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  1. 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. Xaibos
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    Cannot pilot M class ships, skill not high enough
    1. OneShotPaddy4
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      Same here. I had a background/trait mod that I think may have adjusted skills too, but after disabling it and starting a new character, the piloting skill skill does not mention M-class ships.

      I think it would help if the mod author came back and looked into compatibility with the background and skill mods out there.
  5. Wolfgaar
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    Hi. not sure if you still see this messages but I recently got a problem.

    For some reason in the last few days from when i write this i can no longer build on the spaceborn or L-K ships, or rather the "hook-points" are all gone except for the 4 ones that goes vertically and are "outside" of the ship and 2 points underneath at the back end of the "cockpit".

    Also none of the slots works with the starborn modules that you need to fix the error stuff.

    I havn't really dl'd any ship or ship-altering mods and the only one i know that got updated was some for the tiger ship part stuff.

    I can still see all that ships and modules/weapons, I just can't attach them anywhere. Maybe the weapons in the 4 vertical slots, I havn't really looked at that since that is moot if I cant fly the ship anyway.

    Not sure if you know what's happened but you are probably my best bet, or anyone else with knowledge that happends to read thais.

    Thanks in advance.

    Edit. I use the no error mod by synthlight btw and still get error messages on these ships. I also went back to a much much earlier save and same there and that was around when i was building those ships.

    I have removed some mods but nothing shipbuilding related, but some ships have been removed since i didn't use them. I reinstalled the latest but it didn't solve anything.

    I also tried to remove your mods and reinstall them....to no avail unfotunately.

    Update. It seems that for some reason several vanilla weapons have dissapeared from ships and ship builder. So maybe not something wrong with this mod after all.

    Update 27/6: I got the starborn and l-k ship building stuff working again. I simply put all of this mod and patches and extras in the bottom of my ship modiffying mods. I'm still missing my vanilla weapons (havn't checked if other stuff is missing too yet). To me at this point it don't matter that much since i have mod weapons i use anyway.

    If anyone wonders why I'm still posting since it seems nobody reads these anymore, it's because IF someone else gets this problem.
  6. Ahplla
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    There are some problems with this mod. TN_Furnished_Starborn.esm and TNClassM.esm unnecessarily have BlueprintShips-Starfield.esm as a master. This may cause issues: https://www.reddit.com/r/starfieldmods/comments/1jyl6zv/psa_mod_authors_please_remove_blueprintshipsesm/

  7. loneartist0
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    It seems like the modifiable Starborn Guardian (the one that users can create in the shipbuilder) takes off from the planet and grav-jumps like a normal ship, and the shipbuilder technicians'/UC/Freestar comments about it are also gone. Is there a way people can restore this? I saw a keyword on the default guardian ship that references these dialogue lines, but I'm not sure where it has to go for the buildable ship in this mod.

    EDIT: the keyword that references the dialogue lines is ShipManufacturerStarborn [KYWD:000189A0]
  8. Kahuu16
    Kahuu16
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    Great mod but I'm having issues where my M Class ship cannot or refuses to land on any of the existing settlements like cydonia and Atlantis for example and I think it may be to big? <That's my theory anyway> I used another mod to unlock and own the Deimos Armored Transport ship and modified it to have less engines so it's below the excess power usage crap and then I add weapons a landing bay a Gravity Buffer <An Equipment from another mod I think?> and one landing gear just in case and the landing buffer just allows my ship to not need any Landing gears and allow it to float but I added the singular landing gear just in case.

    But after doing all that and when I try to land my games freaks out, If I fast travel to a location while in space then I am met with a black screen with 3 or 4 yellow blotches and I can hear myself move around and can still interact but I cannot see and it stays like that until I reload from before the attempt and if I try to land instead then I am kicked out of my seat and it doesn't land or do anything even while standing and trying to fast travel <Choosing a new fast travel/grav jump point causes crashing> and if I land on the planet with my smaller C-class ship it'll work fine and I can go over to a techie and switch it back to the M Cladd which works fine and appears fines but the moment I try to fast travel from the planet surface then I am sent off into the void of despair <Out of the map> and if I try to use my scanner then I crash and if I try to fast travel again nothing happens and I have to reload to fix it

    I can dock just fine it's just landing and fast traveling to planet surfaces that causes problems/crashing, Oh and the kicking me out of my seat thing also creates a "Landing Site" at the the place I'm trying to land at

    I once managed to somehow successfully land on Cydonia but I was far away in the middle on nowhere but I was able to walk to cydonia and I achieved this after shortening the length of my class M down to 162M from 190+ meters

    So I've reached a point where I don't know how to proceed

    Plus side the issues gave me an idea for a landing shuttle bay mod
  9. BurtFreeman
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    A patch that adds a Legendary Module Recycler to the Starborn Guardian Internal hab (Workshop).
    For the mod: https://www.nexusmods.com/starfield/mods/6074

    (No longer needed with better furnishing mechanics in ships.)

    i don't understand if i must install it or not
    1. TheOGTennessee
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      You do not have to. It was just an old patch, pre-ship decorating.
  10. 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
    1. TheOGTennessee
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      That is because they can't. The engine doesn't know what to do if the m class reactors have health, likely because the system is set up to handle the in game ones or something.
  11. 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'.
    2. TheOGTennessee
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      If you are using PC and SFSE, get synthlight's mods that remove the error messages. If you are not... sorry. Just use the tall landing gear version on xbox, and make sure you place the docker correctly.
  12. 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.
    1. TheOGTennessee
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      When I get back around to working on this, I will have to look into those.
  13. ShadowOperative76
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    What should I do if I don't even see the new Piloting rank 4 skill?
    1. TheOGTennessee
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      Pray. I have no idea what would cause that.