I'm having some issues with the mod that I haven't seen discussed here, only one unresolved Reddit post that reports the same issue...Basically, there are weird ghost meshes floating about everywhere. In the ship builder, the green outline is not coherent with the hab mesh, but looks like a giant explosion. When walking about the habs, there are little greebles and fragments (nearly transparent like meshes viewed from the back). The issue seems to get worse the more I fiddle with the habs in the builder. I am running a fair few shipbuilding mods, but mostly things that just add habs. I will note that other modded hopetech modules are having a similar issue, any idea where to start looking to debug? Edit: the other parts having the same issue are modded hopetech landing bays from all-in-1 ships mod. I'm going to see if removing that mod fixes this one. Update: Removing the 1-of-a-kind ships mod seemed to fix the problem, but after entering the ship builder a few times the problem returned. After some more exhaustive testing it seems like it is not a conflict issue but something more. Any help would still be appreciated.
Do you have Wicked Outpost Fortified.esm? If so, it is seriously broken, and will override stuff in other mods, causing issues like this. Removing 1 of a Kind likely just changed your load order enough to "fix" it.
Very much like the idea of this mod. i have 2 bugs I'm trying to figure out. One is since loading this mod some of my doorways in the ship appear shut even when open. I also have occasional issue entering the ship, sometimes the entry hatch just puts me outside again didn't have problems before installing this mod.
I have 2 other ship mods but i don't see how they can conflict. TN Supplimental reactors and Graf's habs Nova 1x1 habs.
This mod didn't work very well for me without Place Doors Yourself(PDY). It is a game-changing shipbuilding mod anyhow, highly recommended! The only problem is that you will have to go through your ships and add doors manually after installing it. It can be a big initial investment but ultimately is so worth it.
I really like this mod unfortunately I have come up against a conflict between it and the recent wicked field mod. When loaded together it will cause a ctd on planet landing or entering ship. Load order does not matter. The other problem is that for some reason I can not load this mod's esm into xedit it will cause a failure, so I can not see what is conflicting. I was wondering if anyone has come across this and maybe found a solution. They are both really terrific mods I would like to able able to get them to play nice with each other.
Oh I just realized the patch was made for the all in one plugin. Is there any way I can bug you to create a patch using the hab tweaks file also? I don't use the all in one, only individual pieces of it and it won't load the patch because it requires the all in one plugin. If not, it's no big deal I will use them without the boosted stats.
Hot damn. Update time! Starting over a character because of a bunch of new stuff I added that requires a clean save. I can't wait to put more of these in my ships!
Any chance you might make hydroponic habs for the other makers? I'd much appreciate it, as I personally prefer the "sterile, lab-like" white interiors of Nova/Deimos habs to the more grey and "industrial" feel of HopeTech. Really neat work though, def using it as it is in case there won't be any!
There is a chance, although it won't be soon these took forever to make.
I also wanted to make sizes other than 2X1. Maybe something 2 floors high, then I can add bigger trees and maybe the rest of the produce items in the game. Most of the crops I did not add to this mod are from fruit trees. Fitting an orchard in a 2X1 isn't really feasable.
That sounds really interesting and I for one would love more unusual hab shapes! I've been using Graf's Nova 1x1 Habs and wouldn't mind a Nova 1x1 hydroponics hab though.
I love this mod!! I don't care at all that I don't understand the crop messages or if I need to water or change the color of the lights to help the crops or how to harvest or that every time I click on a crop the message changes from "not doing so well" to "doing great" to "too much starlight", to "just about ready" to "needs more time!" I installed it a few days ago and no crops yet but honestly, no sarcasm, I love this mod! Cora sits at the terminal typing away like the girl on the Unix system in Jurassic Park and the views out of the top of my ship are awesome. You can even see your crew in there on landing animations. I'm sure one day the crops will pop out and perhaps I'll figure out if the lights have any meaning or are just lights. Very cool work. Hats off to you. This is a most excellent hab. It'll be my favorite room in every ship I ever build from here on out.
Crop messages are meaningless, I just added them for some "fake immersion" and as of the last update there shouldnt be any messages saying they are ready to avoid confusion for people.
I also wanted the activators to show what the crop plants were.
Lighting is purely asthetic has no affect on the crops.
As for harvest, you did turn it on from the terminal correct? By default it is set to off.
I know you're not asking me haha but possibly get a patch for Ship Builder Categories under HopeTech. Just a suggestion and thank you for this amazing mod!
93 comments
Fixed missing terminal fragment preventing users from being able to adjust harvest notification settings
Update Version 1.05
Added perk requirement for the hydroponic habs - Botany rank 1
There are also patches now for:
Ship Builder Categories
TN's Hab Tweaks / All In One
The TN's patch includes SBC changes so you don't require both of my patches for TN's Hab Tweaks / All In One
Edit: the other parts having the same issue are modded hopetech landing bays from all-in-1 ships mod. I'm going to see if removing that mod fixes this one.
Update: Removing the 1-of-a-kind ships mod seemed to fix the problem, but after entering the ship builder a few times the problem returned. After some more exhaustive testing it seems like it is not a conflict issue but something more. Any help would still be appreciated.
I have 2 other ship mods but i don't see how they can conflict. TN Supplimental reactors and Graf's habs Nova 1x1 habs.
https://youtu.be/FYNJqY0rxiI?si=GYkhsGsK-s0qhJym&t=460
When I get some time I will look into methods of getting the hydroponics to shut down in the event the ship is no longer the active home ship, etc.
One question. Even after selling my modded ship, I’m still harvesting vegetables! Is there a way to have a setting to just disable this?
I also wanted to make sizes other than 2X1. Maybe something 2 floors high, then I can add bigger trees and maybe the rest of the produce items in the game. Most of the crops I did not add to this mod are from fruit trees. Fitting an orchard in a 2X1 isn't really feasable.
Crop messages are meaningless, I just added them for some "fake immersion" and as of the last update there shouldnt be any messages saying they are ready to avoid confusion for people.
I also wanted the activators to show what the crop plants were.
Lighting is purely asthetic has no affect on the crops.
As for harvest, you did turn it on from the terminal correct? By default it is set to off.
Ship Builder Categories