About this mod
This is an all in one version of my various ship module mods: TN's Hab Tweaks, TN's Useful Ship Structure, TN's Expanded Cargo Holds, TN's Supplemental Thrusters, TN's Supplemental Reactors, TN's Supplemental Cockpits, TN's Hab Shells, and TN's Weapon to Module Snapping.
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If you want to install any variants from my other mods on top of this one (if I ever release any), you will need to be sure they are installed beneath this one in load order. A full breakdown of the mods included are as follows:
- TN's Hab Tweaks - Rebalances the Habs added into the game by giving them small amounts of cargo (or large amounts for dedicated cargo habs), and other stats befitting the hab's purpose. Each Hab also grants the ship some amount of Hull based on size, instead of being a flat rate for all Habs.
- TN's Useful Ship Structure - Gives all of the "decorative" structure items some Hull based on their size and a guestimate of how much 'armor' they would add to the ship. It also modifies some of the fuel tanks, landing gear, and dockers to give slightly more hull. Radiators give additional shield health, and the Sensors buff your lock on time slightly and to your crew station count (like weapons).
- TN's Expanded Cargo Holds - Triples the cargo capacity of the cargo containers, now handled via perk, which makes it 100% compatible with all other cargo modules without the need for additional patches.
- TN's Supplemental Thruster - Turns braking engines, thruster arrays, and certain other structure pieces into working Afterburners, Braking Thrusters, and Maneuvering Thrusters that change your ship's maneuverability and top speed. Also adds in new Booster Fuel containers which adds more boost fuel so you can boost for longer.
- TN's Supplemental Reactors - Adds additional "reactors" that can be used alongside primary reactors without the need to remove reactor limits. The mod is balanced so that it doesn't make the additional reactors add more hull, and instead costs the ship additional mass and lowered hull to get additional power.
- TN's Supplemental Cockpits - Adds in copies of the primary cockpits with altered stats to act as decor and to grant additional crew stations, all without needing to remove the cockpit limit.
- TN's Hab Shells - Makes it so you can change the outer shell of your habs from one manufacturer to another. You can even cover multiple habs in a single shell to make them look like they are one larger hab!
- TN's Weapon To Module Snapping - Adds the ability to snap weapons (and other small modules like the scan jammers) onto any slot, even those directly on habs and on structure parts. It makes no edits to the weapons, habs, or structure parts themselves in order to achieve this.
- TN's Separated Categories - Uses the Ship Builder Categories mod to separate Habs into categories by manufacturer, weapons into categories by damage type, and the braking thrusters into their own category separate from structure parts.
- All of the above individual mods have been combined into one with minor edits for better compatibility between them.
- Supplemental Cockpits and Supplemental Reactors are now found in their own categories.
- This mod now requires the Ship Builder Categories mod unless you use the "Less Dependencies Version". However it is highly recommended you get the Ship Builder Categories to avoid compatibility issues in the future.
In addition, since I am compiling this all in one, I should recommend a number of mods which go well with this All in One to allow for a much better ship building experience. Some of these mods are fully compatible, but those that are not are given compatibility patches in here in the optional files.
- No Engine Power Limits - Removes the limit on how many engines you can put on. They will keep requiring more power though (even past 12), which is a good reason to use the Supplemental Reactors to compensate.
- No Weapon Power or Count Limit - Lets you exceed the 12 power max per weapon type. It doesn't let you have more than three sets of weapons, but that's fine I think!
- No Shield Limit - Add as many shields as you want, take up as much power as you want. You can see why the supplemental reactors came about.
- No Landing Bay or Docker Limits - Great quality of life mod. The landing bays work great, but using more than one docker can create odd behavior. The decision is up to you.
- No Build Below Bay Error - This will enable placing the converted cargo bays at the same level as other bays.
- Ship Build Tolerance Tweaks - It helps a ton with ship building. It kind of goes hand in hand with upping your ship's size.
- Outpost Shipbuilder Unlocked - I have been asked many times about compatibility with other mods that unlock ship parts. Not all of them do it the right way (editing the vendors themselves, instead of editing the individual crafting recipes). This one does it the right way!
- Better Ship Parts Snaps - Fully compatible with my all in one, it only edits the snaps themselves, and gives additional locations for modules to snap together. Since it edits things on a different level than I do, there are no compatibility issues.
- Grav Drive Boosters - In a similar vein as my supplemental cockpits and supplemental reactors, this mod adds in grav drive boosters so you can easily keep up with the demand of your ship's mass, and you can even go above and beyond the 30LY cap with this one. It was recently made compatible with SBC, and works out of the box without a patch needed now.
- TN's Space Mining and Salvage - I'm obviously a little biased here, but it adds in mining lasers and a small gameplay loop so you can mine asteroids and space debris and get worthwhile rewards for it.
- TN's Class M Ship Building - Again, pretty obviously biased, but my other mod for Class M ships is a must if you want to go big or go home. It includes a patch for the All in One here.
Installation:
- Unzip the archive and put TNShipModsAllInOne.esm into your Starfield/Data folder (most likely under Documents/My Games/Starfield/Data), or let your mod manager install the file.
- Ensure that archive invalidation is enabled in your StarfieldCustom.ini. (Look below if you don't)
- Install Baka Achievement Enabler and SFSE if you don't want achievements disabled.
My Other Mods:
TN's Ship Modifications All In One
TN's Class M Ship Building
TN's Space Mining and Salvage
TN's Hab Shells
TN's Supplemental Thrusters
TN's Hab Tweaks
TN's Useful Ship Structure
TN's Expanded Cargo Holds
TN's Supplemental Reactors
TN's Supplemental Cockpits
TN's Weapon To Module Snapping
TN's Separated Categories
TN's Aid and Ammo Crafting
TN's Melee Weapon Modifications
TN's Power Tools
TN's Plasma Laredo
TN's Modular Starborn Suits
TN's Outpost Storage
TN's Realistic Oxygen Meter
TN's Textile Perk Restored
Paid Creations:
TN's Out in the Blackness
TN's Targeting HUD