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TheOGTennessee

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TheOGTennessee

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  1. TheOGTennessee
    TheOGTennessee
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    Version 1.1 comes with a few changes of note:
    Spoiler:  
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    • I fixed the stats on the M class reactors based on their size and level requirements. The huge ones will have much more mass, but also more health than any C class reactor. The smaller M class reactors are a bit more in line with slightly better C class reactors.
    • Changed the models for the two small M class reactors to something better for each. The Muon Catalyst wasn't even using a model from its manufacturer.
    • Removed vestigial internal compartments from many of the M class Habs. These should not longer get in your way while building. I do not believe ANY of the interiors were used in game, but were just vestiges of a time when they were thinking of letting us use them.
    • Removed the extra external entries on some of the M class parts (xEdit showed multiple external model entries. This should improve performance slightly).
    • Restored the maneuverability of the Amun Dunn Z### engines so they can hopefully keep up with the demands of their class. They are still considered to be 'small' engines for an M class though, and are meant for smaller (closer to C class) vessels. As such I also gave them C class speed.
    • Removed redundant ship builder entries (so you will no longer see the flipped versions of some parts as separate entries). This also needs an update to the All In One patch if you were using it.
    1. TheOGTennessee
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      Version 1.2 institutes the following changes:
      Spoiler:  
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      • Hopefully fully fixed the piloting issue people were having.
      • Used a better method of removing the M class Hab interiors that has less effect on the ship builder.
      • I removed the Global setting from most of the ship builder entries, so even if your game doesn't properly set the global, it won't effect you any longer.
      • Put in Starborn Guardian building!

      Starborn Guardian Building:
      Spoiler:  
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      • You can now edit your Starborn Guardian ships.
      • The Non-Modular category has been replaced with "Starborn" as a category, where you'll find all of the guardian ships, as well as the guardian weapons as you unlock them through NG+ playthroughs.
      • The Starborn Guardian ships have over 30 new snap nodes on them where you can customize the look of the guardian ship, attach different weapons, or any number of changes.
      • There's 8 special snap nodes where you can attach special "Starborn ________ Computer" modules. These can be found at (or near) the bottom of each category. These dummy objects make the ship builder stop complaining about missing parts. (There's one of these modules in Bay, Cockpit, Docker, Engine, Fuel, Grav Drive, and Reactor, as well as one in Cargo that is optional.)
      • It is inadvisable to attach -real- dockers, cockpits, or landing bays to the guardian ships, but you could.
      • Once you're done, you should be able to fly your customized ship like any other.

      You are going to need the No Build Below Bay or Docker Position Error Messages mod in order to make the Starborn Guardian ships save properly, at least until I figure out a way to fix it further. You can also use the Save Unfinished Ships mod instead. 

      Lastly, the All in One patch has also been updated, and now includes M class Supplemental Reactors made from the C class reactors, and in the same style as the Supplemental Reactors from my All in One mod.
    2. TheOGTennessee
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      Big update in version 1.3:
      Spoiler:  
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      • Adjusted the M class Particle Cannon's snap point so it won't clip so much. (May require re-attaching it to your ship.)
      • I started adding in the Station parts, and the first set I've brought in is the pipes. I'm unsure what the stats should be right now, but I will adjust them as I go. More will be coming soon.
      • Gave some of the M class habs some more descriptive names.
      • I adjusted the Starborn Guardian snap points slightly (mostly the module snap points on the underside) and added a new one to the back end.
      • This new snap point is for "internal" modules. These internal modules are for preset internal decorations. I have two so far. One is Default (it just comes with a decoration panel), and the other is a Workshop internal, that includes the various crafting benches and research station.

      I also added two patches, one for Furnished Starborn Ship, which adds the furnishings from that mod to the Default internal hab. The other is the patch for Legendary Module Recycling, which adds a recycler to both the Default and the Workshop internal habs.
    3. TheOGTennessee
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      Version 1.4 is here with lots of new stuff:
      Spoiler:  
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      • About 80% of the station objects have been added in and FIXED to work as ship parts.
      • These Station parts are NEW entries. They do not override the station parts used to actually build stations.
      • The station HABs function as working habs, they have interiors, you can put windows on them, etc.
      • If you want to attach Ship HABs to the Station HABs you need a special door plug that you put onto the station doors.
      • I still have to figure out what I am going to do with the dockers and some other station parts. They will be coming later if I can figure them out.
    4. TheOGTennessee
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      Version 1.5 is out, and it's all Starborn Guardian ship updates!
      Spoiler:  
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      • Updated the furnished starborn ship patch to fix a problem causing the interior cell of the ship to not load. The furnished interior now shows up as its own variant rather than using the default entry.
      • The decoration panels in Starborn Guardian ships can access additional categories than usual, and the decoration panels inside the station habs can access even outpost only options.
      • Created a patch for The Ghost, which solves a long running issue with its interior door, gives it a decoration panel in the center like other guardian ships in the new patch, and solved other minor compatibility issues with the Class M mod.
      • The legendary recycler patch was updated, the recycler is now smaller, and only adds itself to the Workship interior variant. It's moved to the misc category now under downloads though, since this patch is mostly obsolete now that interior decorating works better.
      • Added a bunch of new variants for the Starborn modules, like increased cargo space for the hammer space modules, better lock on times in the more advanced targeting computers, as well as reactor variants if you side with either the Hunter or the Emissary at the end, plus more module variants as you get further into the NG+ playthroughs.

      1.5.1 Update:
      Spoiler:  
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       - Modified the Atmospheric Computers (Landing Bays) for the Starborn Guardian. They must now be placed on the underside of your Guardian ship (you will need to replace the one on your ship once you update). This properly functions as a landing bay now. For those without SFSE and a mod to disable the "cannot build below landing bay" message, use the Tall variant of the lander, which raises the ship up 7 meters.
       - Modified the Docking Computer (Docker module) for the Starborn Guardian. It now must be attached to one of the guardian ship's top slots (you will need to replace the one on your ship once you update). This creates a docking port at the back of the ship to satisfy the condition of keeping a docking port to an outside edge. It will eliminate one of the error messages. There's 4 variants, for each of the top slots, which lines the docker up with the back of the ship properly.


      These were the last things that needed fixed before I can upload to the Creations. After some more testing, I will be doing just that.
    5. TheOGTennessee
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      Version 1.6:
      Spoiler:  
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      • Thanks to JMPZ11 and TankGirl444, I was able to get Navmesh working for both the Station Habs and the Guardian Ships. The Navmesh geometry was donated by JMPZ11.
      • Thanks to Sadyr and xtcrefugee over the Modding discord, a solution was found that allows the bShipBuilderEnableValidation INI setting to be set without the need of including or editing any INI files! This means the mod can now be uploaded back onto Creations again!
      • Added internal lights to the station habs!
      • Added a decoration panel and armillary to Scorpion Guardian ship.
      • Added a new patch for L-K Ships, which includes the Ghost in it, as well as 3 other guardian variants.
    6. TheOGTennessee
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      Version 1.7 (and likely the next few updates) focuses on new M class part flips. The following new flips were added:

      • Deimos Cowlings (given bottoms and afts)
      • Deimos Bows (given aft versions)
      • Deimos Tapered Hab (given aft version)
      • Taiyo Nose Cone (given aft version)
      • Taiyo Hull pieces (given aft versions)
      • Nova Hex Hab (given aft version)
      • Nova Colony Nose Cone (given aft version)

      All in One patch 1.7 update:

      • Compatibility update with 1.7.
      • Added braking thruster/afterburner stats to the Taiyo Nose Cone/Stern Cap.
  2. TheOGTennessee
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    Hey, big news, for those of you a little confused on building habs inside the Class M ships, or on how to customize your Starborn Guardian ship, I am hosting two videos on Youtube going over the finer points:
    Class M Ship Building Tutorial:

    Starborn Guardian Ship Building Tutorial:

    Both videos are hosted on ThatStrangeSoul's Youtube. I do streams with her on her Twitch channel, and Starfield streams solo as well. If you want to support our efforts, check us out at Youtube or Twitch.
  3. TheOGTennessee
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    To those still having an issue getting the M Class modules to show up, this is for you! This checklist should help you identify the cause.


    • Be sure you have the Ship Command perk, and Piloting rank 4. The modules won't show up in the builder without Ship Command. This is the perk that distinguishes between a class C ship (unlocked at Piloting 4 normally) and class M ships (think, acting as a ship commander vs just piloting everything yourself).
    • Depending on whether you have SBC (Ship Builder Categories) and my All in One patch installed, the majority of modules will show up in different places. With SBC and the All in One patch, you're going to find a new Category (after the weapons categories) called Class M where the Habs and Structure pieces will show up. Without those mods, they will show up at the bottom of Habs and Structure respectively. Just scroll all the way down. The class M reactors, grav drives, cargo, and fuel tanks will show up at the bottom of their own categories regardless of patch or no patch.
    • If you've previous toyed around with unlocking class M modules, it is possible you've already set the global variable in game. If you did, it's going to override whatever is in my .ESM file. You may need to use the console and type in: (This is no longer necessary in the latest versions, but it may be a good idea if you have any mods which add M class parts.)
    set 00155F4A to 1

    If you are having a problem with the Guardian Ship being modifiable for some reason, you can also attempt to manually remove the keyword. You will simply need to get the ID of your current guardian ship (opening console and clicking on the ship can do it). Thank you JediMimeTricks for this fix.

    [shipid].RemoveKeyword 003413F3

    or (for the default starborn guardian)

    prid 00180F16
    RemoveKeyword 003413F3
  4. BurtFreeman
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    hi, i'm using this plus ship modification aio, with the proper patch:
    i notice that m reactors do not have hp neither regeneration!
    is this a textual matter or are they broken in some way?
    thank you
  5. jerryh72
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      I can't build a Starborn ship to save my life , I tried to watch a video . And the video made it look easy , but all I get is error messages . Docking module must be on outside edge of ship , can't reach cockpit from landing bay . Bethesda Should have made these ships moddable since day 1 , with their own set of rules accounting for the fact that your ship already has some of the modules on it . Our reward for becoming Starborn is a ship that is garbage compared to what we can make ourselves , thanks Todd . All I really want is to have a proper reactor so I can have everything powered up at the same time . And this is the only mod that even tries to fix that problem , but I'm still not able to get past their ship building rules . What we need is a mod that removes all the rules from the ship builder , we should be able to build a ship that can't even fly because it has no engines . Or build a ship without any shields , the only thing that should happen is it being really easy to blow up . If I want to build a ship that's nothing but cockpit 1 hab a docker and a landing bay , I shouldn't get stupid error messages . And where things can go should be totally up to the player , as long as they are installed they should just work . I don't even need a  landing bay , because I can teleport from anywhere to my cockpit . The game shouldn't even know if your ship is upside down or rightside up , but it tries to make sure that the docker is mounted to the outside edge of ship . I've had it let me build ships where I couldn't even move around inside my ship , but they sure care where I put stuff on the outside . If all required modules are on the ship it should not matter where on the ship you put them . You should be able to make a ship look the way you want it , and not have to ruin the look of it with required module placements . I have mods that fix just about everything wrong with building my own ship , But the Starborn ship is garbage that I can't fix . Not with this mod or anything else that I've seen so far . It would be nice if they made the Starborn ships moddable witheir next update , But I'm not counting on it .       
    1. GibbsGreatly
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      But then people would complain that it 'breaks immersion'.
  6. ShadowOperative76
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    What should I do if I don't even see the new Piloting rank 4 skill?
  7. SaintTheStig
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    Do you think you could do a flipped (forward) version of the Taiyo rear class M structural piece? It's the shorter rear quarter piece. Also inverted versions of the center Taiyo nose cone would be awesome too. Thanks for the mod.
  8. Thlaylie
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     First, Awesome Mod, I am having way too much fun building Starborn ships. Too bad the Furnished fixtures disappear when you use the shipbuilder to modify the Starborn ships, I rather like that layout. Any chance we could get an auto-furnish option to get this layout back?
    1. TheOGTennessee
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      With the patch, you can re-add them by attaching the internal hab decor to the back of the ship. That's what it is there for. I think it is shown in the example video.
    2. Thlaylie
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      Sweet, You are so Awesome, Thank You. The video shows adding the Workshop hab decor, but I looked at the patches and it added a 3rd furnished hab decor just like you advised.
  9. Helixxenos
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    On the mod page and in the video you mention needing to change an ini setting, but I cannot find any guidance about this. I don't see any actual description of how to do this. Where is this information? 
  10. native2
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    After re-installing several times, I keep having this problem:  metadata for "L-K_Ships.esm" not found.

    Any ideas?
    I have had this mod installed for many months without a problem.
    1. TheOGTennessee
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      I do not know what metadata corresponds to.
  11. siodhe
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    One thing I'd really like to do is move between the starborn guardian cockpit and other habs, but none of the connection points seem to allow this.

    i tried a bunch of different things months ago, but the thing I thought would be simplest recently would be a ladder from a hab above, but, sadly, no ladder actually appeared.  Floors, walls, ceiling all seem to avoid having openings created.   Is there an approach I'm missing? Because this sort of Frankensteinian hybrid interior would be pretty fun.

    Adding habs generally works fine, cargo gets counted properly and so on - there's just no way of making a passage between them that looks normal (I think I remember back then making something that allowed moving between them but still looked terrible last time, but it's been a while).
    1. TheOGTennessee
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      There really is not. There's no connection type that works, there's no door connection pieces. I'm sure someone clever could make a guardian module that connected in the back where the docking port is, but it would take some real work.
  12. TonyVasic
    TonyVasic
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    Nothing of it works the mod does not work no m class parts to be found after proper installation and starborn ship can still not be upgraded or built
    1. TheOGTennessee
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      I'd say that's a you problem bub. Like... a user error problem.
    2. AGRUMPYDWARF83
      AGRUMPYDWARF83
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      I love your mod, I am having an issue with it on xbox I cant move the mod in the creation mod menu its stuck at the top of my mods? 

      On another note the starborn ship doesn't have any connections for the starborn parts they don't snap into place like it used to? The Mclass engines are missing their exhaust parts?

      Everything else in the mod works perfectly 👌 
    3. TheOGTennessee
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      I don't really use the creation menu to sort my mods, so I wouldn't know why. My guess? Something is requiring my mod to be there. Dependencies might cause that behavior.
  13. Vol08
    Vol08
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    Edit: Think I resolved it.