Dive_In — Versions

Changelog

1.1.8 Latest ✓ Scan successful Download 281.6 KB

  • Fixed Space-only ascent stopping just below the surface unless a movement key was also held.
  • Players now smoothly level their swimming posture when surfacing, without requiring forward movement input.

1.1.7 ✓ Scan successful Download 281.2 KB

  • Fixed visible water-zone seams and stale surface material state when viewing waves from underwater.
  • Improved configured monster avoidance steering stability near obstructed routes.
  • Added the per-group avoidance_steering field to DiveIn.yaml; existing files default to true, while false keeps depth behavior and makes the group swim directly toward its target.
  • Moved SA_WhiteShark into the generated mods_surface_nosteering sample group to avoid its underwater left-right jitter.
  • Improved WeaponHolsterOverhaul compatibility by restoring hidden blocking equipment only once on the initial block input and only when no blocker is already equipped.

1.1.6 ✓ Scan successful Download 280.2 KB

  • Improved shallow-dive camera behavior by keeping the camera below the water surface while the player's head is submerged, reducing abrupt transitions to raw unstyled water and seabed visuals near the surface.

1.1.5 ✓ Scan successful Download 279.9 KB

  • Encumbered players can no longer use Fast Swim; its toggle state is cleared and its key hint is hidden until they are no longer encumbered.
  • Added a synced Encumbered Swim Speed Multiplier setting (default 0.5, range 0.1-1.0) for tuning normal swim speed while encumbered.

1.1.4 Upload missing

  • Fixed occasional flat square water-surface visuals left behind after diving.
  • Improved the view from underwater so the surface keeps wave and water shader details when looking up.

1.1.3 Upload missing

  • Fast Swim can now use Toggle mode, which keeps the existing press-to-toggle behavior, or Press mode, which keeps Fast Swim active only while the vanilla run key is held.

1.1.2 Upload missing

  • Added per-group DiveIn.yaml monster tuning fields: active_min_depth, shallow_water_flee_depth, and preserve_spawn_depth.
  • Existing DiveIn.yaml files remain compatible; missing new fields use defaults of active_min_depth: 0.25, shallow_water_flee_depth: 0, and preserve_spawn_depth: false.
  • Newly generated DiveIn.yaml files include the new fields for each group, so customized YAML users can copy only the fields they want to tune.
  • Changed the default underwater projectile lifetime, speed, and damage multipliers to 0.5 for player-owned projectiles fired underwater.

1.1.1 Upload missing

  • Added synced underwater projectile multipliers for player-owned projectiles fired underwater, allowing servers to reduce projectile lifetime, speed, and damage in underwater combat.
  • Fixed DiveIn swimming key hints so Fast Swim, Descend, and Ascend labels/keys are refreshed correctly instead of inheriting stale vanilla combat hint text.

1.1.0 Upload missing

  • Added Swim Stamina Drain Base Multiplier so servers can tune vanilla moving swim stamina cost before depth and Fast Swim multipliers.
  • Added Multiplicative Swim Stamina Modifiers so swim stamina status effects such as MeadSwimmer and Eikthyr stack multiplicatively during actual swim stamina consumption.
  • Moving swim stamina drain now scales from the player's actual vanilla swim drain, including Swim skill, equipment, and status effects.
  • Reorganized swim-related config sections into Regen Rate, Stamina Drain, and Swim Speed.
  • Optimized swim resource adjustment, underwater visual state handling, swimming key hints, and configured monster dive lifecycle code for simpler and safer behavior.

1.0.9 Upload missing

  • Added Surface Eitr Regen Rate and Midwater Eitr Regen Rate config options to scale total eitr regeneration while swimming.

1.0.8 Upload missing

  • Added Midwater Idle Stamina Drain Per Depth so idle underwater stamina drain scales with current liquid depth.
  • Minor optimizations and config cleanup.

1.0.7 Upload missing

  • Split water stamina regeneration into separate Surface and Midwater rates so stamina can recover only after surfacing by default.
  • Added depth-scaled idle underwater stamina drain to simulate holding breath.
  • Added Fast Swim Stamina Drain Multiplier so Fast Swim stamina cost can be configured separately from Fast Swim speed.
  • Renamed stamina and Fast Swim config options for clearer per-depth behavior.
  • Grouped stamina and speed config options into Swim Stamina and Swim Speed sections.
  • Underwater visual styling is now always enabled; Darkness and Murkiness moved to Player Diving with softer synced defaults.

1.0.6 Upload missing

  • Improved configured creature underwater AI near the ocean floor.
  • Unified underwater route and steering checks into a single move plan cache.
  • Removed Dive AI Quality config; underwater AI now uses high-quality behavior by default.
  • Improved player ascent when stuck against the ocean floor.
  • Added configurable ascend/descend dive keys and localized swimming key hints, including gamepad-aware key hints and live Fast Swim On/Off hints.
  • Fixed vanilla hide/show weapon input so hidden weapons can be drawn again while underwater.
  • Reworked underwater combat so attack, secondary attack, and guard inputs stop swim movement and take priority.
  • Preserved the player's vanilla surface swim depth instead of replacing it with a DiveIn hardcoded value.
  • Reworked underwater water-surface rendering to preserve above-surface visuals while reducing sky-through-water and waterline clipping issues.
  • Reworked run-swimming so the run key toggles Fast Swim at Swim skill 0, consumes extra stamina, and lets Swim skill speed be configured as a multiplier.
  • Setting Swim Run Speed Multiplier to 1 disables Fast Swim and hides its key hint.
  • Simplified depth stamina drain config to one per-meter multiplier and applied depth/run stamina drain multiplicatively.

1.0.5 Upload missing

  • Added underwater visual config options.

1.0.4 Upload missing

  • Changed the DiveIn.yaml schema. Delete the existing DiveIn.yaml and restart the game to regenerate it.
  • Added more creatures from other mods to the default DiveIn.yaml.

1.0.2 Upload missing

  • Made swim speed increase according to Swim skill level.
  • Final swim speed = base swim speed x [1 + (config value - 1) x (Swim skill level / 100)^1.5].

1.0.1 Upload missing

  • Replaced the incorrect DLL from the initial package.

1.0.0 Upload missing

  • Initial release.