As this time i have not figured out how they work. I am assuming if they anything like when you own/fly the UC Vigilance, the insides are not actually rendered. Thus just empty big modules.
I remember some seeing something in the code about disabling shipbuilder checks. Will update!
For UC Vigilance example : https://youtu.be/dTwdI6Y-wD4?t=408 How to fly inaccessible ships: nexusmods.com/starfield/mods/803?tab=description (rewind the video if you want to see how to fly inaccessible ships)
there is a trick to make overlapping bits attach , red means nothing really unless its a hob , . pick the component , place t on the chart anywhere djust drop it . select it again and line it up where it would snap were there no iverlap flip , flip and hit tab . it will attach no problem . you can made very cool designs using this method .
Wow, M class modules, could this mean bethesda is planning to add capital ships to the game ??? or theyre just lazy as per usual and leave it to the modders
Jesus Christ. Game devs cutting content doesn't mean they're lazy. I really can't imagine this was even a thing they intended for players to be able to use. Seems more like they made these capital ships modular so they didn't have to make entirely new models every time they wanted a new ship design. The same reason they make all other locations modular. Game devs have deadlines. When there's money involved in a project, you can't just take all the time in the world to put as many cool ideas into the game as you want. It's a business. They have to pay people to make these games with a limited budget.
Some ideas turn out to not fit the vision of the game, or there isn't any time to make each idea work properly. That's normal for all games, and all forms of media making. The game has to release at some point, otherwise they're just throwing money away. This is the reason Star Citizen still isn't finished.
Players can't access it because they're not meant to access it. It's that simple. Bethesda uses the same ship builder for every ship, Todd has said this in interviews, so obv. they'd add a class for "Stuff we'll use for special ships but not meant for players to access".
What do you guys do when the M-class pieces refuse to snap? I mean they do snap according to snapping points. But the game still says "Ship has unattached modules". And indeed, they don't highlight together. Anyone knows a trick to get them to snap?
I did hear from people that you can set the ship as your home shzip with a standard reactor, then swap out the reactors and it should work. Havent tried it myself that way.
There seems to be a lot of confusion about this on the net. Some say you need to have finished the game first, before you can try this (aka, you need the 'Starborn' Trait). I haven't taken the final plunge into the Unity yet, as it would mean I will lose all my ships (sorta pointless: you get to deploy M parts, but lose all your ships in the process). So, is it true you need to have finished the game first?
Is there a reliable way to go into ADD and have the M Module part show up? Sometimes only the regular module shows up unless you change angle, or put your cursor in a specific, random area. Is there a consistent way?
Hey I m having a problem here can somebody help? I want to build my own M class ship but anything i place down the game tells me that the ship has unattached modules but everything is in the right place. This is especialy a problem when i wan t to place vanilla ship parts an m class parts. Is there a workarround here?
Hey I m having a problem here can somebody help? I want to build my own M class ship but anything i place down the game tells me that the ship has unattached modules but everything is in the right place. This is especialy a problem when i wan t to place vanilla ship parts an m class parts. Is there a workarround here?
i had no issue til after the update they had.. i used some modules and clas m reactors....gravdrives..etc, all fine, but today, pilot skill to low... so need a command or file hack to give yourself a level 999 pilot skill
I did some testings, the registered reactor is based on the first reactor that you place.
1. Placed 1 C-class reactor and 7 M-class reactor, it stacks power and I'm able to set the ship as Home ship 2. Placed 1 M-class reactor and 7 C-class reactor, it stacks power and I'm not able set the ship as Home ship 3. Placed 1 B-class reactor, 1 C-class reactor, and 1 A-class reactor, it's registered as B-class
Build your ship without M-Class reactors first, then make it your home ship. Once it's set as your home ship you can replace the a-b-c class reactors with M-class ones.
If you switch to another homeship and come back later you will have to do this again. Remove the M-class reactors and replace with A-B-C, make it your homeship, put M-class reactors back in.
While this did work with the class of the ship, I still am having issues with the "modules exceed reactor class" when I place down the M class reactor I get that error message
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I remember some seeing something in the code about disabling shipbuilder checks. Will update!
For UC Vigilance example : https://youtu.be/dTwdI6Y-wD4?t=408
How to fly inaccessible ships: nexusmods.com/starfield/mods/803?tab=description
(rewind the video if you want to see how to fly inaccessible ships)
I now have a dedicated mod for it here : https://www.nexusmods.com/starfield/mods/2450
DFOB: MaxShipClassForPilotRankList_Do (002055DD)
Could that have something to do with making Class M modules more compatible without the dual reactor hack?
you can made very cool designs using this method .
Some ideas turn out to not fit the vision of the game, or there isn't any time to make each idea work properly. That's normal for all games, and all forms of media making. The game has to release at some point, otherwise they're just throwing money away. This is the reason Star Citizen still isn't finished.
has unattached modules". And indeed, they don't highlight together.
Anyone knows a trick to get them to snap?
I already used the mod in the comments to try and fix the issue but the same error still pops up.
Any one got any ideas?
Havent tried it myself that way.
There seems to be a lot of confusion about this on the net. Some say you need to have finished the game first, before you can try this (aka, you need the 'Starborn' Trait). I haven't taken the final plunge into the Unity yet, as it would mean I will lose all my ships (sorta pointless: you get to deploy M parts, but lose all your ships in the process). So, is it true you need to have finished the game first?
PERK ID's as per my main save https://imgur.com/gallery/zN0eGbn
Both of these have to do with the 'Starborn' NG+ stuff, little bit of trial and error to find out what's important.
I want to build my own M class ship but anything i place down the game tells me that the ship has unattached modules but everything is in the right place. This is especialy a problem when i wan t to place vanilla ship parts an m class parts. Is there a workarround here?
I want to build my own M class ship but anything i place down the game tells me that the ship has unattached modules but everything is in the right place. This is especialy a problem when i wan t to place vanilla ship parts an m class parts. Is there a workarround here?
1. Placed 1 C-class reactor and 7 M-class reactor, it stacks power and I'm able to set the ship as Home ship
2. Placed 1 M-class reactor and 7 C-class reactor, it stacks power and I'm not able set the ship as Home ship
3. Placed 1 B-class reactor, 1 C-class reactor, and 1 A-class reactor, it's registered as B-class
Just thought this might help.
If you switch to another homeship and come back later you will have to do this again. Remove the M-class reactors and replace with A-B-C, make it your homeship, put M-class reactors back in.