This will be where I post all existing and future updates.
Please add this line to your StarfieldCustom.ini to avoid any ship builder overlap issues, this isn't a mod bug so much as an engine bug. Some people don't seem to need it, but I recommend it to everyone just to avoid issues.
Also, full transparency, I have added a ko-fi tipping link to the bottom of my description page, you are under no obligation to tip, but if you are inclined to do so, the option is there. My mod is FREE, and will remain so forever on all platforms.
Version 1.011 fixes the archive so that it should work with Vortex and shouldn't have any more missing meshes ect....🤞🏻
Version 1.1 is up, Removes trees from Bar, improves lighting in Bar, Stairwells and exterior models like ramps, cockpits, skegs, landing gear, ect. Adds a new Deimos Style Landing bay with a rear hatch entrance instead of a ladder, adds a new Scan Jammer Radar with fore, aft, port and stbd positions available, and adds a new class C grav drive available at lvl 65.
Version 1.2 is up, adds 2 new Animated Missile Launchers to the ship builder, I was inspired by Derek's Folding wings in DerreTech and figured I would try to make an animated ship part as well. So now we have a lvl 30 Class A Missile Container, and a Class C lvl 80 "Stealth" Missile hatch system. (this really needs the fShipBuilderModuleOverlapTolerance=-2.0000 setting added to your StarfieldCustom.Ini to be able to place it) The way it works, is if you have a 1x1 gap in the structure of your ship, you can place either top or bottom versions of the class C missile hatch system into that gap and it will install the hatchway over the gap and the missile launcher lift system in the gap. Hope you enjoy it, it was a fun experiment trying to get it right.
Version 1.3 is out, updated class C launcher to a sliding hatch style, added cargo bay lifts, added a blast shield for your MA cockpits in the eq tab, and also restored the missing glass on the interior of the cockpits.
Version 1.4a is out, 1.4 had the incorrect ESM file in it, corrected in this version. Adds a non shielded cargo bay, makes the platforms for the cargo bays attachable, I lowered the cost of the cargo bays a little, and added 4 variations of the cargo lifts to the equipment tab so you can pick which variations you want and attach them to your various cargo bays. Also fixes the aft LB750 landing bay, adds 2 new 2 story all exit staircases, improves lighting in all my other staircases. Enjoy.
Version 1.4b/c is out, adds an all new logo, fixes the Cargo hold names not showing up in the builder, Adds all new V-Habs, my take on the 1 wide to 2 wide connection Y-Sym halls originally in DerreTech, Rebalances my cargo holds to lower levels(10 for the standard cargo hold and 25 for the Shielded hold), but in return, they are now upgradable, first there are 2 new Cargo Seals at level 10 and 20 respectively, the first is merely a sealed hatch for the bottom of the cargo hold to make it a standard 1x1 hold, the second upgraded version adds 500 standard cargo carrying capacity to your cargo hold, and then at level 30 you can get cargo lifts, which add 500 shielded cargo capacity to your cargo holds. Version 1.4c is a hotfix for the flips on the V-Habs.
Version 1.4d is out, adds Large circular 3 deck Observation Platform(watch video to see how it works and connects), also adds 4 variants of medium sized Corner Observation Decks, and a new Fore Variant of the V-Habs designed for easier integration of the Nova Cabot Cockpit into smaller ship builds.
Version 1.4e is up, housekeeping update, fixed issues with all of my habs, from gaps to collision issues, reduced logo appearances, especially on my taller staircases, added doors and hatches ect. there's honestly too much to list here, just lots of changes and fixes, also adds crew spawn and animation points in the habs that will likely need some fixing/adjusting once the CK comes out and I can see what I'm changing.
Version 1.5 is up, fixed the stbd. 3 story staircase, fixed some texture glitches across various habs, fixed door misalignment on shielded reactor habs, added bathrooms with overhead lighting to my stbd and port vhabs, added, adjusted and fixed navmeshes in all of my interiors, added animation idles of all types to various habs, added port and stbd. battle stations with attachable central weapon platform lifts, class A B and C, ballistic, energy and missile variants. Uploaded to Bethesda.net to allow for mod to be on creations, just waiting on approval. Lighting still needs some work in some of the habs, which will be a small part of my next update.
Version 2.0 is up, adds M-Habs, A-Habs, a new Aft version of the Battle Station, new Shield platforms that can fit in the battle station holds, new 1x1 top and bottom Weapon Holds in the Structural tab that can house the same weapons and shield platforms as the battle stations, new 1x1, 1x2, 2x1 and 1x1 glass cross passage habs. Reduced poly counts and file size of most habs which should reduce performance impacts on all platforms, adds Nav-Mesh and improves lighting across all Cockpits and Habs added by this mod, fixes bar hab collision and more. Over 200 hours was put into this update, hopefully it solves most people's issues, but please, keep the feedback coming, unfortunately I had my car catch on fire Friday morning so I ended up spending half my day yesterday looking for and getting a replacement which took away valuable testing time, but I didn't want to delay the update any further. Your feedback is how I know what still needs worked on, without all of you, this mod wouldn't be as far along as it is, so thank you all for everything!
Version 3.0 is up, Adds class A and B engines(same design as former class C engines), all new Class C engine with armored housing that allows for the engine bays to open and extend out the back, this allows for very seemless builds as the housing looks markedly similar to my 1x2 habs(though not identical). Adds Class A and B reactor Habs, Class A and B non platform shields, 4 variants of my new Bridge Cockpit, a new 3x3 Engineering hab with upgradable central equipment hab, a new solid CrossHab, a new Cross Passage, and a new Cross Spine, a new variant of my 1x1 with top/bottom hatch, a new 1x3 with a central top/bottom hatch, improvments to navmesh on all stairs, fixed texture z-fighting issues in battle station habs and various other fixes and improvements. Enjoy.
Version 3.01 is a Hotfix, 3.0 I accidentally uploaded a "mid" master version of the mod by mistake, I fixed it on creations, but apparently neglected it here on Nexus, if you are already using 3.0, I would recommend waiting until you go through the unity, or get ready to start a new game to update, I am very sorry for the inconvenience.
Version 4.0 Fixes all issues with previous upload, improves snap points(only really useful for console users) Fixes and improves navmesh in various habs and cockpits, fixes and improves lighting in various habs and cockpits, adds ship audio layers to all of my habs and cockpits, adds ramp toppers, adds fore/aft deck signs 1-6 to the miscellaneous tab of the outpost/ship builder, adds 5 and 6 deck elevators, adds an empty cargo lift, a few various performance tweaks on some models(not as many as I would like, will continue work on this with future updates).
Version 4.01 Adds 3 and 4 deck elevators, new no logo glass crosshab, fixes sign decorations in outpost menu, changes cargo bays, no longer requiring the lift or seal equipment attachment, now all standard cargo bays have seals(3 different versions) and all shielded cargo bays have lifts(5 variants each in 3 different versions), minor changes to outpost robot crew, but still more work to get completely working.
Version 5.0 Adds Class A and B manual fire Flak Cannons, Class A B and C manual Fire EM, Laser, and Particle Beam weapons, a new Hangar Bay with built in workshop to avoid having to enter your ship through a loading screen just to upgrade your armor/weapons ect. Added and Aft doorway to the elevator habs, so now all of the elevator habs have both fore and aft exits out of the elevator itself, Adds a new high level hyper shield generator, Adds new port/starboard Fuel Cells, new seamless armor plating, and various new wing parts, fixes to quite few collision models and navmesh.
Version 5.01/5.02 Hot fix for small issues in 5.0, fixes strut alignment in Hangar Bay, Fixes lighting in Reactor Habs, Fixes Snapnode on Direct Fire Destroyer, Cruiser, Battleship and Artillery weapons. Fixes misaligned distortion field on new EM weapons.
Version 6.0 Adds 2 new Bridge Cockpit variants, one with no rear extension, another with a 2 wide rear extension to increase connection flexibility with the large bridges. Adds all new W-Habs, similar to the V-Habs, but instead of 2 to 1 doorways, it's 3 to 2. Replaces Reactor Hab models, Replaces all Hab models exteriors, all new interiors for most habs included in the mod, new dragonscale armor plate models, new models for the heavy armor plating introduced in 5.0, all new models should offer vastly better performance over the previous versions. All new Aim models for all turrets in the mod, should improve turret accuracy and make them more viable. Various other improvements.
Version 6.1 Replaces Fighter Cockpit and a Colorable Blast Shield in the equipment tab for it's windscreen, adds Class A B and C Grav Drive Habs, adds Class A B and C Dual Barrel Destroyer Cannons, Class A B and C triple Barrel Cruiser Cannons, Adds Class B, and 2 Class C Battleship Cannons(the higher level one is effectively a Class M weapon designed for very large ships just kept Class C to ensure usability without the need for mod added Class M Skills). Also Fixes the gap between the floors in the security hab, and restores the floating attachment points on the old side armor plates for people that want to have detached modules in their ship builds. 6.12, thanks to LJTiger69 should now have working navmesh for your NPC's to be able to use Matilija Aerospace along with all other habs! Also fixes EM turrets broken in 6.1 and restores Laser Projectiles also broken in 6.1.
Version next and beyond- Next update will probably be a couple months out as I will be taking a break to play Kingdom Come Deliverance2 But when I inevitably complete that game, I will return to work on remaining models that need updated, mostly the Starborn Cockpit, and all of the SMA series of cockpits based on the old DT mod, also working on more Fighter modules from Fuselage, to Wings and Tailfin to Landing Gear and Weapons to go with the updated Fighter cockpit added in 6.1, this is all in pursuit of ultimately including pre-made Matilija Aerospace Designed ships to the game. When all of that is complete, I'll be focusing on making decorated variants of the habs currently available, and possibly adding more hab variants as well, though that is TBD.
And finally, After all of that, my long term goal(or wishful thinking, also TBD) will be to create a Star Yard manufacturing facility, and possibly even a Land based Headquarters(with a small town/city built around it) with various quests and activities on a yet to be determined Planet(these are aspirational goals, and could be a very long ways off)
I have updated my permissions to make it clear to avoid future requests to be included in part or in whole in monetized releases. This mod is free to download and enjoy on all platforms, and will remain that way, I will not grant permission to include this mod in any monetized releases(I don't say content because I don't really care if someone has a monetized Youtube channel and showcases it, but the content from this mod itself shall never be monetized).
Your mod is awesome at many aspects I hope you continue to support it, a little suggestion could we get lazer variants of your awesome ballistic turrets when you update the mod ? I really like to use them at my heavily modded starfield. This is probably the best and most detailed ship parts mod and also the best bug free shipparts mod I encountered so Thanks for your Great work!
Hello! I've actually posted here before, but I cannot find any trace of that original Comment. You may recall; I had brought to your attention that your weapons were comically over-performing.
Well, I just got back into this game again (I have no idea how many months later), got your most recent version, and I think the weapons are still overtuned. I'm seeing people talk about liking your weapons and such... did you ever figure out what was going on? Is it some kind of bad interaction with another mod or something?
Screenshot below:
Spoiler:
Show
I'd love to use the weapons, but I want the game to have some semblance of a challenge still. I still love your components!
There is some ongoing weapon balancing taking place, I think you will find them significantly more balanced when I release version 7, which I should have out by May 4th at the latest.
Hello, Just downloaded this amazing looking mod. However after building a trial ship for the first time I got a message, Piloting Skill To Low, when I attempted to make it my homeship. The only new parts I've added were Matilija Class M reactor and shield. This is on a NG+1 character with all science and tech skills maxed out. Could this be something related to this mod? Thanks and I really like what I've seen so far.
None of the weapon lifts are working for me. The weapon lifts just turn red in the holds. Is anyone else having this problem? Does anyone know how to fix it? Also the missile stealth hatch, stealth sliding bulkhead and destroyer cruiser and battleship cannons aren’t placeable. Anyone have any similar problems? Or is it just me who can’t have the big, fun, extremely destructive toys?
To get the weapon lifts to work properly without issues on both PC and xbox, I recommend the mod from creations called ship builder configurator. It will grant you some extra settings in the settings menu, one of them is ship builder tolerance, change that setting to medium and the lifts(and all other mod added parts, from all ship building mods) should work without issues.
yes, but still "asking' first is typical and polite. This has occurred before and was not approved. Perhaps it will be 'Ok'd" by the author, but just saying .. The author has bene pretty adamant about parts needing to be level locked. Thats also why the parts carry such high cost compared to vanilla
not saying I do not like the idea (I love the idea) Just want to avoid making the author mad as this is a mod no one wants to see walk away.
This is ok, I appreciate someone else making the patch, it saves me the trouble, and while I agree, asking/messaging first is appreciated, it's not strictly necessary, as long as no original custom assets are included, and in a patches case, no assets are included, so it's all good, no harm no foul. Thanks for making the patch Trixlen.
Hello, will it be possible for users to have fomod or sub-files if we want to use only a part of all pieces, the main reason is with all pieces present in the ship builder, the FPS are down very fast. Even it will be less clutter.
Maybe I'm missing something with "navmesh" but I just tried out the new command center (great design by the way), but NPC will still not cross the threshold into your habs for me
I'm hoping to resolve it by the time I release my next update, I've followed all of the directions, but I think I made a mistake by leaving my Navmesh packins in place in the cells, and I think that's causing the issue, so it's just a matter of me going through all of the cells and replacing the navmesh packin with the navmesh model....hopefully anyway.
1844 comments
Please add this line to your StarfieldCustom.ini to avoid any ship builder overlap issues, this isn't a mod bug so much as an engine bug. Some people don't seem to need it, but I recommend it to everyone just to avoid issues.
Also, full transparency, I have added a ko-fi tipping link to the bottom of my description page, you are under no obligation to tip, but if you are inclined to do so, the option is there. My mod is FREE, and will remain so forever on all platforms.
[Spaceship]
fShipBuilderModuleOverlapTolerance=-2.0000
Version 1.011 fixes the archive so that it should work with Vortex and shouldn't have any more missing meshes ect....🤞🏻
Version 1.1 is up, Removes trees from Bar, improves lighting in Bar, Stairwells and exterior models like ramps, cockpits, skegs, landing gear, ect. Adds a new Deimos Style Landing bay with a rear hatch entrance instead of a ladder, adds a new Scan Jammer Radar with fore, aft, port and stbd positions available, and adds a new class C grav drive available at lvl 65.
Version 1.2 is up, adds 2 new Animated Missile Launchers to the ship builder, I was inspired by Derek's Folding wings in DerreTech and figured I would try to make an animated ship part as well. So now we have a lvl 30 Class A Missile Container, and a Class C lvl 80 "Stealth" Missile hatch system. (this really needs
the fShipBuilderModuleOverlapTolerance=-2.0000 setting added to your StarfieldCustom.Ini to be able to place it)
The way it works, is if you have a 1x1 gap in the structure of your ship, you can place either top or bottom versions of the class C missile hatch system into that gap and it will install the hatchway over the gap and the missile launcher lift system in the gap. Hope you enjoy it, it was a fun experiment trying to get it right.
Version 1.3 is out, updated class C launcher to a sliding hatch style, added cargo bay lifts, added a blast shield for your MA cockpits in the eq tab, and also restored the missing glass on the interior of the cockpits.
Version 1.4a is out, 1.4 had the incorrect ESM file in it, corrected in this version. Adds a non shielded cargo bay, makes the platforms for the cargo bays attachable, I lowered the cost of the cargo bays a little, and added 4 variations of the cargo lifts to the equipment tab so you can pick which variations you want and attach them to your various cargo bays. Also fixes the aft LB750 landing bay, adds 2 new 2 story all exit staircases, improves lighting in all my other staircases. Enjoy.
Version 1.4b/c is out, adds an all new logo, fixes the Cargo hold names not showing up in the builder, Adds all new V-Habs, my take on the 1 wide to 2 wide connection Y-Sym halls originally in DerreTech, Rebalances my cargo holds to lower levels(10 for the standard cargo hold and 25 for the Shielded hold), but in return, they are now upgradable, first there are 2 new Cargo Seals at level 10 and 20 respectively, the first is merely a sealed hatch for the bottom of the cargo hold to make it a standard 1x1 hold, the second upgraded version adds 500 standard cargo carrying capacity to your cargo hold, and then at level 30 you can get cargo lifts, which add 500 shielded cargo capacity to your cargo holds. Version 1.4c is a hotfix for the flips on the V-Habs.
Version 1.4d is out, adds Large circular 3 deck Observation Platform(watch video to see how it works and connects), also adds 4 variants of medium sized Corner Observation Decks, and a new Fore Variant of the V-Habs designed for easier integration of the Nova Cabot Cockpit into smaller ship builds.
Version 1.4e is up, housekeeping update, fixed issues with all of my habs, from gaps to collision issues, reduced logo appearances, especially on my taller staircases, added doors and hatches ect. there's honestly too much to list here, just lots of changes and fixes, also adds crew spawn and animation points in the habs that will likely need some fixing/adjusting once the CK comes out and I can see what I'm changing.
Version 1.5 is up, fixed the stbd. 3 story staircase, fixed some texture glitches across various habs, fixed door misalignment on shielded reactor habs, added bathrooms with overhead lighting to my stbd and port vhabs, added, adjusted and fixed navmeshes in all of my interiors, added animation idles of all types to various habs, added port and stbd. battle stations with attachable central weapon platform lifts, class A B and C, ballistic, energy and missile variants. Uploaded to Bethesda.net to allow for mod to be on creations, just waiting on approval. Lighting still needs some work in some of the habs, which will be a small part of my next update.
Version 2.0 is up, adds M-Habs, A-Habs, a new Aft version of the Battle Station, new Shield platforms that can fit in the battle station holds, new 1x1 top and bottom Weapon Holds in the Structural tab that can house the same weapons and shield platforms as the battle stations, new 1x1, 1x2, 2x1 and 1x1 glass cross passage habs. Reduced poly counts and file size of most habs which should reduce performance impacts on all platforms, adds Nav-Mesh and improves lighting across all Cockpits and Habs added by this mod, fixes bar hab collision and more. Over 200 hours was put into this update, hopefully it solves most people's issues, but please, keep the feedback coming, unfortunately I had my car catch on fire Friday morning so I ended up spending half my day yesterday looking for and getting a replacement which took away valuable testing time, but I didn't want to delay the update any further. Your feedback is how I know what still needs worked on, without all of you, this mod wouldn't be as far along as it is, so thank you all for everything!
Version 3.0 is up, Adds class A and B engines(same design as former class C engines), all new Class C engine with armored housing that allows for the engine bays to open and extend out the back, this allows for very seemless builds as the housing looks markedly similar to my 1x2 habs(though not identical). Adds Class A and B reactor Habs, Class A and B non platform shields, 4 variants of my new Bridge Cockpit, a new 3x3 Engineering hab with upgradable central equipment hab, a new solid CrossHab, a new Cross Passage, and a new Cross Spine, a new variant of my 1x1 with top/bottom hatch, a new 1x3 with a central top/bottom hatch, improvments to navmesh on all stairs, fixed texture z-fighting issues in battle station habs and various other fixes and improvements. Enjoy.
Version 3.01 is a Hotfix, 3.0 I accidentally uploaded a "mid" master version of the mod by mistake, I fixed it on creations, but apparently neglected it here on Nexus, if you are already using 3.0, I would recommend waiting until you go through the unity, or get ready to start a new game to update, I am very sorry for the inconvenience.
Version 4.0 Fixes all issues with previous upload, improves snap points(only really useful for console users) Fixes and improves navmesh in various habs and cockpits, fixes and improves lighting in various habs and cockpits, adds ship audio layers to all of my habs and cockpits, adds ramp toppers, adds fore/aft deck signs 1-6 to the miscellaneous tab of the outpost/ship builder, adds 5 and 6 deck elevators, adds an empty cargo lift, a few various performance tweaks on some models(not as many as I would like, will continue work on this with future updates).
Version 4.01 Adds 3 and 4 deck elevators, new no logo glass crosshab, fixes sign decorations in outpost menu, changes cargo bays, no longer requiring the lift or seal equipment attachment, now all standard cargo bays have seals(3 different versions) and all shielded cargo bays have lifts(5 variants each in 3 different versions), minor changes to outpost robot crew, but still more work to get completely working.
Version 5.0 Adds Class A and B manual fire Flak Cannons, Class A B and C manual Fire EM, Laser, and Particle Beam weapons, a new Hangar Bay with built in workshop to avoid having to enter your ship through a loading screen just to upgrade your armor/weapons ect. Added and Aft doorway to the elevator habs, so now all of the elevator habs have both fore and aft exits out of the elevator itself, Adds a new high level hyper shield generator, Adds new port/starboard Fuel Cells, new seamless armor plating, and various new wing parts, fixes to quite few collision models and navmesh.
Version 5.01/5.02 Hot fix for small issues in 5.0, fixes strut alignment in Hangar Bay, Fixes lighting in Reactor Habs, Fixes Snapnode on Direct Fire Destroyer, Cruiser, Battleship and Artillery weapons. Fixes misaligned distortion field on new EM weapons.
Version 6.0 Adds 2 new Bridge Cockpit variants, one with no rear extension, another with a 2 wide rear extension to increase connection flexibility with the large bridges. Adds all new W-Habs, similar to the V-Habs, but instead of 2 to 1 doorways, it's 3 to 2. Replaces Reactor Hab models, Replaces all Hab models exteriors, all new interiors for most habs included in the mod, new dragonscale armor plate models, new models for the heavy armor plating introduced in 5.0, all new models should offer vastly better performance over the previous versions. All new Aim models for all turrets in the mod, should improve turret accuracy and make them more viable. Various other improvements.
Version 6.1 Replaces Fighter Cockpit and a Colorable Blast Shield in the equipment tab for it's windscreen, adds Class A B and C Grav Drive Habs, adds Class A B and C Dual Barrel Destroyer Cannons, Class A B and C triple Barrel Cruiser Cannons, Adds Class B, and 2 Class C Battleship Cannons(the higher level one is effectively a Class M weapon designed for very large ships just kept Class C to ensure usability without the need for mod added Class M Skills). Also Fixes the gap between the floors in the security hab, and restores the floating attachment points on the old side armor plates for people that want to have detached modules in their ship builds.
6.12, thanks to LJTiger69 should now have working navmesh for your NPC's to be able to use Matilija Aerospace along with all other habs! Also fixes EM turrets broken in 6.1 and restores Laser Projectiles also broken in 6.1.
Version next and beyond- Next update will probably be a couple months out as I will be taking a break to play Kingdom Come Deliverance2 But when I inevitably complete that game, I will return to work on remaining models that need updated, mostly the Starborn Cockpit, and all of the SMA series of cockpits based on the old DT mod, also working on more Fighter modules from Fuselage, to Wings and Tailfin to Landing Gear and Weapons to go with the updated Fighter cockpit added in 6.1, this is all in pursuit of ultimately including pre-made Matilija Aerospace Designed ships to the game. When all of that is complete, I'll be focusing on making decorated variants of the habs currently available, and possibly adding more hab variants as well, though that is TBD.
And finally, After all of that, my long term goal(or wishful thinking, also TBD) will be to create a Star Yard manufacturing facility, and possibly even a Land based Headquarters(with a small town/city built around it) with various quests and activities on a yet to be determined Planet(these are aspirational goals, and could be a very long ways off)
Stickied for anyone that doesn't want to discover new things as they level
Weapons
Class A
Class A Weapon Platforms for Battle Station and Weapon Hold Structures - Level 5
Manual Fire Flak Cannon - Level 5
Manual Fire EM Cannon - Level 5
Turreted Flak Cannon - Level 10
Manual Fire Laser Cannon - Level 15
Turreted Laser Artillery - Level 15
Manual Fire Destroyer Cannon - Level 20
Turreted Destroyer Cannon - Level 25
Direct Fire Cruiser Cannon - Level 25
Missile Launcher - Level 30
Manual Fire MR Artillery - Level 30
Manual Fire Battleship Cannon - Level 35
Turreted Battleship Cannon - Level 35
Manual FIre Particle Beam - Level 40
Dual Barrel Turreted Destroyer Cannon - Level 40
Triple Barrel Turreted Cruiser Cannon - Level 45
Class B
Manual Fire EM Cannon - Level 20
Class B Weapon Platforms for Battle Station and Weapon Hold Structures - Level 30
BTurreted Flak Cannon - Level 35
Manual Fire Flak Cannon - Level 40
Manual Fire Laser Cannon - 40
Manual Fire Destroyer Cannon - Level 40
Turreted Destroyer Cannon - Level 45
Manual Fire Cruiser Cannon - Level 45
Manual Fire MR Artillery - Level 50
Turreted Cruiser Cannon - Level 55
Turreted MR Artillery - Level 60
Manual Fire Battleship Cannon - Level 65
Turreted Battleship Cannon - Level 65
Manual Fire Particle Beam - Level 75
Dual Barrel Destroyer Cannon - Level 80
Triple Barrel Cruiser Cannon - Level 85
U-Battleship Cannon - Level 100
Class C
Manual Fire EM Cannon - Level 50
360 Degree EM Turret - Level 50
Manual Fire Flak Cannon - Level 60
Turreted Flak Cannon - Level 65
Turreted Dual Barrel Flak Cannon - Level 70
Turreted Laser Artillery - Level 70
Class C Weapon Platforms for Battle Station and Weapon Hold Structures - Level 75
Manual Fire Laser Cannon - Level 75
Manual Fire Destroyer Cannon - Level 75
Turreted Destroyer Cannon - Level 80
Manual Fire Cruiser Cannon - Level 80
Missile Launcher - Level 80
Turreted Howitzer - Level 85
Manual Fire MR Artillery - Level 85
Manual Fire Battleship Cannon - Level 90
Turreted Cruiser Cannon - Level 90
Turreted 360 degree Hemi-Spherical Cannon - Level 90
Turreted MR Artillery - Level 95
Turreted Particle Cannon - Level 95
Manual Fire Particle Beam - Level 100
Turreted Battleship Cannon - Level 100
Anti-Capital Ship Cannon - Level 100
Ultra Destroyer Cannon - Level 105
Ultra Cruiser Cannon - Level 110
Ultra Battleship Cannon - Level 125
S-Ultra Battleship Cannon - level 150
Non Weapons
Class A Shield Platform - Level 5
Fighter Cockpit - Level 5
Wingless Cockpit 1 - Level 5
Cargo Bay - Level 10
Wingless Cockpit 2 - Level 10
Upgraded Cargo Seal - Level 20
Armored Wingless Cockpit 3 - Level 20
Shielded Cargo Bay - Level 25
Class B Shield Platform - Level 30
StarBorn Cockpit - Level 30
Cargo Lifts - Level 30
Winged Cockpit - Level 30
Armored Winged Cockpit - Level 40
Bridge Cockpit - Level 50
Grav Drive - Level 65
Class C Shield Platform - Level 75
Reactors - Level 75
Large Shield - Level 75
Powered Shield Boosters - Level 75
Hyper Shield - Level 100
I've actually posted here before, but I cannot find any trace of that original Comment. You may recall; I had brought to your attention that your weapons were comically over-performing.
Well, I just got back into this game again (I have no idea how many months later), got your most recent version, and I think the weapons are still overtuned. I'm seeing people talk about liking your weapons and such... did you ever figure out what was going on? Is it some kind of bad interaction with another mod or something?
Screenshot below:
I'd love to use the weapons, but I want the game to have some semblance of a challenge still. I still love your components!
"matijuana aerospace no level req"
not saying I do not like the idea (I love the idea) Just want to avoid making the author mad as this is a mod no one wants to see walk away.
or at least a "low level" requirement capped at lvl 60 as vanilla part
https://www.nexusmods.com/starfield/mods/13769
Take care !