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Created by

DerekM17x and JMPZ11

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deleted4588297

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About this mod

This mod adds a new ship module manufacturer: DerreTech.

Requirements
Permissions and credits
Translations
  • Mandarin
  • German
Changelogs
DerreTech Modules, comprehensive list as of V2.0.1
All of my modules work with vanilla ship overlap tolerance. My modules are only sold at my HQ.
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No Requirements
  • A set of structural cowlings. One main variant with an intentionally-partial second variant.
  • A set of structural slopes: 1x1, 1x2, 2x1.
  • A set of structural wings: 1x2, 2x1.
  • A set of structural wings
  • A set of structural weapon platform wings
  • A structural tail
  • A structural fender
  • A structural equipment plate
  • Landing Bay
  • S Docker
  • 1x1 hab module- variants with and without ladders
Starship Design Rank 1
  • Structural sensor array
Starship Design Rank 2
  • Elevator hab module- three floor and four floor variants
  • A set of ramp habs. Both doors are forced open automatically when connected to another hab.
  • A set of 1x1x2 stair habs. All doors are forced open automatically when connected to another hab.
  • The Y-Sym habs. fore/aft flips, only 1 variant - for now. I'll come back to this later. All doors are forced open automatically when connected to another hab. It still makes nearby ladders un-activate-able, and I have absolutely no explanation for it which means I don't know how to fix it.
  • 5 structural windshields for the Y-Sym, both flips (3 colorizable)
Starship Design Rank 3
  • Class A: BW cockpit. The struts intentionally do not have exterior collision.
  • Class A: 5 structural windshields for the BW Cockpit (3 colorizable)
  • Structural MM Series Frame. This is the only module that can house the MM Series modules.
  • Class A: MM Series Reactor. This can only be attached to the MM Frame.
  • Class A: MM Series Grav Drive. This can only be attached to the MM Frame.
  • Class A: MM Series Shield. This can only be attached to the MM Frame.
  • Class A: MM Series Fuel Tank This can only be attached to the MM Frame. 
  • Class A: MM Series Cargo. This can only be attached to the MM Frame.
  • MM-Integration Landing Gear. Can also house MM Series modules.
  • Class A: TW Suppressor weapon
  • Class A: IFM Laser weapon
  • Class A: A1 Engine
Starship Design Rank 4
  • Class C: SM373 cockpit. The wings and struts intentionally do not have exterior collision so the module will play nicer in the ship builder.
  • Class C: 5 structural windshields for the SM373 Cockpit (3 colorizable)
  • Class C: T-4a Foil structural with small reactor boost. Counts as a 2x2x2 module as far as the ship builder limits are concerned. Full collision would never work with these.
  • Class C: Brr Reactor
  • Class C: Z00m grav drive
  • Class C: Neo-Howitzer ballistic weapon
  • Class C: TB Suppressor weapon
  • Class C: IFM Laser weapon
  • Class C: SY Engine
  • Class C: Pmf-V Shield
  • DerreTech - Kon-Tiki B-700 Bridge cockpit. aft doorway, no ladder

DerreTech Headquarters
In orbit around Arcturus III. This is the only location where my modules are sold. Only floors 3, 4, and 5 are currently accessible.
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Floor 5- Sales
Tour individual DerreTech ship modules, and build your own ships at the various DerreTech ship service techs.
Floor 4- Docking Platform
Board your ship.
Floor 3 - Showroom
Tour prefabricated DerreTech ships and purchase them directly.

Bugs/Problems
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Intentional
  • The wings and struts of the SM373 cockpit, the BW cockpit, and T4-a Foils (and all other modules that are particularly pointy) intentionally do not have collision, so that the ship builder doesn't count them towards the height and width of the module. It's worth it.
  • Only floors 3, 4, and 5 of my HQ are currently accessible.
  • The Bird of Prey is larger than the standard ship size limits. You'll need to increase the limits to make it your home ship. 
Other
  • The starboard foil can show up incorrectly angled in the ship builder. You can still place it without errors and it will be fine when you exit the
    ship builder. You can just flip it twice to make it look right in the ship builder. video demonstration
  • The port/stbd ramps don't line up with my other modules. Still figuring out what I want to do about this.
  • The Y-Sym somehow prevents nearby ladders from being activate-able. I have absolutely no explanation for this, so I have no idea how to fix it.
  • The 1x1 IFHL hab also prevents nearby ladders from being activate-able, including its own. I have absolutely no explanation for this, so I have
    no idea how to fix it.
  • If my pre-fab ships have a messed up flight camera or land off-centered, delete and replace the cockpit and then make any real change to the ship in the ship builder (delete a hab, flip a part, etc.) so that you have to confirm the modifications. This should reset everything.
  • If it says "sensor contact" or anything else where the station should be on the map (or if there's nothing there at all), try a different save file or try reinstalling the mod. I'm still trying to figure out how to prevent this, but it seems to be only a small chance of happening when you first go to the station.
  • The prefab ship vendors can start with an empty inventory for some users. Wait 1 in-game day to refresh their inventory.
  • It's possible to get stuck when using my elevator hab. PC users can tcl to get free.
  • It's possible for the lights in my habs to be absurdly bright for some users. No explanation for this one yet either.
  • The problems with the lights and the elevators only seem to happen when you're landed on the surface of a planet. Those problems aren't present in space or docked at a station. This is absolutely absurd.
  • The bay can show up with parts of my cockpit on Xbox. No explanation for this.
  • I've replaced my robot NPC's with static robot models so they won't spawn anywhere other than where they're supposed to.

Nothing I can do about these
  • There's a little jump in the animation for the T4-a Foils.
  • Creation Kit itself potentially has a problem creating the Xbox file archives. If you're having problems, be sure to state whether you're on Xbox.
  • All modules (vanilla and modded) that have no vendor conditions will show up at all of my vendors.


Installation
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Uninstall DerreTech Legacy before installing this mod. This mod requires Starfield Update 1.11.36 or later

Extract the two files of the archive to your Data folder, or install with any mod manager. Load order for this mod doesn't matter because it doesn't overwrite anything from the vanilla game and because no other mods have this one as a dependency.

Updating from a previous version is fine with no additional steps, despite my earlier warnings. You can delete \meshes\derretech and \geometries\derretech. All of those files are now contained in the .ba2 file.

This is also available on Creations if you play on Xbox or just prefer it that way.

Permissions

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Translations are the only "third party" patches that anyone has permission to create for this mod (#9185).

If there is another mod that I want to have a patch for, I will contact the author of that mod and ask for their permission to create the patch myself. If they make themselves unreachable or if they deny my request or if their permissions already forbid it, I will respect their wishes and move on - which is what I expect in return from everyone here with regard to my own wishes for my own content, listed here on this mod page from the beginning with 0 downloads and 0 endorsements.

If I find any mods or patches (other than translations) that have this mod (#9185) as a requirement, I will report it to the Nexus admins to have it taken down.

Nexus Mods - File Submission Guidelines
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We provide users with the ability to detail how they wish their work to be reused within the Nexus Mods network via our various permission preset options. Bear in mind that these permission settings are file specific. Alternatively, users are free to state their own terms regarding permissions for their content on a given file page. Only the original author of a given file or asset can specify its distribution permissions.

User-submitted content that is predominantly intended to interact with existing user-submitted content is subject to the approval of all parties involved and may be removed at the request of the author of the original content.

... mere accreditation of an author is no substitute for receiving explicit permission to upload or modify someone else’s content.

If the author has not provided any permission information at all - you should assume that you must request permission from the author.

Should any disputes occur within the context of our websites and services, these permissions will be referred to by staff who will attempt to enforce your wishes, within reason. If another Nexus Mods user does not adhere to posted permission statements, their account may be subject to moderation based on review.

You are encouraged to report content that may violate the standards described in this document.

Please, abstain from interacting with content that does not meet your subjective standards. Excessive disparagement of such content will result in administrative action against your account.

If you don't like this, then don't use my mods and move on. I don't care what you want for my content, and I don't care what you have to say about this. I don't care about the number of downloads or endorsements I have. Your threats and insults only make me more resolute in this. Just move on like you do for thousands of other mods.

Compatibility
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This mod is specifically designed to be as unobtrusive as possible. I do everything I can to avoid overwriting anything from the vanilla game. The only possible conflicts that this mod can cause (due to the absolutely minimal and absolutely necessary reaches into the vanilla game) would be due to:
  • my Menu Sort Order values for my modules: 0.536XXX. I have claimed this extremely tiny range of values as my domain. Other mod authors will have to go out of their way to use the exact values on their modules in the same categories. And now that my modules are only sold in my HQ, even if another mod author does this intentionally, it will only affect my modules at my station and will not affect their modules elsewhere.
  • the location of my HQ. Other mod authors will have to go out of their way to put something exactly there.
Again, these are the only two things that can possibly cause a conflict with any other mod. I invite you to examine this mod in XEdit and point out anything specific to me that could cause any specific imaginable conflict.

As a result of this, load order for this mod doesn't matter.

DerreTech Legacy is the obvious exception because it was my own foundation upon which I built this mod. You need to uninstall it to use this mod.

This mod requires Starfield Update 1.11.36 or later

Optional File: DerreTech Ship Builder
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This is a bunch of loose files (no .esm) that overwrites the vanilla ship building space.


DerreTech Legacy
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Starfield update 1.11.33 renamed all of the game's .mesh files, which broke DerreTech Legacy to the point that I had to start over - which is what this mod is. I will not be remaking all of the modules from DerreTech Legacy. The modules that I do remake from DerreTech Legacy will not be exact recreations in most cases.

Starfield .nif Mesh Path Migration Tool for SF 1.11.33 by JMPZ11 helped me recover my work done on the mod that was rendered useless by Starfield Update 1.11.33. This tool also allowed me to fix my Ship Colorize mod.

DerreTech Legacy (mod #5686) remains "open source" so do whatever you want with it, but I am not providing any support for it whatsoever.

DT Acronyms
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Donations
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Donations do not guarantee any future work, nor prevent me from taking unannounced extended breaks from working on my content. I consider donations to be thanks for content that is already published.