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EZ_Targ3T

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EZTarg3TSWE

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18 comments

  1. mlmlars
    mlmlars
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    will all shipyard technicans sell these with the optional file, no quest requirement? or still only jezz on the key because she is the only shipyard technican with its required keywords?
    1. EZTarg3TSWE
      EZTarg3TSWE
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      I haven't added any other ship techs... So with this its only Jazz
    2. LuxDragon
      LuxDragon
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      Could you add this to the outpost shipyard at least? For those of us that don't side with the Crimson Fleet.
    3. EZTarg3TSWE
      EZTarg3TSWE
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      Yep, already working on making the Den as a non-faction affiliation. But you’ll need my Crime Pays a Pirate Life mod. The NPC optional file will have that. But not yet. Working on a few issues atm.
  2. Ninja2dan
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    Time to lock onto enemy ships is reduced by 45%, and weapons cost 40% less to use in Targeting Mode.
    Reduces EM damage by 65%, and increases shield regeneration by 45%
    As a reference, the vanilla values:
    Comspike - Time to lock onto enemy ships is reduced by 25%, and weapons cost 20% less to use in Targeting Mode.
    Conduction Grid - Reduces EM Damage by 50%, and increases shield regeneration by 25%.


    This should work well when combined with Comspike and Conduction Grid which re-adds those items to the build menu after you finish the quest. There's also a "cheat" option that makes those items available without quest completion, which is great for NG+ runs.

    I'll go ahead and give it a try, make sure there's no conflicts between those 2 mods.
    1. Ninja2dan
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      UPDATE:
      Looking at your mod in xEdit, it looks like you did change the values. But the new descriptions were changed in the "perk" section, and not the ship builder section. So within the ship builder UI, it will show the vanilla description/stats. Not sure where the "perk" stats are shown, if at all.

      I was able to modify the ship builder description text, and it is working fine. So to confirm, your mod IS working, it's just not correctly changing the item description in the ship builder UI.
    2. EZTarg3TSWE
      EZTarg3TSWE
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      Greatly appreciated feedback and also excellent it's working with other mods aswell! =)
      I'm gonna change it directly! 

      *EDIT*
      Done & done

      /EZ
    3. Ninja2dan
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      Any chance you can confirm the stat values are accurate? I'm looking at everything in xEdit, and it all looks correct. But since I installed your mod, it seems like locking onto enemy ships takes substantially longer than before, not shorter. I have max skills, but the current lock time is longer than without any skill at all. Is it possible some of your value changes "went the wrong direction"? Or could there be a max/cap limit, and your changes combined with max skills is somehow glitching the system? I'll keep testing it out, see if there's a conflict somewhere (shouldn't be any).

      Update:
      Yeah, something is definitely up. Disabled your mod, target locks are very fast. Not instant, but still very fast. As soon as your mod is active, lock times go down to almost a crawl. Currently have TCS 4, which reduces by 60%, and then the ComSpike which reduces by 25%. Not sure if that's additive? Like is the Comspike reducing by 25% stacked onto 60% for a total of 85%, or does the comspike reduce 25% of the value given after the skill? If the comspike value is stacking with the skill bonus, your new values would change it to 105% reduction, which might be more than the game can handle?
    4. EZTarg3TSWE
      EZTarg3TSWE
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      I'm gonna look into whats going on...
      Thanks for the feedback!
      /EZ
    5. EZTarg3TSWE
      EZTarg3TSWE
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      New version is out. For me this feels alot better now.
      But it all depends on range aswell. I've tried to find the range multiplier to see if i could do anything about it, but no luck...
      /EZ
    6. Ninja2dan
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      I tried your mod with the new changes, and something still isn't working properly on my end. I still have a feeling it's due to exceeding the game's "limit" on stat values. My Tech skills related to ship combat are all maxed, and I also have companions assigned to my ship's crew with maxed skills. So I'm wondering if those factors are getting me so close to the game's "max limit" that changing the comspike's values any higher than vanilla is breaking it somehow.

      Without your mod, targets start to lock at 2000, and the lock speed is quite fast but not instant. With your mod, targets start to lock at 2000 but it's a slow crawl going towards 100%. At 1000 range, target lock speed does increase a bit but still noticeably slower than without your mod.
  3. LuxDragon
    LuxDragon
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    Thanks for the upgrade!

    By any chance, can you incorporate this mod into yours?

    Comspike and Conduction Grid at Starfield Nexus - Mods and Community (nexusmods.com)

    So I don't have to dance between load order and wondering if it's working or not. It doesn't seem compatible.
    1. EZTarg3TSWE
      EZTarg3TSWE
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      I have to ask idlesheep first.
    2. EZTarg3TSWE
      EZTarg3TSWE
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      I checked it and if you load his after mine there's no problem except you get the vanilla description "Reduces EM damage by 50%, and increases shield regeneration by 25%.". But you'll still get the bonus from mine.

      *EDIT*
      Then again i could just remove the quest requirements from my mod. Then it's almost the same as his.
      Tho his requires Starship Design lvl 3 but mine wont.
    3. EZTarg3TSWE
      EZTarg3TSWE
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      Added the new one as an optional file...
    4. LuxDragon
      LuxDragon
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      Sweet. I know his mod was a relatively easy one and I already endorsed his a while ago, but it just feels like there's no sense in having both when 1 is enough, y'know?

      Thank you!
    5. EZTarg3TSWE
      EZTarg3TSWE
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      Yep, alot of mods overlap eachother.
      Thanks for the feedback and enjoy!
      /EZ
    6. Ninja2dan
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      I didn't think the two mods would conflict. Idlesheep's mod isn't changing the stats of the items, it's just changing how/when they can be built. The vanilla game no longer allows you to build those items once you've completed the quest, his mod allows them to be built even once the quest is finished. It also allows them to be added from any ship service tech, not just the Key. There's also a cheat version which removes the quest requirement, allowing them to be built even before completing the quest. Due to those changes, that mod did add some additional skill requirements. But it doesn't change any of the actual stat values of those items.

      This mod on the other hand, or at least what I initially though, was only changing the stat values of those items. I wasn't aware this mod had changed skill or quest requirements. As long as a version of this mod is only changing the stat values and ship builder description, then the two shouldn't conflict as long as this mod is loaded after Idlesheep's mod.

      UPDATE:
      I downloaded the "No Quest Requirement" version, but it looks like it still has the quest requirement there. By removing the "conditions" section (which was the quest requirement), the only "conflict" between your mod and Idlesheep's is that their mod adds in skill/perk requirements, while yours doesn't. I should note that at this time, I am currently using the "no quest" version of that mod, which adds SD3 as a requirement. There is also an "easy" version that has no requirements, and a "standard" version that requires quest completion and SD3.

      So loading your mod after Idlesheep's should have no conflicts, as long as the conditions variable in your mod is removed (which removes the quest requirement flag). The only thing I'm seeing is that the skill requirement is removed from Idlesheep's changes, but I doubt many will complain about that. But I'm able to build those items from any location and prior to doing the CF quests, thanks to the changes by Idlesheep's mod.