When using plugins.txt, the file you create has to have the first line have # as its beginning as shown in the picture
It will not load mods if # is not at the start (This is stated on the plugins.txt main page)
MO2 will autonomously do this for you if plugins.txt is installed through MO2 which is why I recommend it
Everyone else will have to create the .txt file and ensure it is formatted correctly
If you have previously used the sTestfile1-10 method, you will need to erase those lines from any .ini's that you put them in, as they stop plugins.txt from loading
There are reports that sStartingConsoleCommand: also blocks plugin.txt from loading so it'd be best to remove those too and switch to CCR versions of console command mods.
I really wish this mod worked....it makes so much sense. It's sad that so many habs exist that simply do not do what they should do, making them cosmetic only.
Your mod here (and the *CargoStorageIncrease.esm mod that triples to cargo capacity of small external modules like that small angled trunk that can be fitted below the ship) FINALLY! gave me the possibility to design actual great looking small sharp and agile personal ships! No longer am I in need of designing ugly oversized flying container cities and plastering every single free squarefoot of the hull full of ugly cargo containers and a dozen external cargo holds below the ship and on the side and above the hull and literally everywhere even behind the engine exhaust if possible just to be able to transport my T-shirts, trousers, ramen packs, tupperware with spaghetti carbonara, and favorite laser gun.
Now the stylish "100cm ballast cargo hold" (that can hold 630kg with the other mod) and one or two of your new awesome cargo habs are enough to transport my very important space explorer stuff without oversized ugly ships.
Is it possible contraband items are detected in the hab storage?
I'm struggling to find why my ships have 0% chance passing scan detection with contraband. Yes the ships have shielded cargo and scrambler equipment. Yes I know there are scan detection removal mods. Contraband is not on my person or ship member persons.
I'm open to ideas or process of elimination. Thanks
I loved the idea, though I tried to be a lot more balanced, so I dramatically reduced the mass & cargo, since otherwise these end up being very cheap on a dollar per cargo side vs standard cargo bays. Since those prices are linked to other hab types, it was easier to recalculate cargo sizes to match cost, rather than try to unlink the other habs from these for price. For reference, standard cargo bays are 4.69 - 4.77 cargo per mass, and 3.57 - 7.43 credits per cargo (not including shielded, which are of course more expensive and mass per cargo)
Ended up with 25/100/150/300 cargo and 5,16,24,36 mass for 1x1, 1x2, 2x3, and 3x3 respectively This makes them more expensive per cargo, but less massive per cargo, hitting what I think was a sweet spot tradeoff. To each their own, of course, and thank you for this mod. It really made me think about how to adjust it to my own preferences, and think about those particular hab types in a new, but very game appropriate way.
I'm using this with PDY, and it appears to be working just fine.
No huge rush on this, since your situation is drastic right now, but could this be updated in the future to include Companionway habs as well? I tend to use those more, depending on the build, as the storage seems much more 'secure'. I hate getting bins and canisters all over the floor. ;)
90 comments
When using plugins.txt, the file you create has to have the first line have # as its beginning as shown in the picture
It will not load mods if # is not at the start (This is stated on the plugins.txt main page)
MO2 will autonomously do this for you if plugins.txt is installed through MO2 which is why I recommend it
Everyone else will have to create the .txt file and ensure it is formatted correctly
If you have previously used the sTestfile1-10 method, you will need to erase those lines from any .ini's that you put them in, as they stop plugins.txt from loading
There are reports that sStartingConsoleCommand: also blocks plugin.txt from loading so it'd be best to remove those too and switch to CCR versions of console command mods.
Graf's Habs - Nova Galactic 1x1s:https://www.nexusmods.com/starfield/mods/12511?
But as of 11/8/24 I canot get it to work
Vortex manager
Your mod here (and the *CargoStorageIncrease.esm mod that triples to cargo capacity of small external modules like that small angled trunk that can be fitted below the ship) FINALLY! gave me the possibility to design actual great looking small sharp and agile personal ships!
No longer am I in need of designing ugly oversized flying container cities and plastering every single free squarefoot of the hull full of ugly cargo containers and a dozen external cargo holds below the ship and on the side and above the hull and literally everywhere even behind the engine exhaust if possible just to be able to transport my T-shirts, trousers, ramen packs, tupperware with spaghetti carbonara, and favorite laser gun.
Now the stylish "100cm ballast cargo hold" (that can hold 630kg with the other mod) and one or two of your new awesome cargo habs are enough to transport my very important space explorer stuff without oversized ugly ships.
I'm struggling to find why my ships have 0% chance passing scan detection with contraband. Yes the ships have shielded cargo and scrambler equipment. Yes I know there are scan detection removal mods. Contraband is not on my person or ship member persons.
I'm open to ideas or process of elimination.
Thanks
The mod just adds extra cargo capacity, it doesn't make the habs behave as cargo holds.
Ended up with 25/100/150/300 cargo and 5,16,24,36 mass for 1x1, 1x2, 2x3, and 3x3 respectively This makes them more expensive per cargo, but less massive per cargo, hitting what I think was a sweet spot tradeoff. To each their own, of course, and thank you for this mod. It really made me think about how to adjust it to my own preferences, and think about those particular hab types in a new, but very game appropriate way.
If anything, I'd maybe make cargo habs even less efficient than cargo containers for two reasons:
- You can actually walk around a cargo hab, and therefore it shouldn't be able to store as much.
- You can attach other things to cargo habs, instead of with cargo containers which are always dead end parts.
Edit: Apparently it is a bit of a pain, yes. Figured out how to get the latest xEdit, just building references now.No huge rush on this, since your situation is drastic right now, but could this be updated in the future to include Companionway habs as well? I tend to use those more, depending on the build, as the storage seems much more 'secure'. I hate getting bins and canisters all over the floor. ;)
Any chance of a similar sort of thing for the "braking engines" structural pieces? I think they should provide a small benefit to manourability.