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  1. Vince134
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    LEAVE NEW ATLANTIS BEFORE INSTALLING/UPDATING THIS MOD

    There is no conflict with McClarence Outfitters.
    There is no conflict with Falkland's System.

    SPE and Settled Systems Shuttle Service have navmesh problem ! If SSSS is loaded before SPE you'll loose SSSS navmesh (NPC won't be able to walk in the SSSS buildind) If SSSS is loaded after SPE, you'll loose SPE navmesh: NPC won't be able to walk in the SPE showroom

    A patch is needed for Expanded cities: link to Nexus page
  2. Vince134
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    Hi there!
    You maybe have questions about the mod, and that's why you're there. Please read this comment, you may find your answers 😁

    Patches:

    • SPE is compatible with Functional Ship Infirmaries, no patch is needed
    • SPE patches are either optional files (for mods that are not on Nexus) or have their own nexus page (for mods that are available on Nexus)
    • If you want to use SPE stairs and PDY, then you need the SPExPDY Patch.
    Known issues:

    • Stroud Customers seem to be bugged for some people, they don't respond to player interaction: if it happens, PLEASE CONTACT ME, so that I can send you a new file and check with you if it fixes the bug.
    • Perennial problem with the armory: Weapons, helmets and Boostpacks disappearing after waiting 24 hours on Venus: FIXED IN V2.0.0
  3. Grumpe1stiltskin
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    Thanks for the recent update and your continued work. I was happy to see the inclusion of a landing bay that fits with my build style. Any plans to add in a Ships Cargo Terminal to the bay so you don't have to enter the ship?  Would be a nice QOL addition, IMO.
  4. MrEpic19
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    Great interiors for the modules. But I have a question, how do you know which direction the HABS face? (using creations version)

    According to the game all 4 connection points on your habs are doors. When I load in there's actually only 1/2 doors per hab and the others are walls.

    Some have aft/port labels, but most don't. Honestly it's very confusing. If I face your SPE habs the opposite direction to the label (like into the Nova Storeroom), then it spawns with the door missing. I spent hours trying to figure it out and ended up deleting it and loading an earlier save. If each SPE room is only compatible with eachother, why can't I see any hab which has 4 doors? There should be a 4 door connection room.

    The stairs/elevator definitely are labelled bugged,the 1 connection point on the opposite of the labelled direction works on the top floor, but ignores the rest. If this is intended, then it's very limiting. I see the stairs as a 3 door connection per floor. But only the top floor works.
    1. Vince134
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      Hello,
      Habs orientations indicate you where to place a module. An aft 1x1 means doorway on fore wall. 
      Please take a closer look : snap points are different. Each companion room has only one entry point.
      For 2x1 module, aft/fore indicate the doorways position : cpt quarters aft means access point on rear part only.
      Anyway, the vanilla door manager is really buggy so that's why PDY is HIGHLY recommanded when you build complexe interior.

      For stairs and elevator : no, the naming is correct : aft means "to be placed at the back" etc. On an aft module, none of the aft wall can have doors.
      Concerning your bug, you are the only one reporting it, so please give me more information or change your load order. (Like which modules exactly, which orientation etc)
    2. MrEpic19
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      Ah, thank you for the reply! I'll give it another try later with this in mind. If your advice/PDY doesn't fix my stairway problem i'll report back with more details
    3. Vince134
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      If you want to use PDY with the staircases, you'll need the patch. But even without PDY there is no problem with the stairs. 
    4. MrEpic19
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      Works perfect with the patch + PDY. Much easier and got it working in 5 minutes. Thank you.

      The stairs setup which didn't work originally: This mod's 3 story staircase AFT. Each floor connected at the front with a Nova Storeroom 1x1. Floor 3 storeroom has 2 companion rooms on each side, and the front connects to a Nova All-In-One Berth, then another front storeroom. Floor 2 storeroom is connected to a Nova All-In-One Berth, then another front storeroom. Floor 1 storeroom is connected to this mod's port landing gear. On my game Floor 1+2 doesn't have staircase walls.
  5. PrincessJessy
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    i love these habs, they are gorgeous. right now i use them to build a museum ship and the large empty habs are perfect. the only thing a bit on the down side, is that the lighting in all ship habs is always sub par and there is not much to do about it. even with some filler lights from another mod, this is not perfectly lit out, but its stil awesome what you ahve done. thank you. :-)


    anecdote: i wonder if you would want to do something similar with Tayio, i'd have an idea or 2 for those. :-D
  6. Badazzeykum17b
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    Just when I thought this mod couldn't get any better.... Excellent work! Never leave New Atlantis without it!
  7. Candide777
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    Previous message deleted, somehow I had ship builder categories in my load order and it was messing with this mod, btw absolutely LOVE this mod, Stroud habs are my fave to build with.
    1. Vince134
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      You need to used the SBC patch if you want to have the SPE modules in the Stroud list x) 
      (You also need a mod that create new categories, of course)
    2. Candide777
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      No worries I removed ship builder categories (not really a fan of it anyways) and your mod showed up again, appreciate the response. Keep up the excellent work my dude!
  8. erctru
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    I have the Useful Mess Halls and the patch but I can't find the intercom on the 2x2 LQ hab to trigger the dinner time.
  9. Perraine
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    Goodness gracious the new additions are EPIC!!! Love the new bridges, and habs, and the new bay is awesome. I don't allow ladders in my ships, but when using the Cabot bridge I can have that new bay plus your 2 storey stairs behind it, to have stairs at both ends.

    The new passage ways are also fantastic as I can now make a Klingon BOP with a long "neck" to the bridge.
    All we need now is SPE branded outfits and/or Spacesuits in the back room of Stroud Premium at New Atlantis

    BTW, I don't suppose you'd ever consider doing a TPE (Taiyou Premium Edition) mod? As that's another brand that REALLY needs some love so it's not just a re-colour of Nova Galactic.
    1. Vince134
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      Thank you !
      An Outfit ahah, why not, that's not in my to do list tho.
      I'm not familiar with tayio so.... But there is a new free mod that was released 2 or 3 weeks ago, and their habs looks awesome. Maybe you should give it a try ? The mod is called "Ryujin ship hab: Kuzuryu edition"
    2. Perraine
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      I was just thinking that the 'other' premium ship brand starting with 'F' and ending in 'land' has a cool reskin of the Constellation spacesuit (one of the sexiest in game IMHO) with the deepseeker helmet and backpack. Plus they have a couple of reskinned outfits in their trademark orange and silver that actually look pretty darn good.
      Would love some SPE outfits, as I use your modules FAR, far more than F/Land.(although I'm not sure what colour scheme you'd go for? )

      I did have a look at the new Ryujin ship hab mod, and while the design aesthetic and interiors do look nice (kinda what you'd expect from and "asian" themed  starship company) sadly there are only limited hab sizes (so far) and they really don't have your amazing flair and talent for decoration and interior design. (lot's and LOTS of 'empty' space for instance)
    3. Vince134
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      No worries, I knew you were speaking about Falklands Systeam ahah.
      If I had to choose a color sheme, I would choose the white and the grey from the modules, the blue from all my couches and a bit of the stroud orange x)
  10. PaganoCristo
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    I it is so odd, the game  only lists one SPE cockpit  out of 3, (I cant use the new Ares, reason I downloaded in the first place).

    I installed all necessary patches and I think I worked out my load order pretty well, but that's a huge one.

    What things should try next to make it work?
    1. Vince134
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      yes you don't see them. You need to unlock your skill "Starship design" (SD) to rank 3 to unlock the second one and rank 4 to unlock the third one. But it looks like people don't like that soI'll remove these conditions in the next update.

      In the mean time, you should improve your SD skill.
    2. PaganoCristo
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      Oddly, the cockpits don't show up at alla even with SD rank 4. 
      I tried restarting the game as well but no dice.

      I yet have to fiddle with switching off and on other mods to see whats'up. I'm using matijala parts as well (or how the hell they are called) and I see there are cockpits not listed from that mod as well.

      So, before we start to see this as a bug on the mod's end, any general suggestion on how to troubleshoot futher? what mod/mods do you suggest for Ship Builder Configurator + M parts? Could it be because of M ship parts mods? I see  they add the ship builder category as well.

      Thanks for the great mod anyways, the other modules I have seen so far are really high quality, just hope to use the new Ares cockpit for my capital ship :-D
    3. Vince134
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      I don't think it conflict dis other mods 🤔 I use TNs M class, as well as ship builder categories and I can see all my modules..
  11. lodec
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    The pinned comment says to load SPE before Falkland Systems Ship Services to avoid conflicts. 

    How could that be possible?
    Falkland is a full master ESM, SPE is medium master ESM. Medium masters are always loaded after full masters, even if the load order says otherwise. Only way to load SPE before Falkland would be if SPE would require Falkland as a master. This is obviously not the case.

    What exactly conflicts between SPE and Falkand? Description page says SPE and Falkland do not conflict... Which one is it then?


    Similar with Settled Systems Shuttle Service (SSSS) - Navmesh conflict, but it is not possible to load SPE before SSSS to preserve the SSSS navmesh as SSSS also is a full master, and again SPE a medium master. So when using SSSS you will lose the SSSS navmesh anyways. How could a compatibility patch be made with a navmesh that contains both, the SSSS and SPE navmesh data? (I never did navmeshes before...)
    1. Vince134
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      The pinned comment is outdated. I removed the mention of FS.

      But to answer your question: simply put SPE or FS on top of the other to load the top one before the second one.
      I suggest you to load SSSS before SPE (so place SSSS higher in your load order). You'll only loose the navmesh inside the SSSS buidling: your companion won't be able to enter the building but that's it. I won't do any compatibility patch, lossing only the navmeshing in the building is not enough for me to require a patch. All other functionnalities work.
  12. 6tarja9
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    WOW!!!

    So many new modules to install into my ship...

    But first I need to address the WOOLY MAMMOTH (bigger than an elephant) in the room.

    I have recently asked if you could remove the numbers in the stairs. As a huge Star Trek fan, I follow the principle that the bridge should be at the top of the ship and therefore should be deck 1. With the number "5" at the top of the 5 deck stairs, I have to cover all of the numbers with a weapon rack (which is a pain) and then place pictures over the weapon racks, which wouldn't be bad except every time I update the ship, everything in the stairs disappears :(

    This was the reason for my request.

    You responded by saying you would take a look. Well I have some good news, from a certain point of view. I no longer need you to remove the numbers as I have removed all stairs (1 x 5 deck / 1 x 2 deck) from my ship and reverted to using...

    ...LADDERS!!!

    As previously mentioned, I use the "Ship Crew Assignments" mod to assign seats to my crew. It also allows me to assign specific beds to my crew. The problem is if the bed is on a different deck to the seat then the crew member cannot get to the bed as it uses the ship ladder script to move between decks. No ladders = No movement between decks. The funny thing is, if I don't assign a bed to the crew, they will spawn next to the closet bed, no matter what deck it is on, and use it, even if it is an owned bed like Cora's.

    LADDERS fix all issues.

    And now for a final request. While Andreja, Barrett, Cora, Rosie, Sam and Sarah all have their own unique beds, they don't use them. They stand next to the beds, but they never sleep in them. That is why I have installed a number of Captain's Quarters in my ship and assigned each of them (except Cora who never sleeps) to one of the quarters and they all use the beds. This brings us to my request. If my elite crew are using Captain's Quarters, then I need an Admiral's Quarters. A 3 x 1 module that connects using all of the middle connections, especially the floor (to house a window directly over an APOLLO GV300 grav-drive to view the armillary).

    Anyway, I cannot wait to see what you come up with next...
    1. Eagle4096
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      I can concur: I too have a large (5 deck) and long/wide ship (110mx82m), with the SPE stairs the crew just stands still until they're spawned beside a bed as they don't "see" a valid travel path, with ladder they actually do walk and climb up/down the ladders to their beds.
      Maybe if somehow the SPE stairs can be "seen" as ladders by the ladder script it might fix it...
    2. Vince134
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      The problem with the stairs is that NPCs are blocked at the module entrance... like if there were a wall, and I have no freaking idea. The only remaining fix I can see will require A LOT of work for my 3D artist 😅