30 comments
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While I like a lot of what this mod does. Since I pretty much make my own BAT files to give all my companions and crew all 41 skills with maxxed out level the same way. There's a few feedback that I'd like to give moving forward in case you want to improve this mod with future versions:
- I think there needs to be some form of variation in terms of the ordering of the first 4 crew skills. This is so that the display in the crew selection window would at least show some variety between different crew members. If all crew has the exact same order of Leadership, Outpost Management, Xenosciology, Gastronomy + all the remaining skills hidden in the background. Then the crew selection window would show all the same icons everywhere for everyone. My suggestion about this is to keep the first vanilla skills as is, just maxxed it out to rank 4, then any additional skills could be added according to the crew's character and backgrounds. eg. You can put Rosie with Medicine, Botany, Wellness, Chemistry, then followed with the rest of the skills that you have. That way, she will show with those first four skills, while others would have a different list for their first four skills and we can have variety on each of the crew's expertise, even if we still get all the bonuses from their other skills.
- I think their default outfit/equipment should be left untouched. Having them all wearing starborn venator outfit just doesn't make sense from a lore perspective. Yes, we definitely can use the console command to unequip and equip NPC equipments, but we have to do this all the time every time we meet a new crew to be recruited. And them being starborn just doesn't make sense. I believe keeping them vanilla and just focus this mod simply on their skills, and aggresiveness is all we need. Default crew appearance should be kept out of scope.
- I think there needs to be some form of variation in terms of the ordering of the first 4 crew skills. This is so that the display in the crew selection window would at least show some variety between different crew members. If all crew has the exact same order of Leadership, Outpost Management, Xenosciology, Gastronomy + all the remaining skills hidden in the background. Then the crew selection window would show all the same icons everywhere for everyone. My suggestion about this is to keep the first vanilla skills as is, just maxxed it out to rank 4, then any additional skills could be added according to the crew's character and backgrounds. eg. You can put Rosie with Medicine, Botany, Wellness, Chemistry, then followed with the rest of the skills that you have. That way, she will show with those first four skills, while others would have a different list for their first four skills and we can have variety on each of the crew's expertise, even if we still get all the bonuses from their other skills.
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I've finally found the problem I had throughout my first playthru. Every time I meet a named companion for the first time, like lin, or andromeda or sarah, they're in the Starborn Venator armor.
On this first NG+ playthrough it happened again and I went thru MO2 and enable/disabled every mod I had and tested it.
Turns on this mod, LookingGoodCrew.esm is what is causing this. All I do I uncheck it, meet the NPC and then once I have met them, I quit, enable the mod, go back in and it works normally.
I don't know why this happens, I tried to disable ALL other mods, except of course like sfse and plugin enabler and as I enable this and get the weird result. I tried moving it up and down in the load order and that didn't help
any ideas? -
I think it will be easier to add these perks to the companions (Lodge members) using the bat file. ( addperk ...)
P.S. This is my personal opinion.
P.P.S.I understand that this mod adds perks only to those who are marked on the first screenshot (from the author of the mod) as "Crew_Elite" -
What will be the difference with your mod, than this one https://www.nexusmods.com/starfield/mods/5625?tab=posts&BH=0
from another modder?-
Looks like Crew Companion Skill Overhaul ensures that every crew member has four skills (many had fewer than four), whereas Dream Team sets all skills to Level 4. Helpful if, say, Sam ticks you off, but you want a crew member with Level 4 piloting.
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So you're saying that, even though the crew view shows only Leadership, Outpost Management, Xenosociology, and Gastronomy, everyone is actually maxed out in everything?
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By the way, a lot of crew perks do not have any rank 4 at all, xenosociology only has 1 rank total from what I know.
It might cause issues in the long run to set everything to 4, instead of the max for that perk.-
So, something to be aware of... Crew skills and Player skills aren't the same. And most levels of Crew skills other than the ones that characters come with may not actually work. Here's some links with what we know about how Crew Skills work:
https://www.rpgsite.net/feature/14793-starfield-crew-skills-guide-crew-skill-effects-best-skills
https://starfield.fandom.com/wiki/Skills
Of course, maybe I'm wrong, maybe we're all wrong, and if you've done extensive testing and they work, please, share some of those results. -
Those are the player perks. Applying the player perks to your crew members can have a lot of unforeseen and bad consequences.
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Hi very good mod, you will add also the lodge members? now only Vasco enjoy the mod.
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Everyone except the Constellation people pretty much? If you don't like them, that's a 'you' thing, but a lot of people do (other than their tendency to know when you do something they don't like even when they're at the Lodge, which I've never once experienced but others seem to have), so at least include an optional version that includes them...
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Is it necessary to recruit crew members or will everyone already be recruited?