Hi, just wondering, since this mod seems to be able to save shipbuilding state allowing us to duplicate it into a new game plus (new universe), would it be possible to somehow implement it into some kind of blueprint feature?
What I mean is, let's say we're building a ship, and we want to save the state of that ship into a blueprint so that we can continue it later, or make different variants of a ship by keeping certain blueprints as different versions that we can change into.
This has been one of the features that I have requested in various Bethesda forums and I have yet to see anyone from Beth address it. I was wondering if you think your mod can be used to do something like that.
i need help im trying to use the mod razor crest and import it but it keeps giving me a "ERROR ship layout couldnt be imported it is recommended to exit the game and reload as partial ship data changes may have been made "
Oh have to run it from Vortex then it worked. But the game froze after saving it and hit Exit so have no idea if it worked. Guess I'll see when I go to my next NG+. Tried it on another ship. While inside I used the ExportShip Name got the message it exported but while still inside I went to do a hard save and the game froze with Starfield Not Responding. Have no clue what I'm not doing to get this right. Running SF through Vortex on PC. If I try running the game via Steam desktop shortcut the Export doesn't work. Help! :)
This mod has a HUGE set of requirements (some of which have their own requirements,,,)Do you know what the actual count of Full ESMs,, Med. ESMs and SMALL esms is? No point of D/L if it puts me over the 'soft' or 'hard' cap... Starfield is NOT Fo4
This mod has no requirements other than SFSE. You're looking at the "Mods requiring this mod" section, which unfortunately isn't well separated from the "Mods this mod requires" section.
First, LarranKiar: Excellent mod! Works practically without a hitch (other than changing a few ship pieces green... I don't get it).
For interiors, I noticed I'm only able to import a small portion of my work via the mod. I use Wall and vehicle mods (my ship has a garage for the Flyer, for instance), and a lot of those elements don't carry over. Is there a need for an eventual patch for each mod that offers these pieces? Or is something more generally buggy here?
Something I'd like to understand, is the apparently hit and miss aspect of using mods like this. Occasionally, I get a command not found error when I run the ExportShip command. If I quit, then deploy mods, occasionally it works after that. Sometimes I seem to need to purge mods and deploy mods again.
At a time? No. One at a time? Yes. Exporting creates a txt file with your ship name (for instance, "Wrath.txt" for my main ship, Wrath). You can archive them elsewhere, export variant builds of that ship, etc.
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Right above it states: This mod does not have any known dependencies other than the base game.
Best regards
What I mean is, let's say we're building a ship, and we want to save the state of that ship into a blueprint so that we can continue it later,
or make different variants of a ship by keeping certain blueprints as different versions that we can change into.
This has been one of the features that I have requested in various Bethesda forums and I have yet to see anyone from Beth address it. I was wondering if you think your mod can be used to do something like that.
Tried it on another ship. While inside I used the ExportShip Name got the message it exported but while still inside I went to do a hard save and the game froze with Starfield Not Responding. Have no clue what I'm not doing to get this right. Running SF through Vortex on PC.
If I try running the game via Steam desktop shortcut the Export doesn't work.
Help! :)
For interiors, I noticed I'm only able to import a small portion of my work via the mod. I use Wall and vehicle mods (my ship has a garage for the Flyer, for instance), and a lot of those elements don't carry over. Is there a need for an eventual patch for each mod that offers these pieces? Or is something more generally buggy here?
Occasionally, I get a command not found error when I run the ExportShip command.
If I quit, then deploy mods, occasionally it works after that. Sometimes I seem to need to purge mods and deploy mods again.
Using Vortex.