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MichaelOliver

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MichaelOliver

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About this mod

This replaces the exterior hull of the SR1 Normandy with either the Cerberus or Alliance SR2.

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Changelogs
Hello, and thank you for checking out my mod. If there are any issues please let me know, but some of the problems are part of the SR1 instead of this mod. Keep that in mind when using this. You will need the original SR1 mod and it's dependancies for this to work, https://www.nexusmods.com/starfield/mods/12841.  Below is a detailed description of what this mod does.

If you would like to beta test future mods join here: https://discord.gg/JADc3G4PQv

V1.0
I. The outer hull has been replaced.
   A. The SR1 exterior has been replaced with either the SR2 Alliance or SR2 Cerberus Normandy.
   B. USE ONLY ONE OF THESE.
   C. The interior is the same as the SR1.

II. New weapons.
   A. I was not particularly happy with the weapons that were originally used so I changed them in Creation Kit.
   B. Weapon 0, Eradicator 75Mev Neutron Beam.
   C. Weapon 1, KE-49A Autocannon.
   D. Weapon 2, Atlatl 280C missile launcher.

III. Ship module upgrades.
   A. Shields upgraded to have 10k like my other SR2 Normandy.

IV. Customization.
   A. The modifiable version of the SR1 was used to make this mod and is the intended version that should be used.
   B. If you use the modifiable version as a base and replace it you can modify the modules for the replacer, but be warned, it breaks the NPC navmesh.
   C. The non-modifiable version of the SR1 should work, but no promises.

V. Known issues.
   A. When docking you teleport straight to the docker without the animation playing.
   B. When undocking the game stutters and the animation does not play.
   C. This is an issue with the SR1 and cannot be fixed on my end, please note the ship does dock and work as intended. This is purly an animation bug.
   D. When taking off the animation is odd and the takeoff fx sounds do not always play, again this is an issue with the original SR1.
   E. If you edit the ship in the ship builder the interior navmesh for NPCs will break, again this is an SR1 issue.
   F. When grav jumping you need to have one power in the grav drive, select the system from the galaxy map then attempt to jump. Again an SR1 issue.

VI. Grav jumping.
   A. When grav jumping make sure you have one power in the grav drive, select the system from the galaxy map then attempt to jump. This is very important
        because if you try to jump another way the ship may or may not jump. This is the best way that I have found to get the grav jump to work.

VII. Original SR2 mod.
   A. My original modular SR2 mod works along side this as it's own separate entity. Feel free to use both mods at the same time, there should be no conflicts.
       https://www.nexusmods.com/starfield/mods/11857

VIII. Special thanks.
   A. BioWare for the original assets used in the mod.
   B. Arrokoth7323 for the original SR1 mod. https://www.nexusmods.com/starfield/mods/12841