Version 3.0 is an overhaul of two modules of the all in one. (The individual modules will be uploaded soon, just give me time.)
Supplemental Thrusters is totally redone. The thrusters no longer take up engine power, and instead there's several classes of supplemental thrusters. Afterburners increase your ship's speed (capped at +25% speed), Maneuvering Thrusters like the thruster array make your turning speed quicker, and Braking Thrusters make the steering more sensitive. VTOLs do a little bit of all of this.
There's also now Booster Fuel pieces which can currently be found in Fuel (though will be moved to their own category soon). These increase the available booster fuel at your disposal, adding up to 500% extra fuel.
Cargo capacity is now handled via a perk. This means that I am no longer touching the cargo modules directly unless they needed extra hull. This also means that it will triple all cargo capacity from any cargo from any mod. It might mean less cargo from shielded cargo modules though, since I am not adjusting those separately anymore. You will want to uninstall any patches which increase capacity.
The "DerreTech" patch has been named to DerreTech (Legacy) patch. I only support using it for DerreTech Legacy, and if you wish to try to use it on the newer DerreTech (which does not allow patching), then do so at your own risk.
Added a patch for Matilija's Aerospace. There wasn't much to change in the patch though, as Matilija's already uses very All in One style stats for the ship parts. I did however add the Habs and the Weapons to SBC categories in the patch.
Added a patch for AvonTech Shipyards. This changes hull and weight values for most structural parts, and adds supplemental reactors for the various AvonTech reactors. It also turns the decorative thrusters into working Afterburners, and the decorative tanks into working Booster Fuel tanks.
I am officially no longer supporting the old "No Requirements" version. If you know me, then you know I don't like supporting forks of the mod for long. The no requirements version is now horribly out of date, and I do not wish to go back and fix it. It's SBC from here on out!
Small aside, if you want to change your cargo capacity multiplier (say you don't like having it tripled, or want even more), then you can use a console command. You will just want to find out the load order prefix and replace XX with that. player.setav XX00171F ____ Default value is 3.0, 1.0 will disable it. As of Version 3.1, this is now a Gameplay Option.
Version 3.0.1: - Updated Booster Fuel tank Category. - Fixed the Pinpoint 3G Landing Gear flip issue.
New Dummy Dockers, Cargo Bays, and Lift-off Thrusters added to the pack.
Dummy Dockers: When you want your ship to appear like it has an additional docker module, but you don't want the ship to try to use it as a valid docker, use a Dummy Docker. It appears like a docker, and is used entirely for ascetics, but it won't count as a docker. You can find them under the "Equipment (Decorative)" category.
Cargo Bays: Cargo bays are converted Landing Bays. They add cargo capacity, but look like the vanilla landing bays. They do not connect to the interior of your ship, but do have working landing ramps. Within the Cargo Bays, you have a few additional panels. The panels for opening and closing the ramps work by default. They will work even better if you have the Immersive Landing Ramps mod. If you have SkinnyPig2's other mod Landing Bay Cargo Access, the Cargo Panel will function and open your ship's cargo. If you have my other mod TN's Realistic Oxygen Meter, you will find working Oxygen Panels within. In 3.1, the only versions of these ramps are the Empty versions. More will be on their way though. You can find the Cargo Bays under the Cargo category.
Lift-off Thrusters: Lift-off Thrusters are versions of the landing gear which do not need to be placed on the bottom of your ship, and (except for the VTOL ones) do not have landing gear attached to them. They are designed to be used on parts of your ship that you would want to have the stability of a thruster during takeoffs, but is too high up to put one under normally. These Lift-off Thrusters do add Landing Gear strength. They can be found in the Thrusters category.
Lift-off Thrusters will be added to the standalone Supplemental Thrusters mod eventually, and the Dummy Dockers and Cargo Bays will eventually be split off into their own stand-alone mod.
Version 3.1.1: - Fixed the perk that handles the new ship stats so it no longer overrides a vanilla perk, and is added to the player via quest.
It's finally happened. The All In One is up. Some special notes. If you are updating from the individual modules, you will need to uninstall those before installing this mod. Remove them from your plugins.txt, go into the game, save once, then go back and enable THIS mod in your plugins.txt. Any supplemental reactors or supplemental cockpits you previously purchased will need to be repurchased. player.additem 0f ###### is the command for adding money to cover it.
Why would I release an all in one? Well, simple, we're gonna have a maximum number of mods eventually, and we'll hit the limit sooner or later. Putting everything in one mod helps keep your load order full of great jam packed mods.
Q. Will you add the Space Mining into the all in one? A. No, that mod has some ship modules, but its focus is not on ship building, and it will likely be getting its own set of features and the like.
To address questions about the v2 of the mod. Mod compatibility is always a big problem. There is a way for someone to add new categories to the Ship Builder. However, only one mod can normally do this at once. If the creator of Grav Boosters wants to add a category, and say the creator of another mod wanted to add a category for their own stuff, they couldn't. Those two mods would not be compatible.
I also wanted to place some of the content added by my mod into categories, and it had long been a thorn in my side that all of the weapons are shoved into one spot, and it's impossible to find the weapons I want to. So, I added a TON of categories and added them all in. Some are being used by my mod right now. Others can be referenced by other mods like Grav Boosters to use the "Grav Boosters" category from my mod, and then another mod could do the same. By making their mods compatible with my mod, they would also be compatible with each other.
So, v2 includes this as a feature. If you don't want to bother with this, keep using v1. However, the DerreTech Patch I also just released uses the new Cockpits (Supp) category added by the All In One v2, and the DerreTech patch only works with v2.
Did I mention I added a DerreTech patch where you can now have the Starborn cockpit as a supplemental cockpit?
Version 2.0.6 of the DerreTech patch has dropped! It includes the new structural parts now, as well as fixes an ongoing issue with the Satellite dish. The Satellite dish will now properly snap to weapon nodes, and even rotate around to match the snap point. There's no more unattached errors.
A patch for the Place Doors Yourself mod has been released for the Habs Tweaks mod. You can go and grab it from the files section of that mod, and it will work with both the Hab Tweaks mod, as well as the All in One.
I want to give a little boost and shout out for Grav Drive Boosters. The creator was talking with me for a while on discord about this coming out. He figured out how to do a few things that myself and Synth both thought wouldn't work. He managed to make a sort of supplemental grav drives mod, and even break the cap on the jump range. So it's worth checking out!
A patch for the All in One version of SMSEX is now available. I've been waiting for a long time for the All in One. I'm currently using it myself, and I love it. The version here as opposed to the version I put on the Useful Ship Structures page includes the Braking Thruster, and keeps it in the Thrusters category.
So, big change. The mod is now dependent on the Ship Builder Categories mod. This was created by rux616, the creator of Junk in Your Trunk, and it is based on the work I and others (rux616 and metalsnakegear) did in creating a bunch of categories for the ship builder. I was not the only one who wanted to add new categories. As you know the creator of Grav Drive Boosters was doing the same, JIYT was doing the same, and I am sure others were wanting to as well. Rux616 has taken it on himself to create and maintain a community resource mod so that all of our mods will remain compatible with one another.
I have updated all of my patches, including the JIYT patch. It is no longer a required patch for our mods to work together, but it is still highly recommended, as it does carry the changes I made to certain parts over to the flipped and alternate versions he created.
Lastly, you can still get a version of my mod without the extra dependency if you want, but I recommend you update as soon as Grav Drive Boosters is updated to work with Ship Builder Categories as well.
Edit: The update to Grav Drive Boosters is out!
Edit2: With the SBC update, I released another update that removes the formID List copy I was keeping in the All in One. This should improve compatibility. Download this if you're having trouble with the Habz patch he put out.
The patch does not work. AvonTech is a medium master it seems now, which breaks patches and likely save games. I have contacted the author in case this was in error.
Been loving your Out in the Blackness mod, though I would request one feature, if possible could we get the option to purchase repairs at the terminals next to the Ship Technicians? Edit: Let me explain a little further, I'm not asking for a "get rid of Problems" button, merely the option to pay in credits rather than materials. Basically paying the ship technicians to procure the materials instead of you having to run all over to find them. It'll still be up to the player to diagnose the issue and determine the fix. So you can still mess it up, and waste your credits on a ineffective repair.
Many people have been requesting some version of this. I have to think of ways to handle it. Right now it hinges on requiring some amount of time in the shop... If I can get it so that your ship is 'in the shop' for a specific amount of time, then stuff like this might be easier to figure out.
All separated categories of habs and weapons disappeared from the ship when you go to build or buy, like Nova Captain's hab, which got a missing sprite. Also, you can't find the separate categories in selections.
That's all I saw before I requested to refund for the paid mod
He must be touching the ship builder category formlist then. How odd... I wouldn't have thought there'd be any reason for that. There's also safer ways to handle that.
Isn't the Derretech patch out of date? I guess your patches are for lagacy and redux are different then the main Derretech mod and that's the one I'm wondering about. Also I know you only patch stuff you use but, would you consider making one for Tig? They worked with Derre and Matilija to make there mod so it seems odd to leave them out.
Yes, that DerreTech patch is for the older version. It may become hidden here soon, as Redux is the only version that won't give you issues nowadays (because Derrek chose to name his new mod the same thing all over again for some strange reason). I won't work with his new stuff, but what is Tig? It's possible I just don't know anything about it, and that's why I haven't. I've been very insulated due to modding more than playing lately.
There is no compatibility between this mod and Raceway currently. I would like to do it eventually though. I do have raceway installed, as well as the other free one.
Matilija's Patch updated! Sorry it took so long. My time has become more limited, and keeping up with all of my projects is getting hard.
The Matilija's patch is updated for all of the new (6.2) matilija's parts. The weapons are weapons should be, habs where they should be, etc. I moved the weapon hold into the Weapons category, and finally I have added the new Matilija exteriors as Hab Shells! I love these, and they are great for using on your habs. You can also use other hab shells on matilija's habs. However, keep in mind, Matailija's does some new stuff, like windows on some of the habs, and those might not match up right.
tank you for fast reply. i play sf after long time; at the moment i modify my class A ship with both mods installed and i didn't see any conflict, but i'm not aware of all functionality they offer. for now no glitch, no game breaking appear.
In one of your sticky posts, you mention a PDY patch and direct us to the Hab Tweaks solo mod file page. That PDY patch posted on the Hab Tweaks mod page was posted prior to PDY 1.2. My question is: Is that PDY patch on the TN Hab Tweaks mod page still needed/required for TN AIO mod? Thank you!!!
I do not think so. I think PDY handled things differently from then on, but I do not use PDY. This is partly why I don't typically make patches for things I don't use. Because then afterwards, I always have to be worried about it changing.
Anyone know if the reactors and thrusters require certain vendors? Just starting out at New Atlantis and the vendor there doesn't have either, but they have the supplemental cockpits. Trying to figure out if they are level locked or vendor locked, don't see anyone else asking and nothing in descrip. Wondering if I'm missing something massive here. Have installed via CC and also Nexus, same issue both times, even uninstalled other ship mods except for SBC.
New Atlantis does not have much for anything, but also be sure you have SBC. They will only show up if you do, and also everything is level gated like the base part (and gated to the same vendors as the base part too).
"BlueprintShips-Starfield.esm" was changed at some point and now it always loads last in the load order, no matter what, which is to say that mods should not have it set as a master.
I'm not sure if it causes any issues, but since LOOT reports it, I thought I'd give feedback.
Loot is unreliable that way. It will not cause any issues, but I am removing it from my mods as I go. I just won't release special updates just for the sake of removing it. It used to be something that xEdit just did all on its own, but now it can be removed. Next update will have it removed finally.
Edit: Evidently not. I am trying to remove it, but there seems to be something tying the two together still. I will eventually remove it once I find out what is referencing the Blueprints.esm.
601 comments
Small aside, if you want to change your cargo capacity multiplier (say you don't like having it tripled, or want even more), then you can use a console command. You will just want to find out the load order prefix and replace XX with that.
player.setav XX00171F ____
Default value is 3.0, 1.0 will disable it.
As of Version 3.1, this is now a Gameplay Option.Version 3.0.1:
- Updated Booster Fuel tank Category.
- Fixed the Pinpoint 3G Landing Gear flip issue.
Dummy Dockers: When you want your ship to appear like it has an additional docker module, but you don't want the ship to try to use it as a valid docker, use a Dummy Docker. It appears like a docker, and is used entirely for ascetics, but it won't count as a docker. You can find them under the "Equipment (Decorative)" category.
Cargo Bays: Cargo bays are converted Landing Bays. They add cargo capacity, but look like the vanilla landing bays. They do not connect to the interior of your ship, but do have working landing ramps. Within the Cargo Bays, you have a few additional panels. The panels for opening and closing the ramps work by default. They will work even better if you have the Immersive Landing Ramps mod. If you have SkinnyPig2's other mod Landing Bay Cargo Access, the Cargo Panel will function and open your ship's cargo. If you have my other mod TN's Realistic Oxygen Meter, you will find working Oxygen Panels within. In 3.1, the only versions of these ramps are the Empty versions. More will be on their way though. You can find the Cargo Bays under the Cargo category.
Lift-off Thrusters: Lift-off Thrusters are versions of the landing gear which do not need to be placed on the bottom of your ship, and (except for the VTOL ones) do not have landing gear attached to them. They are designed to be used on parts of your ship that you would want to have the stability of a thruster during takeoffs, but is too high up to put one under normally. These Lift-off Thrusters do add Landing Gear strength. They can be found in the Thrusters category.
Lift-off Thrusters will be added to the standalone Supplemental Thrusters mod eventually, and the Dummy Dockers and Cargo Bays will eventually be split off into their own stand-alone mod.
Version 3.1.1:
- Fixed the perk that handles the new ship stats so it no longer overrides a vanilla perk, and is added to the player via quest.
Why would I release an all in one? Well, simple, we're gonna have a maximum number of mods eventually, and we'll hit the limit sooner or later. Putting everything in one mod helps keep your load order full of great jam packed mods.
Q. Will you add the Space Mining into the all in one?
A. No, that mod has some ship modules, but its focus is not on ship building, and it will likely be getting its own set of features and the like.
I also wanted to place some of the content added by my mod into categories, and it had long been a thorn in my side that all of the weapons are shoved into one spot, and it's impossible to find the weapons I want to. So, I added a TON of categories and added them all in. Some are being used by my mod right now. Others can be referenced by other mods like Grav Boosters to use the "Grav Boosters" category from my mod, and then another mod could do the same. By making their mods compatible with my mod, they would also be compatible with each other.
So, v2 includes this as a feature. If you don't want to bother with this, keep using v1. However, the DerreTech Patch I also just released uses the new Cockpits (Supp) category added by the All In One v2, and the DerreTech patch only works with v2.
Did I mention I added a DerreTech patch where you can now have the Starborn cockpit as a supplemental cockpit?
Version 2.0.6 of the DerreTech patch has dropped! It includes the new structural parts now, as well as fixes an ongoing issue with the Satellite dish. The Satellite dish will now properly snap to weapon nodes, and even rotate around to match the snap point. There's no more unattached errors.
I have updated all of my patches, including the JIYT patch. It is no longer a required patch for our mods to work together, but it is still highly recommended, as it does carry the changes I made to certain parts over to the flipped and alternate versions he created.
Lastly, you can still get a version of my mod without the extra dependency if you want, but I recommend you update as soon as Grav Drive Boosters is updated to work with Ship Builder Categories as well.
Edit: The update to Grav Drive Boosters is out!
Edit2: With the SBC update, I released another update that removes the formID List copy I was keeping in the All in One. This should improve compatibility. Download this if you're having trouble with the Habz patch he put out.
do the patch still working or need to be update for the new release?
Edit: Let me explain a little further, I'm not asking for a "get rid of Problems" button, merely the option to pay in credits rather than materials. Basically paying the ship technicians to procure the materials instead of you having to run all over to find them. It'll still be up to the player to diagnose the issue and determine the fix. So you can still mess it up, and waste your credits on a ineffective repair.
Anyway, I'm glad to be able to refund the paid mod since I love this mod more than the quest paid mod
That's all I saw before I requested to refund for the paid mod
The Matilija's patch is updated for all of the new (6.2) matilija's parts. The weapons are weapons should be, habs where they should be, etc. I moved the weapon hold into the Weapons category, and finally I have added the new Matilija exteriors as Hab Shells! I love these, and they are great for using on your habs. You can also use other hab shells on matilija's habs. However, keep in mind, Matailija's does some new stuff, like windows on some of the habs, and those might not match up right.
Ship Builder Configurator?
i play sf after long time; at the moment i modify my class A ship with both mods installed and i didn't see any conflict, but i'm not aware of all functionality they offer. for now no glitch, no game breaking appear.
"BlueprintShips-Starfield.esm" was changed at some point and now it always loads last in the load order, no matter what, which is to say that mods should not have it set as a master.
I'm not sure if it causes any issues, but since LOOT reports it, I thought I'd give feedback.
Love the mod!
Cheers
Edit: Evidently not. I am trying to remove it, but there seems to be something tying the two together still. I will eventually remove it once I find out what is referencing the Blueprints.esm.