There are spaceship damage modifiers but iirc none of them apply to the starborn weapons. The missile modifier doesn’t work in game and the SOL weapons aren’t classified as anything. You can check by typing help DamageMult 4 avif to see all of the values under Spceship.
I use the Starborn and the Crit Chance and Crit Multiplier help - I've used these. Use the getav to find out the current setting; then forceav to change. (Mult = Multiplier)
Use player.getspaceship to get your current ship ID / Then PRID shipID to selct your ship as focus
Hey guys just wanted to you to know that if you ever want to be able to rebuild your ship without the ERROR > NEED MORE GRAV JUMP THRUST ship is too heavy reduce mass or increase grav drive thrust, then I advise you NOT to add it to the custom.ini ... when I deleted it cleared the error, then I tested the BAT in front of the tech and there it was again. It will probably temp if you just the bat while on your ship, play then exit the game but I do know that if you ADD THE LINE in the custom.ini, it's there until it's removed manually.
I was stumped for an hour before I figured out that this was the cause, I mean I was able to play normally but when it came to do my favorite thing which is ship design and building in this game I wasn't able to clear the error even when I removed everything from the ship and started from scratch and boyo I was fracking getting mad.
# Begin your NG+ journey by enhancing your ship's capabilities and assimilating newfound technology to unify with the stars.
# PRID (Points to the Reference ID) - An essential step for modifying player crew skill, allowing you to exceed the crew limit of 10. # Mantis ship / Razorleaf Form ID is 14E2FA # Frontier is 3F7E8 # Player is 14
# Utilize the command below to target the player and increase the command limit without requiring crew increase perks. # Resistance is futile. prid 14 -> setav 160030 100
# Alternatively, select your ship and execute the following commands to bolster your ship's capabilities: # Embrace the unity of technology and evolution.
# As you adapt and evolve your ship, we encourage you to share your own technological distinctiveness with the collective. # We shall return with assimilated code to lead us all into the unity. Together, we are stronger.
# Resistance is futile. Prepare for a future beyond imagination.
Some of these also work on other ships if you get the ship ID. If you're in space, go into third person, open console and click on your ship to get the ID. Mine was: BFFM 'FC09_Combat_B_Generic_FreestarRanger_ShipRef' (001322DA) The only part you need is in parenthesis 001322DA which is the shipID.
This one gives your ship 72 energy without a reactor, which is enough to power all columns at 12/max. You still need a reactor, and of the right class for your weapons and shield, but you can use the lightest one for the class and everything will be max. The UI even works. :-) Vanilla is 0.
shipID.modav.SpaceshipMaxAvailablePower 72
The next three affect weapon regen times. So, if you like "auto" weapons or missiles, but hate the slow regen, your problems are solved! Group1=Weap1, Group2=Weap2, Group3=Weap3. The higher the number the faster the regen. I believe vanilla is 1.
EDIT: I have done this to all my ships and it works perfectly. No side effects so far. Also, it's reversible, so no real risk as long as you save first.
11 comments
Use player.getspaceship to get your current ship ID / Then PRID shipID to selct your ship as focus
getav SpaceshipCriticalHitChance > e.g forceav SpaceshipCriticalHitChance 100.00
getav SpaceshipCriticalHitDamageMultiplier > e.g forceav SpaceshipCriticalHitDamageMultiplier 500.00 (500%)
getav SpaceshipSystemDamageMult
getav ShipSystemDamageMult
getav SpaceshipTargetLockTime > e.g forceav SpaceshipTargetLockTime 0.01
getav SpaceshipMissileWeaponDamageMult
getav SpaceshipParticleWeaponDamageMult
getav SpaceshipKineticWeaponDamageMult
getav SpaceshipTurretWeaponDamageMult
I was stumped for an hour before I figured out that this was the cause, I mean I was able to play normally but when it came to do my favorite thing which is ship design and building in this game I wasn't able to clear the error even when I removed everything from the ship and started from scratch and boyo I was fracking getting mad.
# PRID (Points to the Reference ID) - An essential step for modifying player crew skill, allowing you to exceed the crew limit of 10.
# Mantis ship / Razorleaf Form ID is 14E2FA
# Frontier is 3F7E8
# Player is 14
# Utilize the command below to target the player and increase the command limit without requiring crew increase perks.
# Resistance is futile.
prid 14 -> setav 160030 100
# Alternatively, select your ship and execute the following commands to bolster your ship's capabilities:
# Embrace the unity of technology and evolution.
.forceav SpaceshipcrewcommandSlots 100
.forceav SpaceshipcrewRating 100
.forceav SpaceshipcrewSlots 100
.forceav SpaceshipBoostFuel 100000
.forceav SpaceshipBoostSpeed 500
.forceav SpaceshipPassengerSlots 100
.forceav SpaceshipReactorPower 95
.forceav SpaceshipTargetLockTime 1
.forceav SpaceshipMaxAvailablePower 95
.forceav Health 42069
.forceav ShieldMaxHealth 9999
# As you adapt and evolve your ship, we encourage you to share your own technological distinctiveness with the collective.
# We shall return with assimilated code to lead us all into the unity. Together, we are stronger.
# Resistance is futile. Prepare for a future beyond imagination.
The only part you need is in parenthesis 001322DA which is the shipID.
Then enter:
shipID.modav.SpaceshipBoostFuel 1000
shipID.modav.SpaceshipBoostRechargeRate 100
EXAMPLE:
001322DA.modav SpaceshipBoostFuel 1000
OK bois, here are a few more for ya...
This one gives your ship 72 energy without a reactor, which is enough to power all columns at 12/max. You still need a reactor, and of the right class for your weapons and shield, but you can use the lightest one for the class and everything will be max. The UI even works. :-) Vanilla is 0.
shipID.modav.SpaceshipMaxAvailablePower 72
The next three affect weapon regen times. So, if you like "auto" weapons or missiles, but hate the slow regen, your problems are solved! Group1=Weap1, Group2=Weap2, Group3=Weap3. The higher the number the faster the regen. I believe vanilla is 1.
shipID.modav SpaceshipWeaponPowerGroup1 10
shipID.modav SpaceshipWeaponPowerGroup2 10
shipID.modav SpaceshipWeaponPowerGroup3 10
Profit!
EDIT: I have done this to all my ships and it works perfectly. No side effects so far. Also, it's reversible, so no real risk as long as you save first.
Do you have the vanilla values?
fSpaceshipMaxDockingDistance 1000.000000
fSpaceshipLootingDistanceDefault 500.000000
fSpaceshipLootingDistanceDistant 1000.000000
fSpaceshipLootingDistanceMaximum 2000.000000
setgs fSpaceshipLandableMaxSizeX 80
setgs fSpaceshipLandableMaxSizeY 80
setgs fSpaceshipGravJumpMinDistance 4.5
setgs fSpaceshipGravJumpMaxDistance 9.0
The actor value defaults are
0003f7e8.setav SpaceshipGravJumpFuel 50
0003f7e8.setav SpaceshipGravJumpFlatFuelCost 0
0003f7e8.setav SpaceshipGravJumpDistancePerFuel 1.0
0003f7e8.setav SpaceshipBoostFuel 6
0003f7e8.setav SpaceshipBoostRechargeRate .35
0003f7e8.setav SpaceshipReactorPower 0.00
player.setav PlayerIncomingShipDamageMult .65
Yes I boosted them by a rediculous amount lol hence why this is a cheat mod