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Arrokoth7323Uploaded by
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About this mod
Adds the Normandy SR1 from Mass Effect 1 LE into Starfield as a flyable ship, including the full interior!
Ship is purchasable/sellable from a new Systems Alliance vendor at the New Atlantis spaceport landing pads.
- Requirements
- Permissions and credits
- Changelogs

(Interior & Exterior)
PSA - CTD Patch Released
Version 2.2 has released. This patch has been successfully tested on fresh saves, confirming the vendor is available at New Atlantis with the Normandy SR1 purchasable spawning on the proper landing pad now, and ship custom audio is now affected by the Music and Effects sliders.
Please also ensure you are now download required mods SFSE, SFSE Address Library, and All in One Ship Upgrades, to ensure you can land with ships which surpass the size limits!!
Sound files have been compressed into the Main.ba2 as well, confirmed to still be working. If issues persist please leave a comment or report. Thank you to all who have bared with us during this tumultuous launch today.
Features
- Standalone - Does NOT replace any existing spacecraft, can be purchased from the Systems Alliance vendor in New Atlantis
- Interior - The ship's interior is direct from the original title, equipped with the iconic sounds/hums and nearly identical lighting
- Crew - The ship's interior features a custom navmesh allowing for full mobility for the AI crew members to roam within
- Customize - Not only can you fly the ship, but you can also decorate the interior, using the decoration terminals on any floor
Usage
Purchasing the Ship
Once installed via your favorite mod manager or manually, head to New Atlantis to purchase the ship.
After touching down at the main landing pad, visit the "Systems Alliance Vendor" to the left to see his stock of Normandy SR1s!
Alternatively spawn the ship manually with command player.placeatme FD060842 1, if this ID does not work, do help Normandy and use the ID of the GBFM form labeled Normandy_SR1. Use command tcl to no clip under the ground to enter the ship need be.

Accessing the Ship
In order to enter the ship, after purchasing head to landing pad of which it spawned at.
To enter the ship place yourself directly below the large hangar bay door, looking up in order to access the invisible door to enter the ship.


To fly the ship, after entering the interior turn left to access the pilot seat at the center of the cockpit.


Modifying the Ship
By default, the ship is not modifiable due to it's assembly not being modular, hence warnings in Ship Builder.
If you wish to modify the ship, simply download the optional "- Modifiable" version of the mod on the Downloads page. In order to save any edits in Ship Builder with said version, you must download required mod SFSE Save Unfinished Ships. Press F6 once in-game in order to de-activate limits.
Snap points can be found inside at the nose of the ship, the tips of the two large wings, above the hangar door, and near the back of the center.
NOTE: Be warned, modifications made to the ship in Ship Builder are prone to break the audio within the ship as well as the AI navmesh. Resulting in AI clustering in random locations within the ship.

Installation
After downloading the mod, depending on your mod manager (in this case MO2), select the .zip associated with the mod after selecting Install Mod.


After selecting the .zip, name the mod, anything will do.

After naming the mod, ensure the associated ME_Normandy_SR1.esm (on the right) and named mod (on the left) are both checked.

Select the Run button to launch Starfield, once at the main menu select Creations and then select T once loaded, in order to modify your load order.
Ensure to check the associated me_normandy_sr1.esm in order to apply the mod.

Press C to save your load order to Bethesda.net.

Exit Creations and launch your latest save to begin using the mod, enjoy!
Alternative Methods:
FAQ
Where to find useful items on the ship!
FAQ: Where to find useful items on the ship!
- Cockpit: Middle seat in left-most room of the top floor. Look at the keyboard to enter the seat.
- Ship Exit (Ground/Docking): When you enter the ship, to the left the green button is used to exit whenever landed or docked.
- Navigation Table: Galaxy map in the center of the main room top floor. Walk up the ramp and look at the bottom-center to use.
- Mission Board: Top floor, behind the Galaxy map is a door. Enter and go down the ramp to the center console.
- Elevator: To access the lower decks such as reactor and hangar, go down the stairs from the top floor. Elevator will be present center of the room with buttons to use or call the elevator.
- Cooking Workbench: At the far right-end of the table on the second floor.
- Captains Locker: In the captains room (with beds) on the left side of second floor. Go to the back right locker on the wall.
- Bed: Same room as captains room, far wall has a bed, use thr right side to sleep.
- Cargo Hold: Second floor center of the room past the elevator, use the second furthest locker on the right.
- Chemistry Workbench: Second floor right side of the room, go through the door into the MedBay. Use the table on the right far side.
- Research Workbench: Second floor right side of the room, go through the door into the MedBay. Then go through the next door far end of the MedBay into the Research Lab. Use the center of the table between the two chairs.
- Armor Workbench: Bottom floor after using the elevator, go to far left of room and use the left side of the table.
- Weapon Workbench: Bottom floor after using the elevator, go to immediate right of room and use the right side of the table.
- Industrial Workbench: This one can be tricky to use. Bottom floor after using the elevator go right or left down the hallway into the Reactor room. Look slightly under the center of the center table.
- Armillary Screen: To the left of the middle pilot seat in left-most room of the top floor, is a small screen to use.

Note: There is also a Decorate module on each floor. To the right of the cockpit seat on the first floor. To the left of the Captains locker on the second floor. Lastly, the lockers in the Hangar on the bottom floor.
Ship Stats: Equipment and Weapons attached!
- Crew Slots: 50 max (Must use a mod to increase the Ship Command skill limit of max crew members on a ship from 8)
- Shields: 5000 max
- Health: 2500 max
- Shielded Cargo: 1500 weight
- 2x Ballistic: SMC_Weapon_Ballistic_Shinigami_Jishaku_Nd_lvl24
- 2x Laser: SMC_Weapon_Laser_Shinigami_Reza_300_PHz_SX_lvl46
- 1x Torpedo: SMC_Weapon_StarbornWeapon_GravityTorpedo03_lvl50
- Scan Jammer: Multi-Frequency
- Conduction Grid
- Comspike
Known Issues
Please report any encountered issues to either this mod's forums or the below Discord.
Due to the complexity of the mod, issues are expected to be prevalent, please bare with us as we attempt to solve them. To assist with those of you eagle-eyed willing to file bug reports, see below already tracked issues:
- FLICKERING/LOADING LIGHTS - Upon entering the interior of the ship, you may notice lights being culled/loading as you approach them. Due to the intense amount of light sources, the game engine is automatically limiting the amount of active lights. There is currently no known workaround.
- GRAV JUMP PENDING - Upon initially purchasing the ship, once in orbit/space save your game, then ensure to have only 1 power in your grav drive BEFORE plotting a course. Failing to do so may soft-lock your current session, refusing to allow you to exit the pilot seat nor jump elsewhere.
If you encounter this issue, reload to the latest save and repeat the above steps. (Reddit thread with extra troubleshooting ideas)
Optional Mods
If you are interested in looking the part, consider downloading my N7 Armor mod to pilot in style! The armor can be crafted at any industrial workbench.

Credits
This mod would not be possible without the contributions of the below creators, as I am neither a modeler nor a texture artist:
- Normandy SR1, Interior & Exterior (3D Model/Textures/Audio): Electronic Arts & Bioware via "Mass Effect: Legendary Edition"
- Tutorials (Collision/Ships/Vendors/Navmesh/Audio): moddingyak, JRamos, 510deshawn, user19990313
- PBR Fusion 2.0.2 (Normal/Roughness Generation): NightRaven
- Archive Extractor (BAE): hexabit
- ESM (SF1Edit): ElminsterAU
- NIF (Nifskope): hexabits
- Scripting: ME3Tweaks Team & PotatoFire777
- Rigging/Import: Arrokoth7323
- Testing/Feedback: RoninSpecops (special thanks for the months of trials and tribulations), MichaelOliver, Patrick Vin, ThGrimnir
Contact Us
To get in touch to continue the discussion for either encountered issues, improvements, or to suggest new mesh imports use the below methods:
NOTE: If you wish to post an alternative version of this mod such as a retexture feel free to either create a new mod or get in touch with me so I may add it as an optional file for the main mod :). Just ensure to copy-paste the above credits if creating a new mod!

Thank you for downloading!!
