Quick question, will this mod conflict with the new Watchtower Creation mod? The mod let's you assign crew to other ships (but not by the vanilla way) so I'm curious if this will cause any issues.
Other than that this mod seems like what exactly what I was looking for! Thank you!
It does seem to work, maybe with a wrinkle or two, but I haven't had much experience with Fleet Commander so don't take my word for it and wait for some more expert opinions.
It seems to work great when used with Fleet Commander apart from one issue: If you dock your homeship with one of your fleet ships the crew on the fleet ship exhibit some kind of homing instinct and will go to the docker and transfer themselves onto the homeship. Of course you can undock and then zap them all back onto their allocated fleet ship using the cgf "isIndividualShipCrewGlobals.ResetNPCs" command so it's not a game-breaker.
Apart from that small issue it's a great companion to Fleet Commander, so thnx again.
That sucks. I was hoping this would allow you to have a mother ship with crew and a small empty drop ship that just you and your companions pilot. But if every time you dock your small drop ship to the mother ship, this issue happens with all crew going to the small drop ship, that's a non starter. Any fix for this on the horizon?
I had the same issue with the crew of my home ship, which is the JJ Enterprise, walking towards the docking port anytime I docked with the Frontier. What I found was that I had to have at least one crew member assigned to the smaller ship. That seemed to prevent the crew of my home ship from trying to board the one I was using as a shuttle. Every once in a while, the crew member of the Frontier would board the JJ Enterprise when I redocked. That hasn't happened in a while.
I'm having a bit of trouble when switching to a different home ship, specifically with the generic specialists you can recruit in the various bars.
They (and my regular elite crew and constellation members) are assigned to my main ship. When switching to a smaller ship with a lower crew capacity, I'll briefly get the notification the "xyz specialist is no longer available for your crew" at which point they seemingly disappear entirely, no longer appearing on the crew list, not present on my main ship, just gone with no apparent way to get them back. I've had just one disappear but usually they're all gone. Poof.
The only way I found to get around this is by unassigning them from my main ship, exiting the menu and then reassigning them before speaking to the ship tech to change to a different home ship. I might find a stray crew member or two in the new home ship but that's solved with the console command on the description page, so not a problem sending them back to my main ship where they belong.
Is there anything obvious I'm missing here when switching ships?
Hi, It looks to me like the crew members are not in the ship's crew list for some reason. The behavior you describe indicates that this is vanilla behavior.
Have you done an update or is this the first installation of the mod?
My suggestion:
1. Remove all crew members who disappear or do not remain on the assigned ship from the assigned ship and assign them to an outpost for the time being. Change the home ship and reassign them to the home ship. Switch to the other home ship and check if they remain on the previously assigned ship.
2a. If the crew members are still not on the correct ship, something seems to be preventing the corresponding script functions from being executed. Presumably, a mod is delaying the script events significantly. To test this, it would be best to create a new profile for testing with a new game save without any other mods. I use SKK Fast Start New Game (Starfield) which is faster.
2b. The other, perhaps quicker method is to completely uninstall the mod according to the instructions on the description page, reinstall it, and then check whether everything works as expected. If it still doesn't work, you should perform step 2a, as a mod conflict is probably the cause.
Thanks for taking the time to have a look. I'll start by uninstalling (as per instructions) and see if a fresh install helps. If not I'll try the method you described in 2a.
I did however just start a new NG+, so it might a take a little while to build up some crew again. I'll be sure to report back when I get to that point though.
Either way, thanks for making this mod, love the concept.
Unfortunately I wasn't able to get it working properly on my existing save after a new installation. It would appear there's some conflict with my current load order so no doubt the issue is on my end and not with your mod.
I've had to remove it for now which is a shame because I thought the idea was sound, I'll just have to continue without for the time being. Nonetheless, your efforts are appreciated.
OK, that's a shame. Identifying and then resolving mod conflicts can sometimes be very time-consuming, I can say that from my own experience. If you need help again and want to try again at a later date, just get in touch.
Seems I need some assistance. I installed and ensured the mod was enabled in my load order. But ship assignments seem to still work like vanilla. I select a home ship, assign and unassign specific crew. Change to a different home ship, and all the same crew are already assigned to it. Am I missing something?
Hi, I just did that. For me, when I assign a crew to a ship and then dismiss them and change the home ship, the crew appears in the list as 'Not assigned'. So, just as it should be. Did you perform an update or is this your first installation? If it was an update, I would delete the crew list again, as there may still be old data in it.
This deletes all crew lists on the ships: open Console and enter this: cgf "isIndividualShipCrewGlobals.RemoveAllShips"
If that doesn't work, I would reinstall the mod, but first uninstall it as explained on the description page.
Of course, a mod conflict can never be ruled out. To rule out a mod conflict, the safest thing to do is to start a new game (as a second profile for testing) without any other mods.
first this is a great mod! just a note, this really isn't a big thing, but if you assign Sam Coe to a ship the little girl comes along as expected. if you then change your home ship he stays put (as expected), but she is on the new home ship. unassigning Sam Coe (back to the lodge) gets her removed... again, great work and have a good one!
Yes, that's vanilla behavior; she always beams aboard the home ship as soon as you enter it, unless Sam is in the lodge. It bothers me too. I've already changed it so that she always follows Sam to his assigned ship. I'm testing it right now. It'll be online in the next few days.
So... what happens when you board and take control of a ship?.. Player is alone with his follower or all previous ship crew follows and then leaves after the ship is set as homeship?
Now and whatever the answer is, it maybe be cool to be able to assign a skeleton crew (maybe 2 ppl) specifically to the homeship. People who follow you in every ship once it's a homeship. Yup, part vanilla behaviour with that mod.
The crew will not follow you when you board a ship, unless you give them the order to follow you. It is best to use a companion mod that allows you to have multiple companions. I personally like 'Liga of Followers' very much, but I also use 'The Gang's all here'.In V1.5, followers are not teleported to their assigned ship after you change your home ship. Then you dismiss them (in the crew menu) on board the captured ship, after which you can assign them to the captured ship. This works very well.
I see. Former case then. Not too fond of an army following me but I may check on the followers mods you listed. Thank you for your answer.. and this mod as well.
62 comments
Other than that this mod seems like what exactly what I was looking for! Thank you!
soon.
This is sooo needed. Will go ahead and try how it works with Fleet Commander. If those two work together it would be a dream.
Anyways. Amazing that this is finally possible
Really fun mod, thnx for doing this!
It seems to work great when used with Fleet Commander apart from one issue: If you dock your homeship with one of your fleet ships the crew on the fleet ship exhibit some kind of homing instinct and will go to the docker and transfer themselves onto the homeship. Of course you can undock and then zap them all back onto their allocated fleet ship using the cgf "isIndividualShipCrewGlobals.ResetNPCs" command so it's not a game-breaker.
Apart from that small issue it's a great companion to Fleet Commander, so thnx again.
They (and my regular elite crew and constellation members) are assigned to my main ship. When switching to a smaller ship with a lower crew capacity, I'll briefly get the notification the "xyz specialist is no longer available for your crew" at which point they seemingly disappear entirely, no longer appearing on the crew list, not present on my main ship, just gone with no apparent way to get them back. I've had just one disappear but usually they're all gone. Poof.
The only way I found to get around this is by unassigning them from my main ship, exiting the menu and then reassigning them before speaking to the ship tech to change to a different home ship. I might find a stray crew member or two in the new home ship but that's solved with the console command on the description page, so not a problem sending them back to my main ship where they belong.
Is there anything obvious I'm missing here when switching ships?
I can't go into this in detail today due to time constraints. More tomorrow.
Also tomorrow's fine, enjoy your evening!
It looks to me like the crew members are not in the ship's crew list for some reason.
The behavior you describe indicates that this is vanilla behavior.
Have you done an update or is this the first installation of the mod?
My suggestion:
1. Remove all crew members who disappear or do not remain on the assigned ship from the assigned ship and assign them to an outpost for the time being.
Change the home ship and reassign them to the home ship. Switch to the other home ship and check if they remain on the previously assigned ship.
2a. If the crew members are still not on the correct ship, something seems to be preventing the corresponding script functions from being executed. Presumably, a mod is delaying the script events significantly. To test this, it would be best to create a new profile for testing with a new game save without any other mods. I use SKK Fast Start New Game (Starfield) which is faster.
2b. The other, perhaps quicker method is to completely uninstall the mod according to the instructions on the description page, reinstall it, and then check whether everything works as expected. If it still doesn't work, you should perform step 2a, as a mod conflict is probably the cause.
I did however just start a new NG+, so it might a take a little while to build up some crew again. I'll be sure to report back when I get to that point though.
Either way, thanks for making this mod, love the concept.
with my current load order so no doubt the issue is on my end and not
with your mod.
I've had to remove it for now which is a shame because I thought the idea was sound, I'll just have to continue without
for the time being. Nonetheless, your efforts are appreciated.
If you need help again and want to try again at a later date, just get in touch.
I just did that. For me, when I assign a crew to a ship and then dismiss them and change the home ship, the crew appears in the list as 'Not assigned'. So, just as it should be.
Did you perform an update or is this your first installation?
If it was an update, I would delete the crew list again, as there may still be old data in it.
This deletes all crew lists on the ships:
open Console and enter this:
cgf "isIndividualShipCrewGlobals.RemoveAllShips"
If that doesn't work, I would reinstall the mod, but first uninstall it as explained on the description page.
Of course, a mod conflict can never be ruled out. To rule out a mod conflict, the safest thing to do is to start a new game (as a second profile for testing) without any other mods.
Let me know if you were successful or not.
just a note, this really isn't a big thing, but if you assign Sam Coe to a ship the little girl comes along as expected. if you then change your home ship he stays put (as expected), but she is on the new home ship. unassigning Sam Coe (back to the lodge) gets her removed...
again, great work and have a good one!
Yes, that's vanilla behavior; she always beams aboard the home ship as soon as you enter it, unless Sam is in the lodge. It bothers me too. I've already changed it so that she always follows Sam to his assigned ship. I'm testing it right now. It'll be online in the next few days.
Great. and greets to lazy bugthesda devs
Now and whatever the answer is, it maybe be cool to be able to assign a skeleton crew (maybe 2 ppl) specifically to the homeship. People who follow you in every ship once it's a homeship. Yup, part vanilla behaviour with that mod.
Then you dismiss them (in the crew menu) on board the captured ship, after which you can assign them to the captured ship. This works very well.
Not too fond of an army following me but I may check on the followers mods you listed.
Thank you for your answer.. and this mod as well.
Offensichtlich, verstehe ich auch Deutsch! LOL
This is 'Alter Esel':