Heya, Noticed that when using this mod, it shifts the third person camera slightly off to the right and only fix is to edit the ship and spend credits to get it re-centered. Loaded several older files that did not have this mod installed and one new game to verify and the issue is not present. Editing it solves the issue, but afterwards it returns when I re-boot the game. On the landing pad, the ship is also shoved a bit to the left (when third person looking forward) so unsure how to fix it except rush main quest. Which we;ll see how it goes. Just letting you know since it started happening after installing this mod I believe. I will do more research on my end.
Heya, I made sure after posting it to do a bit more digging to make sure about stuff. I just posted it as a just in case it ended up being it. (You never know how things develop when making a mod at times) and I don't think this is it. I had no issues for some reason with the Starborn ship, so my belief is that the culprit is another mod. I thought it was this one since it was the last mod I added that altered ships before the bug appeared. Anyway, thanks for reading it. Did not mean to cause alarm, mostly just pointing a possible issue, that may not be there. Still, thank you for the mod.
One thing I will suggest though is adding the option to fly M-Class ships since this allows the use of M-Class components (just a suggestion that I noticed when using the mod. I mostly just use the Reactors for the class. Nothing else.)
Anyway, cheers. Thanks for the mod. Will be installing it back as soon as I figure out what the heck is going on.
STAR UI ship builder is just broken right now after the REV-8 was added. https://www.nexusmods.com/starfield/mods/11467?tab=description this is a patch for it
Encountered an issue where after I joined the Vanguard, the mod stopped working. All the extra parts that were available are gone and seem to be gone from most vendors.
Man, I just wanted to say how much I appreciate your mods. I remember seeing your stuff start to pop up on the Fallout 4 nexus page, and eventually your mods became staples in my load orders.
Especially now, on Starfield. I'm avoiding using any mods that require the script extender, and your mods are once again coming in clutch.
Supernova engines (2000, 2100, 2200 variations) do not appear to be included. Tested at New Atlantis. Cannot see below standard level req. Can see when setting player level above the standard reqs (45, 58, 72, respectively).
Also, would it be possible to get a variation of this where you split off the standard class parts (A, B, C) from the class Ms?
If I switch out of ship I built that has M parts than try switching back it says rating not high enough (I have max piloting). I have to downgrade back to C, switch it to home ship, than upgrade back to M. Is this intended?
just wanted to let you know, saw this mod uploaded on the creations website however it does not actually appear downloadable through the creations tab in game on Xbox series X. your fast start mod is there though. appreciate the work, love your stuff for fallout 4! hopefully its just bethesda being bethesda lol
Hello, Thank you for this QOL mod ! Is it normal that there is no SAL engines from the quest "All That Money Can Buy" in Neon given by Walter Stroud ? They are the best C-class engines and I would love to see them included ;)
In fact they are included but you did not remove the condition on the quest. I just needed to complete it or use the console command (SetStage 002c1c9b 2000) to unlock the 3 SAL engines everywhere. Thanks, it is so much better to be able to craft any ship from anywhere !
86 comments
INSTALLATION ISSUES.
Installation support is not provided.
Its YOUR job to learn how to install mods in YOUR setup.
If you have an ACTUAL issue with the running MOD then post here.
********************************************************************************
do this:
Open notepad and copy/paste the text below. Save that file as StarfieldCustom.ini and save/move it
to C:\Users\%USERNAME%\Documents\My Games\Starfield
Copy/paste the following
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
[General]
sTestFile1=SKKShipPartsNoLevelAllVendors.esm
With the Starfield CreationKit update in April 2024 you MUST NOT USE THE sTestFile method to load ESM mods.
EDIT:: Its not this mod. Please disregard
There is no possible way in the known universe that vendor/construction recipies can affect the camera or any other game system.
One thing I will suggest though is adding the option to fly M-Class ships since this allows the use of M-Class components (just a suggestion that I noticed when using the mod. I mostly just use the Reactors for the class. Nothing else.)
Anyway, cheers. Thanks for the mod. Will be installing it back as soon as I figure out what the heck is going on.
Again this mod does not alter ships or objects in any way at all, it only adjusts VENDOR/CRAFTING RECIPES.
Apologies if English is not your first language and you dont understand what that means.
Will not go to the habs section. All other aspects work just fine, but if you have both mods installed and try to work with habs, it fails
Especially now, on Starfield. I'm avoiding using any mods that require the script extender, and your mods are once again coming in clutch.
Thank you.
Supernova engines (2000, 2100, 2200 variations) do not appear to be included. Tested at New Atlantis. Cannot see below standard level req. Can see when setting player level above the standard reqs (45, 58, 72, respectively).
Also, would it be possible to get a variation of this where you split off the standard class parts (A, B, C) from the class Ms?
Only construction recipies for ship vendors.