0 of 0

File information

Last updated

Original upload

Created by

vexthecollector

Uploaded by

vexthecollector

Virus scan

Safe to use

Tags for this mod

30 comments

  1. yushir0
    yushir0
    • member
    • 1 kudos
    Thanks for the recent fixes! Great job as always!
  2. plm000
    plm000
    • member
    • 1 kudos
    @mod author could you disable the 12 max engine power limit ?
    1. vexthecollector
      vexthecollector
      • premium
      • 25 kudos
      No. You can use another mod for that.
  3. Raph437
    Raph437
    • member
    • 0 kudos
    Love it! Hopefully you can add something so the max speed of engines can somewhat overlap so we can mix and match and the effects can stack aswell. Or ship total mass would affect speed instead of just manoeuvres unless if it is of higher grade engines
  4. staberind
    staberind
    • member
    • 6 kudos
    I was interested in this mainly for the esthetics as I'm quite happy to mod the game so I can have more than one reactor, but I notice that some of the engines I want to use are slower than the more basic ones, despite having more power, *shrug* So, noticing this, I'll check it out, thanks.
  5. Deantendo
    Deantendo
    • premium
    • 40 kudos
    But the Slayton SAL-6830... I'd love to use it, but i find it's too weak for larger ships without piling on too many engines and looking ugly

    Perhaps a prototype or a military version with much more power, like:

    Class C
    Max Power 2>10
    Engine thrust 18300>29500
    Manoeuvring thrust: 8000>15250
    Engine health: 180>100
    Hull: 5>2
    Value: 65170>95330
    Mass: 330>390

    I guess also pile on the stat requirements, and then you have to collect a slate from station SY-920 or MAST to enable it to purchase from New Atlantis, or the Key when it's under UC control

    Perhaps lore-wise it could be something Jasmine Durand was working on but never finished and the UC got hold of it and made limited prototypes.
    1. gabicu85
      gabicu85
      • member
      • 0 kudos
      u cant check "Class M" engines
      if u wanna try... use this in console....

      set 00155F4A to 1

      and go to shipyard....

      ..and if u wanna more... This modifies the piloting perk so that Rank 2 allows piloting Class B ships, Rank 3 allows for Class C, and Rank 4 allows piloting Class M ships. 2xMod

      Piloting for M-Class Ships
      https://www.nexusmods.com/starfield/mods/5456

      Piloting Class M Ships
      https://www.nexusmods.com/starfield/mods/5069
    2. Deantendo
      Deantendo
      • premium
      • 40 kudos
      I have tried the M class engines. But thank you anyway.

      They are either very large, or the smaller ones do not work as they say.
  6. gabicu85
    gabicu85
    • member
    • 0 kudos
    Check panoptes... All 4 power is Bad.. because default razorleaf use 2 class A.. and that is 8 + another 2 more from a diferent manufactured engine are 6....

    6 + 8 >12

    U need downgrade lowest class from panoptes... 1 single class A 4xPower.. is really Bad... U hate panoptes... And they are the Best men.. i think i use panoptes in 80% of My ship.... And u fk them and buff the rest

    Razorleaf-default... Is broken...overpower... U need check that
    1. vexthecollector
      vexthecollector
      • premium
      • 25 kudos
      Panoptes got a direct buff from all of this though.

      They are by far the most efficient engines now, giving you 1 extra power per each engine you use. This effectively turns them into 3 cost engines, despite being the stat of a 4 cost engine.

      And stuff like a prebuilt ship being now changed will happen. I did not make this system for prebuilts, but instead to overhaul the ship engine system and slowly expanding to other ship systems. If a prebuilt is now too strong, you can always go and edit it.
    2. gabicu85
      gabicu85
      • member
      • 0 kudos
      i try a new build... but when i activate u mod.. Panoptes Class: A Ares DT10 to DT70  need 4xpower not 3.... Class C need 4-(that ok for me) and Class B: Hercules DT110 and DT140 need 3 the rest need 4.. i dont need u buff all engine i dont wanna cheat.. i like this mod.. A LOT.... but class A need 4..???--( dont gonna use that ever... becuase if u have a reactor class A u dont gonna waste 4xpower in 1 single engine) and class B Hercules: DT110 and DT140 need 3 but  DT120, DT130, DT150 and DT160 need 4.. i dont undertand why...??

      I would like more changes. If need less engine more weight... or something similar... you know... have better attribute but it is worse in another.. like armored core 6 (the game).. every part have something good and something bad.. u kwon "balance".. power-speed-propulsion-weight

      i have the mod that unlock class M part... i use only 1 motor the rest is to much big.. this motor need 3 power, propulsion is crazy-awesome, have decent speed.... but weighs a lot.. see balance.. u need sacrifice something.. is not fun (for me) if all tweak are just buff...

      i think lowest class need use less engine because use lowest class reactor.. but I'm just one person..

      .......if u cant ADD.. class C for white Dwarf 2000 series - i gonna love u men... that is my favorite engine

      thank you for u hard work and time on this man...


      sorry for my english..
      litle thing---- u mod make the engine name not be translated by the game.. some engine name apear in english (I imagine that u tweak) and the rest in my language (not tweak).. but is fine... i dont need traslation for engine name. and the only word that need change is Engine
      not be translated
    3. AshkaariElesaan
      AshkaariElesaan
      • premium
      • 77 kudos
      The issue with the buff you gave the Panoptes engines is that, by having them draw 4 power and give one back, you're restricting the build practically to 3 engines.  3.  On a set of engines that only have side attachment points, of which only the C class can attach on both sides at once.

      What I'm getting at here is that Panoptes engines are designed aesthetically with symmetry in mind, but with your mod I can only use a maximum of 3, which is an odd number.  This is the only set of engines in the game where this is an issue.  Practically your given buff is a good one mechanically, it just has the unintended side effect of making building with Panoptes engines much more restrictive and awkward than it needs to be, or in my opinion should be.  I've personally already edited the .esm to move the A and B class back down to 3, removed the extra power point, and rebalanced them proportionally so that I don't have this issue, but I would ask that you consider it for your main mod.

      Edit: Just want to make it clear, in case I came off as rude, that I don't mean it that way.  I'm grateful that you took the time to make this for us and I like your ideas, it's just that this in particular is an awkward issue as a builder.  It's of course your choice to implement my advice or not, and either way I respect your decision.  Thank you.
    4. gabicu85
      gabicu85
      • member
      • 0 kudos
      U can public u edited .esm as a patch.. i wanna try it
    5. vexthecollector
      vexthecollector
      • premium
      • 25 kudos
      That's a fair point that the panoptes can't be symmetrical with this change.
      I'll look into this at least
    6. vexthecollector
      vexthecollector
      • premium
      • 25 kudos
      I adjusted the values.
      Each Panoptes now gives 0.5/0.75/1 extra power instead and reverted to 2/3/4 usage. This means they will all still top out at 3 power extra.
    7. gabicu85
      gabicu85
      • member
      • 0 kudos
      thx
  7. rebel5555
    rebel5555
    • premium
    • 18 kudos
    You missed the record for SMB_Engine_Panoptes_Hercules_DT160_Stb_lvl61.
  8. Bhaeron
    Bhaeron
    • premium
    • 32 kudos
    Thank you! This me since xEdit is working for Starfield and new mods are being released: https://giphy.com/gifs/baby-story-reading-8dYmJ6Buo3lYY
  9. StygianEmperor
    StygianEmperor
    • premium
    • 8 kudos
    Might not be possible - because I'm not sure what you mean by adding new engines - but I'd love an aft-connected C-class engine that isn't 2 modules tall, even if it was just a recycled model from one of the A- or B-class ones. 

    MAKE AN ENGINE THAT BURNS ENEMY SHIPS WITH ITS TRAILS!!!
    1. vexthecollector
      vexthecollector
      • premium
      • 25 kudos
      Technically possible. 
      I suck at models, but can easily reuse old models.

      The new engines I added were the Amun 8 and Ares DT70. Since the DTXX and Amun series did not yet have any Experiment engines (starship design rank 4)

      I am unsure what best to go for for that, but will definitely consider it.
  10. Braskus
    Braskus
    • premium
    • 6 kudos
    Really like this idea. I prefer the idea of the efficient engine adding reactor power over bonus pips. Mostly because i've noticed some weirdness where the subsystems with bonus modules for some reason don't stay maxed between loading screens and such. And for some reason using the 'hold to max' button doesn't seem to work. Obviously these are bugs but so far avoidable by not having bonus pips.

    Possible request on the side: Adding a small amount of fuel to cockpits? Would be a nice addition to give some more freedom to smaller spaceship designed.
    1. vexthecollector
      vexthecollector
      • premium
      • 25 kudos
      Yeah, I've noticed that bug myself and I guess this is an easier way to manage around that and has less issues then. I guess I'll keep it that way for now until either way then.

      I'm currently looking into the fuel system in general and trying to see if I can't get the grav jump fuel and boost fuel to be shared, but it is a bit harder than expected. I'll probably put in a basic fix for now that will make it a bit nicer over all to get a good boost amount

      EDIT: looked into it. Can't give extra boost fuel via the fuel tanks. Bethesda only allows that to be added from the engines themselves somehow. More investigation needed.