The keys/slates you find in the world (no longer slates for sale) are "keys" to a ship. After opening the slate, you'll get a description of the ship. When you back out of the slate and inventory menu, a console screen will open up (like when you activate a computer in game). There will be a button there to claim the ship. Click that, and the ship should be added to your fleet.
The previous version had some people have issues receiving the ships after clicking the buttons on the slates. If the ".ba2" files are installed, all the scripts should work. I don't know what mods would conflict, but if you have this issue, and the .ba2 files are there, maybe try changing the load order.
After buying a ship and saving. exiting the game and coming back. Cant load ANY save file with a ship purchased from this. Everything was working fine too. bought and was flying around, edited it. i have to reload to a save b4 buying your ships. bummer cuz i loved Sweet Caroline.
When I try to add this to my extensive loadout, new game, crashes before getting out the title screen Are there any known incompatibilities with popular mods? If I figure out the problem will report back
Seems problem was not with this mod, if any conflict is with the version of Starfield Fleet Expansion that has been pulled from their page. Disregard :)
Is this not compatibel with actual game version? Tried here and on creations, both versions are "missing files". I even tried loading it up in CK and that doesn't work as well.
Absolutely amazing work done on the POI like a park but you can buy ships also. Wonderful detail.
so a couple of things. first is the static displays are occupied. When upon entering i get an alert sound and warning, Mambo No 5, there also are npcs on the ship as well. One i entered said i was trespassing, Sweet Caroline. I didn't check any others.
second is more of a question. since they're all done with vanilla parts, will PDY affect anything if i put doors on. I had it loaded when i bought a few ships and as expected there were no internal passage ways. i have no issue putting doors on as they will be where id like them to be. Are there any places in the habs that should be avoided to placing doors?
~D
edt so all was going well got the ships as stated. i logged out to check load order through MO2. i tried to load back and cdt as it transitioned to exit save. i loaded the previous save back to when i exited a static ship loaded in good but this was before i bought the actual ships, though now it showed i owned the 3 i got. so i went ahead and went to Venus added doors on one of the ships and all worked well. i exited and tried to load back in cdt. i have now unloaded mod and it all works no cdt. so im not sure but i think PYD may interfere with this mod. ~D
As for there being people in the ships, there shouldn't be. They are all tagged to "BEEmpty" (Boarding Encounter Empty). Try unloading the mod. load the game without it, save, then reload with it enabled again (same trick as if they were all "inaccessible"). It seems the game doesn't always load those parameters consistently. So far, my experience has been that once it loads right, it'll always load right.
As for the trespassing, yeah... I haven't been able to fix that. As long as there's no people on board, "trespassing" shouldn't be an issue.
I think it has to do with ownership settings, but I haven't been able to find one that works. Oddly, Mambo #5, and Francoise's shuttle usually don't have trespassing, though all the settings are the same as the other ships. *shrug* I currently have them set to be owned by a neutral faction. I'll add a note in the description to let people know to expect it.
If anyone knows the trick to get rid of that warning for good, please let me know.
I don't know of any "avoid this area" for doors. Unless they go to outside. :) I don't expect PDY will affect anything any more than any other vanilla ship. I build them all in the in-game ship builder before constructing them in CK. So shouldn't have anything wonky.
edt so all was going well got the ships as stated. i logged out to check load order through MO2. i tried to load back and cdt as it transitioned to exit save. i loaded the previous save back to when i exited a static ship loaded in good but this was before i bought the actual ships, though now it showed i owned the 3 i got. so i went ahead and went to Venus added doors on one of the ships and all worked well. i exited and tried to load back in cdt. i have now unloaded mod and it all works no cdt. so im not sure but i think PYD may interfere with this mod. ~D
Weird. I can't imagine why. The nominal ships do nothing unusual to door or ladder placement. The "floor models" have unique cockpits to disable the pilot seat and add the terminals. But the regular ships just have regular ol' cockpits. Weird.
Anyone else with this issue? I may install PDY and test it out myself tomorrow.
edit: couldn't wait until tomorrow. I installed PDY, bought the Ballroom Blitz, put two doors between the battlestations and the infirmary, exited, reloaded and continued from the exit save, and loaded np. Since I just installed PDY, it's last in the load order, so I don't know if that makes a difference.
I did some more testing and i had Midas Manor loaded as well that does cause issue fast traveling to New Atlantis. I tried to jump to Jemison and land that worked and i could land at the ship park. I did try the last load and that still caused issue. I am about to jump thru the unity I will continue to do more figuring when i do.
~D EDT ok did some more testing and unloaded all the ship mods one by one and still the issue persisted as it wont load or ctd, but i did read the newest comment here about using patches in SVF i will try that. The issue starts after ive done some minor changes to the ship. Adding more cargo changing habs as in if its armory i switch to workshop, no major reconfigs. Im determined to make this work LOL!
Are you loading into a save where you are in a ship? The PDY may be making the game think that you're in an invalid ship (one with no access to the cockpit from the bay, before the ship loads. Have you tried putting PDY as last in the load order? I had a CTD while working on a new mod, and had that mod after PDY in the load order. Whereas my test earlier was with this mod and PDY loaded last.
I've reordered the load out a few times, and this time i tried and did not edit the ship just landed at my Venus outpost. got out and logged out while standing on the ground. I load back in all is going good until it actually loads into the game it CTDs. I have another ship vendor mod Starfield Fleet Expansion loaded and that works well with PDY I've edited those ships regularly with PDY Darkstar Astro., AvonTech, Ancient Mariner extended and Matillija as well. I have PDY patches for AvonTech (not needed) Ancient Mariner, Mattilija as required. Darkstar Astro does not need one there is no habs with that mod. One other mod that may cause issue is the Midas Manor but that is just i think when you load into New Atlantis, your NPC and Manor are in the same general area. I did a roll back test the other day, unload a mod check unload another one, etc and couldnt figure out as by then i think the ships were borked. Ive been going back and forward the last week or so getting my load out running well for Shattered Space. So those are my findings so far.
Nice job with the showroom shipyard. The actual ships are nice also. My favorites are Zoot Suit and Ballroom Blitz. I been having issues running this with other ship mods mos. I have yet to try a different load order.
Of course, I'd put the Ship Vendor Framework mod (and included patches if needed) first/before any other ship mods. But I think that the AArdvark mod needs to go before the other ship mods. I know very little if anything about modding/load orders, so, what do you think?
The two ship mods that I use right now without issues:
-Ships by hst using Ship Vendor Framework -Ships Plus (sub_shipsplus_v1)
thanks! The ZSR is a lot of fun to fly around in, and walk around in, too. The Ballroom Blitz was just redesigned from the original. Glad to hear you like it!
I can't think of anything that would interfere with other ship mods. Almost everything is contained at the Unique POI. The ships are all made with regular parts, so should be no different than any other ship you get using SVF. There are some custom ship cockpits, but they are only used on the Floor Models, and don't affect any other ships.
That said, this software is weird, and sometimes completely innocuous stuff will give 1000 duplicate forms errors, or cause every constructed item in the game to disappear. *shrug
I reinstalled the Ship Vendor Framework mod (yeah, apparently it's an right-click option in Mod Organizer 2). Anyway, during reinstalling the SVF mod I re chose the patch options also. So I just chose all of them! Now the Aardvark mod works... yay! upgraded, renamed, recolored the ZSR.
Not working for me. I'm able to open the notes after purchase and then claim the ships. But they don't show in my inventory. However I do see the five ships for sale from the ship tech in new atlantis. But they are at full price and not what I think they were supposed to be?? Would be nice to now if this is going to be fixed. otherwise I need to delete it from my library so it's not taking up space while not working. Thx
And maybe you can do a video on each ship and post on Youtube so we can at least see each ship before buying. They're not cheap and might help showcase your ships. Meanwhile I'll wait to see if you sort out the issue. I do have SVF loaded at the top of my list. Getting other ships by modders okay. GL with this as your work seems decent!!
The slates not working appear to be an issue with the ba2 (where the scripts are) files not being where they're supposed to be. Try putting the ba2 files directly in your data folder. (I'm still troubleshooting this, since it doesn't happen for me, and doesn't happen for everyone, but I think that should fix it, please let me know if it does/doesn't!)
As for purchase price, I made them with the highest-end parts, so the prices probably reflect that. I can't control the ship vendor prices, unfortunately. As for try-before-you-buy, I am working on the next version of this mod where there is a sales lot on Jameson you can go to and tour all the ships in person. It's been tricky on some points, but I think I'm close to being able to put that out. Francoise will move there and sell slates, but also I'll have a ship vendor kiosk where you can pay full price if the slates don't work.
hmm... It's also loaded on the Bethesda Creation Kit, so maybe try loading it from there. It might be some weirdness with how they package it for up/download.
Hi, tried both Vortex and Creations with the same result. Can buy the Ship Key, read it, exit which opens the Claim console, 'click' Claim and nothing?
Sorry, don't know why the slates work for some, but not others. If you have SVF mod installed, you'll be able to buy them from the vendor in New ATL. So far, it's the only work-around I have. (just more expensive!)
Thanks for the suggestions. I do have SVF installed. And I confirmed the mod files exist in the Starfield data folder. Hopefully you can figure out the problem.
These ship designs are dope af! Unfortunately, like many of the other comments I see, they don't show up when I claim the slates. I have manually installed and used the creation kit version with no luck.
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The previous version had some people have issues receiving the ships after clicking the buttons on the slates. If the ".ba2" files are installed, all the scripts should work. I don't know what mods would conflict, but if you have this issue, and the .ba2 files are there, maybe try changing the load order.
Will beloaded to Creation ClubsoonalsoAre there any known incompatibilities with popular mods? If I figure out the problem will report back
Disregard :)
Is this not compatibel with actual game version? Tried here and on creations, both versions are "missing files".
Nevermind, I'm dumb, sorry. Ship vendor framework wasn't activated...I even tried loading it up in CK and that doesn't work as well.
Absolutely amazing work done on the POI like a park but you can buy ships also. Wonderful detail.
so a couple of things. first is the static displays are occupied. When upon entering i get an alert sound and warning, Mambo No 5, there also are npcs on the ship as well. One i entered said i was trespassing, Sweet Caroline. I didn't check any others.
second is more of a question. since they're all done with vanilla parts, will PDY affect anything if i put doors on. I had it loaded when i bought a few ships and as expected there were no internal passage ways. i have no issue putting doors on as they will be where id like them to be. Are there any places in the habs that should be avoided to placing doors?
~D
edt
so all was going well got the ships as stated. i logged out to check load order through MO2. i tried to load back and cdt as it transitioned to exit save. i loaded the previous save back to when i exited a static ship loaded in good but this was before i bought the actual ships, though now it showed i owned the 3 i got.
so i went ahead and went to Venus added doors on one of the ships and all worked well. i exited and tried to load back in cdt. i have now unloaded mod and it all works no cdt. so im not sure but i think PYD may interfere with this mod.
~D
As for there being people in the ships, there shouldn't be. They are all tagged to "BEEmpty" (Boarding Encounter Empty). Try unloading the mod. load the game without it, save, then reload with it enabled again (same trick as if they were all "inaccessible"). It seems the game doesn't always load those parameters consistently. So far, my experience has been that once it loads right, it'll always load right.
As for the trespassing, yeah... I haven't been able to fix that. As long as there's no people on board, "trespassing" shouldn't be an issue.
I think it has to do with ownership settings, but I haven't been able to find one that works. Oddly, Mambo #5, and Francoise's shuttle usually don't have trespassing, though all the settings are the same as the other ships. *shrug* I currently have them set to be owned by a neutral faction. I'll add a note in the description to let people know to expect it.
If anyone knows the trick to get rid of that warning for good, please let me know.
I don't know of any "avoid this area" for doors. Unless they go to outside. :) I don't expect PDY will affect anything any more than any other vanilla ship. I build them all in the in-game ship builder before constructing them in CK. So shouldn't have anything wonky.
Weird. I can't imagine why. The nominal ships do nothing unusual to door or ladder placement. The "floor models" have unique cockpits to disable the pilot seat and add the terminals. But the regular ships just have regular ol' cockpits. Weird.
Anyone else with this issue? I may install PDY and test it out myself tomorrow.
edit: couldn't wait until tomorrow. I installed PDY, bought the Ballroom Blitz, put two doors between the battlestations and the infirmary, exited, reloaded and continued from the exit save, and loaded np. Since I just installed PDY, it's last in the load order, so I don't know if that makes a difference.
~D
EDT
ok did some more testing and unloaded all the ship mods one by one and still the issue persisted as it wont load or ctd, but i did read the newest comment here about using patches in SVF i will try that. The issue starts after ive done some minor changes to the ship. Adding more cargo changing habs as in if its armory i switch to workshop, no major reconfigs. Im determined to make this work LOL!
I had a CTD while working on a new mod, and had that mod after PDY in the load order. Whereas my test earlier was with this mod and PDY loaded last.
AvonTech(not needed) Ancient Mariner, Mattilija as required. Darkstar Astro does not need one there is no habs with that mod. One other mod that may cause issue is the Midas Manor but that is just i think when you load into New Atlantis, your NPC and Manor are in the same general area. I did a roll back test the other day, unload a mod check unload another one, etc and couldnt figure out as by then i think the ships were borked. Ive been going back and forward the last week or so getting my load out running well for Shattered Space. So those are my findings so far.~D
Of course, I'd put the Ship Vendor Framework mod (and included patches if needed) first/before any other ship mods. But I think that the AArdvark mod needs to go before the other ship mods. I know very little if anything about modding/load orders, so, what do you think?
The two ship mods that I use right now without issues:
-Ships by hst using Ship Vendor Framework
-Ships Plus (sub_shipsplus_v1)
I can't think of anything that would interfere with other ship mods. Almost everything is contained at the Unique POI. The ships are all made with regular parts, so should be no different than any other ship you get using SVF. There are some custom ship cockpits, but they are only used on the Floor Models, and don't affect any other ships.
That said, this software is weird, and sometimes completely innocuous stuff will give 1000 duplicate forms errors, or cause every constructed item in the game to disappear. *shrug
And maybe you can do a video on each ship and post on Youtube so we can at least see each ship before buying. They're not cheap and might help showcase your ships. Meanwhile I'll wait to see if you sort out the issue. I do have SVF loaded at the top of my list. Getting other ships by modders okay. GL with this as your work seems decent!!
As for purchase price, I made them with the highest-end parts, so the prices probably reflect that. I can't control the ship vendor prices, unfortunately. As for try-before-you-buy, I am working on the next version of this mod where there is a sales lot on Jameson you can go to and tour all the ships in person. It's been tricky on some points, but I think I'm close to being able to put that out. Francoise will move there and sell slates, but also I'll have a ship vendor kiosk where you can pay full price if the slates don't work.
Hopefully that'll be ready soon.
And are you PC or xbox?
For the slates, I think copying the mod files (esm and ba2 file) directly into the starfield data folder where the other esm's go may fix it.
Hopefully you can figure out the problem.
Were you able to buy them from the regular Ship Services vendor?