This page was last updated on 12 June 2025, 10:20PM
Changelogs
Version 1.0.5
For some reason changes to globals were not exported in 1.0.4. This version actually applies the change.
Version 1.0.4
Allow globals to be modified by external scripts (remove Const flag)
Version 1.0.3
Prevent alarm sounds from overlapping.
Hazard will now spawn in a random module instead of the cockpit.
No further enemies can board if the ships become undocked.
100% chance of boarding if the PlayerShip is being docked to (accommodates other mods that cause enemies to initiate docking).
Slight refactor of quest startup logic.
Version 1.0.2
Fixed some rare edge cases discovered by taosecurity that could cause docking event to be missed, and improves compatibility with other plugins that modify the number of enemies spawned.
Version 1.0.1
Compact FormIDs for small master.
Boarding: Added the player's companions to the defending crew if they are not already assigned to the ship.
Boarding: Player's crew will now initiate combat with any newly boarded enemy if they are not already in combat with another enemy.
Boarding: Enemies will now initiate combat with the closest defending crew member (including the player), instead of just the player - this should reduce the chance of the enemy not being able to see their combat target.
Hazards: Possible hazards have been reduced to 4 "acceptable" space hazards, as per the original Hazardous Ship Boarding mod - this should fix the issue of some hazards in the previous list not functioning properly.
Hazards: Set ENV_Loc_NotSealedEnvironment keyword on the enemy ship interior location when a hazard is present - this should cause spacesuits to be visible.