
This is an initial gameplay-validation build.
Testing will focus on:
• uncapped resistance values at runtime
• suit-protection behaviour
• environmental health damage
• environmental affliction prevention
• Thermal, Radiation, Airborne and Corrosive hazard behaviour
PC
-
1.10Update – Permanent Extreme Environment Fix Candidate
• Investigated a player-reported issue where permanent extreme planetary hazards could bypass environmental resistance.
• Traced the issue to Starfield’s permanent extreme-environment spell family and shared suit-protection depletion path.
• Added overrides for:
- Extreme Ambient Cold
- Extreme Ambient Heat
- Extreme Solar Radiation
- Corrosive Environment
- Toxic Environment
• Corrected all five permanent extreme-environment spells from:
Ability → Disease
• This allows the environmental resistance system to participate in permanent extreme planetary exposure rather than allowing the shared suit-protection depletion path to bypass resistance.
• Preserved the existing 5000 environmental resistance ceiling.
• Preserved the existing Thermal, Radiation, Airborne and Corrosive resistance corrections.
• No scripts added.
• No custom assets added.
• No SFSE required.
TESTING
Titan sunlight remains the primary regression test due to its combined Deep Freeze and Extreme Solar Radiation exposure.
Previously reported behaviour:
• Vanilla: 6 minutes 12 seconds to full suit-protection depletion
• Previous TEP build: 6 minutes 12 seconds
This update is intended to correct that permanent-environment bypass.
Further PC, Xbox and PlayStation validation is in progress. -
1.00BNW TRUE ENVIRONMENTAL PROTECTION
Initial Validation Build
• Raised the maximum Radiation, Corrosive, Airborne and Thermal resistance values from 85 to 5000.
• Preserved the existing environmental resistance system while allowing equipment to retain substantially higher combined resistance values.
• Updated environmental Magic Effects to reference the appropriate environmental resistance type.
• Corrected missing or incorrect Resist Value assignments across environmental hazard effects.
• Linked Radiation effects to Radiation Resistance.
• Linked Corrosive effects to Corrosive Resistance.
• Linked Airborne effects to Airborne Resistance.
• Linked Thermal effects to Thermal Resistance.
• Expanded resistance handling across environmental hazard, weather, water, suit-protection and associated environmental exposure effects included in this pass.
• No scripts required.
• No custom assets required.
• No SFSE dependency.
TEST STATUS
This is an initial gameplay-validation build.
Testing will focus on:
• uncapped resistance values at runtime
• suit-protection behaviour
• environmental health damage
• environmental affliction prevention
• Thermal, Radiation, Airborne and Corrosive hazard behaviour
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