DirtyDan with a HUGE Thank You to matilija for always helping and creating the new 332 hab and EdgiestSwing23 for The Real Elevator as well as many others mentioned in credits for help and inspiration
Still my very first mod. Still a learning process. But here is the newest version and the BIGGEST update so far, ready to reclaim it's place as your trusted provider for extraordinary luxury space ship habs.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
Please feel free to rebuild whatever you like from my mod, but please don't just copy and paste. Crediting would be nice. Using my stuff in paid mods is NOT ALLOWED.
File credits
Credits go to:
- Matilija for the 332 exterior hab and ALWAYS helping me out and answering all my newbie questions - EdgiestSwing23 for The Real Elevator - JCVD101 for all the help with beta testing and cheering me up, when CK p*ssed me off too much - aurreth for helping me out and answering at the forums - DownfallNemesis for helping with Navmesh / CrewMarkers and more - Shadedness for helping me understand some things better - SenterPat for O.U.T. - especially all the scripts - lKocMoHaBTl for StarGym - Vince134 for SPE
If I forgot someone please forgive me and be assured I'm thankful for everyone helping me along the way!
Lots of things in my mod are inspired by other great authors and mods, but I tried to learn from them and rebuild stuff on my own. I didn't just copy - paste anything that's not credited here. I always asked for permission to use ideas, scripts,... but didn't always get an answer. But still: If I used anything that you consider as your property, please let me know and I'll gladly credit you or remove it if we can't find a solution.
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
- fixed / removed the bulldoze cycle debug message at the mansion landing pad - removed the pimped Deimog as people just keep complaining about the requirement... - repacked archive to hopefully fix elevator geometry on xbox - fixed some flickering at the mansion roof - some more minor fixes
Version 4.2.1
- hotfix to remove debug notifications near mansion landing pad - fixed lighting in garage - removed the ship builder terminal at the elevator as for whatever reason I can't get it to work
Version 4.2
- made the pool water always safe via spell - made a script to automatically remove unwanted flora at mansion - slightly redecorated Health Center, Hope Bay and more - 1x3x1 hab should work now as intended - moved the mansion landing pad to make it easier accessible - changed the look of the lifting platform in mansion garage - optimized Navmesh - added a pimped Deimog to Mansion garage
- preparing release to Creations - working on a whole settlement with huge headquarters based on Hopetown, shops, a hospital, terrabrew and much more
Version 4.1.3
- fixed top and bottom snap points of elevators - added a 1x3x1 Engineering Cross Hab (exterior from Derretech Legacy) with curtains at doorways (mostly for my personal use, but thought I'd share anyways)
Version 4.1.2
- fixed the bug that affected story progress in the prologue with Heller (again... as for some reason it came back) - fixed the music in Mansion (that played constantly while nothing was activated) - small changes to Hangar Bay, Health Center and Fish Tank in Captain's Quarter - small changes to Mansion Basement (look at the shelf for entrance)
Version 4.1.1
- Hotfix for the pool clieaning sequence, archive 4.1 was missing a script - deleted the Model A robots of Hangar Bay as they don't behave, whatever I try, might have a comeback when I find a solution
Version 4.1
- added functional medical beds / infirmaries - all surgical beds in habs and mansion now have an integrated auto doc function - added functional washing machines - added a maintenance / cleaning program to the pool hab - finally fixed Navmesh in pool hab (they still seem too dumb to walk through the spine, but they can) - fixed an issue with the 6 floor elevator, where 1 side didn't open correctly - fixed the Hangar Bay, so there are no more snap nodes inside and on the bottom where they were never supposed to be - landing gear can be attached to the sides, not the bottom! - fixed the water size of the showers - fixed an issue where parts (especially above and below the pool hab) could be invisible in ship builder - optimized the switch for the Mourning device in Command Center - fixed a missing corner at the toilet in Health Center - changed the look of doors/doorways, replaced the blue glow texture - added a pet Ashta to the Mansion - removed the blue glow in health center, but I like it in the cockpit, so that will stay - fixed the terminals in Captain's Quarter (and Poolhab) - the flames in pool hab can now be turned off by a button at the bar
Version 4.0.4
- fixed a bug where robots might fall through bay at takeoff and run wild on civilians (in New Atlantis) - robots are now tied to an "is landed" - condition and will be disabled at takeoff - fixed hangar bay exterior, now there REALLY shouldn't be ugly clipping at doors anymore - added a little extra to the Mansion basement
Version 4.0.3
Hotfix: - fixed a bug, where for some weird reason you could get stuck in the 1st cave of prologue mission at a new game - optimized Hangar Bay to avoid clipping at aft doors - optimized Sliding Doors in Mansion and Health center, added an auto close function
Version 4.0.2
Small Hotfix for door transformation of Poolhab and Captain's Quarter
Version 4.0
- new Dream Mansion player home - added hangar bay - added new Command Center hab - added new Master bathroom hab - added new Cockpit - added new elevators - added new reactor - added Outpost bulldozers - overhauled Pool Hab and much more
Version 3.2
- adjusted and resized Post Effect Volume, Ship Module Trigger and Interior Sound - added wall pieces for side doors in Captain's Quarter - replaced the DJ booth in Captain's Quarter with a Music Wall Terminal - Lighting in Pool Hab redone for a less "Miami Vice" look - added a buildable Doctor and Barkeeper with some dialogue (vanilla files, nothing new recorded) - fixed the toilet door in Health Center - some more minor adjustments
Version 3.1.3
- removed the requirement for TN's M-Class Shipbuilding that was added to 3.1.2 by accident - fixed the snap points for 3x3x3 health center hab
Version 3.1.2
- created a new Snap Template for the 3x3x3 hab, now you can attach all parts without needing another mod - turned around doors in Health Center to make sure they're not blocking anything in attached habs - fixed a minor clipping issue in Machine Room - changed walls on the Gym Floor in Health Center to have them no longer (or at least way less) clip through the roof
Version 3.1.1
Just a hotfix for lighting in new bathroom hab, cause it was way too bright
Version 3.1
- brand new 3x3x2 exterior created by the awesome Matilija - removed dependency of The Real Elevator - credits still go to EdgiestSwing23 - removed all parts of DerreTech Legacy, rebuilt the spine in Pool Hab (not as nice as the Derretech Spine, but making sure there will be no issues with external files) - added a new 1x1x1 Bathroom (currently 1 version with side doors) - added Snap Templates, so now you can see in Ship Builder, where doors are possible - removed all requirements
Version 3.0.1
- Fixed the water in pool hab. Should be safe now, wherever you go - Removed the toilet and beds from Machine Room - Added a Hydroponic booth to the Machine Room - Minor additions to the medical hab
Version 3.0
New start, redone from scratch
DP Aerospace - Luxury habs and more (WIP)
- 3x3x2 Swimming Pool Hab - 3x3x2 Machine Room / Security Workshop - 2x2x1 Captain's Quarter - 3x3x3 Health Center - 1x1x1 Crew Bathroom - 3x3x3 Command Center - 2x2x1 Master Bathroom - 1x3x1 Engineering Cross Hab (with Curtains) - 3, 4, 5 and 6 floor 4-way elevators - HUGE DPA Hope X hangar bay with built in workshop - DPA Cabot CX Cockpit - DPA Insanity Reactor with included Grav Boost
and last but not least - your own Dream Mansion in New Atlantis right next to the Spaceport!
PLEASE CAREFULLY READ THE DESCRIPTION AND KNOWN ISSUES
Still my first own mod created with CK. Not to say, my first mod EVER, while it's still and most likely always will be a Work in Progress.
I'm still and always will be learning and this wouldn't be possible without the inspiration and help I received by many great people along the way. I try to mention them all in the credits, but I'll still start with a THANK YOU!
So, what do you get?
- a (HUGE upgrade to the) 3x3x2 swimming pool hab, with a foldable roof for awesome view, a pool bar, a relax area and - WORKING SHOWERS as well as mirrors to change (and rechange) clothes to swimsuit - a 3x3x2 machine room / security hab with all workbenches, a laundry and much more - hiding a little surprise in an extra room! (You'll find a hint for the Captain's Key in your room at the Lodge) - a beautiful 2x2x1 Captain's Quarter with animated TV, working DJ booth, fireplace and much more - a 3x3x3 Health Center with a 3 floor combination of Gym, Relax Area, Solarium and huge medical bay - a 1x1x1 Crew Bathroom with working showers heavily inspired by Habz, but built on my own (currently only 1 version with side doors, flip version probably in a future update)
NEW IN 4.0: - a 3x3x3 Command Center inspired by the UC Vigilance with quite a few surprises in it - a 2x2x1 Master Bathroom with working shower, bath tub, sauna and more - 3, 4, 5 and 6 floor working elevators opening on all 4 sides - a HUGE XXL version of the Hope Landing Bay combined with a vehicle workshop, all workbenches and much more - a new Cockpit, major upgrade to the Nova Cabot C4 - a new Reactor combined with a Grav Booster (to make real use of it, use the "No reactor limit" / "No grav weight limit" SFSE mods!) - Outpost Bulldozers to remove unwanted flora and hazards - a new Music Terminal inspired by O.U.T. - Ultimate Outpost Tweaks
AND:
- your very own Dream Mansion in New Atlantis right next to the Spaceport (basically Sonny de Falco's estate with a huge overhaul)
I am aware that some might not like this or want me to make it a separate mod. I am currently working on a huge Headquarter complex. When this is done, I will make it optional. Only the ship modules or the whole she-bang. Some features:
- WORKING ELEVATORS - WORKING SHOWERS - WORKING TOILETS - WORKING WEIGHT BENCHES AND PULL UP BARS - FUNCTIONAL MIRRORS TO EITHER CHANGE APPEARANCE OR CHANGE CLOTHES TO SWIMSUIT / GYM WEAR - NEW WORKING MUSIC TERMINAL - ANIMATED TV - WORKING DJ BOOTH TO PLAY DIFFERENT MUSIC - WORKING WASHING MACHINES and much more
Will this have water splish splash around and make your space nightmares come true when your grav is damaged? - NO... this game doesn't have that kind of physics
But I hope you still can enjoy some nice, detailed habs to rest and relax and go for a swim before or after your adventures. I really put A LOT of work and time in this, so while it will never be perfect, I think it turned out not too bad for my first release.
IMPORTANT ! - Infos and known issues that probably can't be fixed (or I just don't know how to):
The Ship Builder shows where doors are possible. Place doors yourself is a MUST HAVE. It doesn't work without it and as I can't imagine building big a$ ships without it, I won't make a version without it. My habs are simply designed for the use of it.
Requirements:
Requirement for "The Real Elevator" removed in v3.1, Credits for the elevator still go to EdgiestSwing23
- Place doors yourself ---> to prevent doors spawning at weird places or not having doors where needed - Shattered Space DLC ---> I'm using quite a lot of assets from there
KNOWN ISSUES:
- when actually in space and using the hab the swimming animation still works, but the water surface bugs out. It looks like it's following the player movement, so for now it seems to only stay calm, when in a world space ---> I really, really wish I could fix that, but whatever I tried and whoever I asked, it didn't work (while most of the people that could know keep ghosting me...)
IF ANYONE HAS AN IDEA, PLEASE LET ME KNOW!
- the water physics don't work like usual when inside a spaceship. Even if I added the keywords for raytracing and stuff, it still doesn't. That means: No waves, no splashes. I have no idea if that can be fixed somehow. I even tried to add an outpost beacon to the cell and see if this creates it's own "world space", but doesnt't seem to work
- the pool water normally isn't always safe as it copies the planets hazards. I used a spell on the water to make sure you never take damage, but the hazard warning will still appear
- unfortunately the ship doesn't land on the landing pad of the Dream Mansion, because it is too close to the New Atlantis spaceport. I can't set it as a new World Space as it would collide with New Atlantis. But when you're talking to "Alfred" or the barkeeper to modify your ship it will spawn at the landing pad. If anyone has a solution to get the ship to land there, please let me know!
- loot containers might or might not work.. there are 3 containers in the Machine Room hab containing loot ranging from crap to amazing; for some reason they work on some of my save files and don't on others. I have no idea how this is related. Also I often have stacked containers in the esp and when creating the esm they're empty again. If anyone can explain to me how this whole thing is meant to work, please let me know
- unfortunately the ship doesn't land on the landing pad of the Dream Mansion, because it is too close to the New Atlantis spaceport. I can't set it as a new World Space as it would collide with New Atlantis. But when you're talking to "Alfred" or the barkeeper to modify your ship it will spawn at the landing pad. If anyone has a solution to get the ship to land there, please let me know!
- the flora near the mansion is spawning dynamically, that's why I can't simply edit it out. I cannot block the entire flora, because that would impact New Atlantis. That's why I included the outpost bulldozers for you to be able to remove clipping flora or hazards by yourself
-
What I had planned, but currently don't know how to do it: - be able to land on the mansion landing pad - make the pool water not bug out in space - even more "working" objects
FUTURE PLANS: fixing and optimizing whatever I can, while working on even more habs;
If you experience any other issues, feel free to let me know in the comments. But please consider, I have never done this before. This is my first mod ever and I am learning new things everyday. While I'll do my best to investigate, this is and most likely always will be a WORK IN PROGRESS. I can fix things because of the help of y'all and by making mistakes and discovering new things.