About this mod
Adds the option to craft all the contraband items and bundle them into their crates for more credits. Also allows for crafting ship parts with unobtainable clothes and more items on the way!
- Permissions and credits
There is a new method of loading plugins for Starfield. I have heard from other users that this mod will work loaded as a plugin but as is, doesn't currently work out-of-the-box with MO2. I am working on a fix for this. If all else fails, the Old Method should still work.
[Old Method]
To install create or open the file StarfieldCustom.ini. Find or create the [General] section and add the line sTestFile1=contraband.esp. If you already have a line(s) then instead add sTestFile[x]=contraband.esp, where [x] is the last number in the file +1. Example: If I already am using 4 esp mods then I would add the line sTestFile5=contraband.esp
Make sure to extract Contraband.rar to your Starfield install directory. If you are unsure you did this correctly just make sure the file contraband.esp and Starfield.esm are in the same directory. IE move contraband.esp into the directory that contains Starfield.esm
Scaling Difficulties will be added in a future update.
I have also added ship parts as a craftable recipe and plan to add all un-obtainable clothes as recipes. For now the ship parts are craftable by paying credits. If people wish for more immersion I can change it to different metals but it will also make it harder.
Recipes:
Mech Components |
Nuclear Fuel Rod- 4
Supercooled Magnet - 2
Control Rod - 2
Sealant- 8
Structural Material - 6
Palladium - 10
Forged Artwork |
Polytextile - 4
Solvent - 8
Pigment - 12
Luxury Textile - 1
Ornamental Materia - 3
Crate of Reactive Paints - 2
Sentient Adapters |
Indicite Wafer - 3
Isocentered Magnet - 4
Paramagnon Conductor - 1
Semimetal Wafer - 3
Tasine Superconductor - 2
Zero Wire - 6
NeoDymium - 12
Isotopic Coolant- 4
Xenowarfare Tech |
Alien Genetic Material- 4
BattleUp - 2
Ionic Liquids- 4
Water - 14
Antimicrobial - 6
Biosuppressant - 4
Hypercatalyst - 2
Reactive Paints |
Cobalt - 10
Aluminum - 17
Uranium - 4
Chlorine - 8
Mercury - 9
Carboxylic Acids - 5
Pigment (Carapace) - 5
Ship Parts |
Credits -~1250 * This number can change depending on certian skills and seems rather inconsistant in my testing. I will probably change this in the future.
Plans - Add all of the contraband as craftable recipes in a semi-lore accurate way.
Note | The viewport for the crate versions are super zoomed in because in-game the crates are very large. Without a proper mod creation kit, I can't really fix this. Everything still works and crafts, it's just the viewports for the crate versions of the contraband. Also the Crates display their base sell price but their weights do update. I̶ ̶b̶e̶l̶i̶e̶v̶e̶ ̶t̶h̶e̶y̶ ̶s̶e̶l̶l̶ ̶f̶o̶r̶ ̶h̶i̶g̶h̶e̶r̶ ̶a̶n̶d̶ ̶i̶t̶'̶s̶ ̶j̶u̶s̶t̶ ̶a̶ ̶b̶u̶g̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶ ̶m̶e̶n̶u̶(̶s̶)̶.̶ ̶I̶ ̶w̶i̶l̶l̶ ̶t̶e̶s̶t̶ ̶t̶h̶i̶s̶ ̶f̶u̶r̶t̶h̶e̶r̶ ̶l̶a̶t̶e̶r̶.̶ Working on a fix for this. Also there is a problem where the recipe for reactive paints will say "Added 5 Pigment" as well as "Added Crate of Reactive Paints"; however, it only adds the paint as it should. So it's just a visual error. Also with Xenowarfare Tech sometimes the ingredients don't update. If you have the correct ones though it will allow you to craft it and give you the item + take away the ingredients. So it's just another visual bug. Crafting or Backing out and re-entering the crafting menu should fix it and update the values.
I highly suggest you check out / download Increased Contraband Prices