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TheOGTennessee

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TheOGTennessee

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122 comments

  1. TheOGTennessee
    TheOGTennessee
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    Those of you who were asking before about it, I ended up releasing my useful structures mod. You can find it here: https://www.nexusmods.com/starfield/mods/5836

    If you install it alongside this one, just make sure that it is lower down on the plugin list. If you don't, you won't get the hull upgrade for the sensor arrays.
  2. TheOGTennessee
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    A patch for the Place Doors Yourself mod has been put up in the Optional Files section that you can download which applies all of the changes I made to the vanilla habs to the ones added by that mod as well.
  3. stijnfeys
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    Hi can you create a patch for Starvival - Immersive Survival so that his grav fuel mechanism works whit your mod?
  4. Oldnrusty
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    Am waiting for a large download of another mod from a different author so figured would take the time to find one of the comment sections for your mods so I could say THANK YOU!  I use nexusmods (and now this creations interface...) to find mods that either can make my character nude/skimpy etc or can add freedom or expand on how and what I can build with my ships....    and sooooo happy that I can find all the mods I want made by one person.... (for ships I mean..)  and made soo well too...   I'm no modder...  don't know a whole lot about the magic it takes to make a mod... but I do know that for the numerous mods of yours I've downloaded....   they all just work... smooth...   thank you again!  
  5. wysiwyg
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    I really like the habs are are more than cosmetic with this and the effects that has on ship designs.

    It'd be great if science labs had a use such as better chances to detect traits from orbital scans; like the astrophysics skill. Something to allow scanning from your ship to reduce the amount of on the ground scanning you need afterwards. 
  6. ImRuined
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    I've just discovered that this mod is allowing the player to take command of ships higher than their current Piloting Skill allows...

    I've just started a new character, to really get the full experience from the new game options, and just managed to take command of a Class B ship (Crimson Fleet Specter) whilst still only having Level 1 Piloting (I need Level 3)... Provided I do not switch ships, I can continue to fly the Class B, and even edit the ship, without issue...

    After a process of elimination, I discovered this was the mod allowing me to do so...

    Was this an intentional "feature" (that has not been listed), or is this a bug in the mod?

    I absolutely love this mod, and can't believe Bethesda didn't include something as simple as ship modules having their own stats to begin with, so will continue using this mod either way, but would request that there be an option to not be able to capture ships without sufficient Piloting Skill, if this was an intended change...
  7. sandmoose13
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    I assume since 100 people aren't here saying "Plz update" that it's working with the May 15th update?
    1. aldenas
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      It still works.  It doesn't apply tweaks to empty habs yet.  Not sure of OGTN is going to add them or not.
  8. ethantokes
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    This is exactly what I wanted, this and your structure mod and your thruster mod, very happy to see this. Please keep this updated for a long time because I just can't live without em and the other mods that do similar stuff just don't do it as well imo. I didnt want to entirely change combat into ace combat in space, I just wanted it to be deeper and this did that.
  9. voal
    voal
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    For some reason this mod removes "Crew Slots" from the modules. I can stack battle stations/Command centers and have tons of crew stations but still a max crew of 2 from the cockpit?
  10. etiennect
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    TN, you're a gd legend.  Making the world, nay, the universe, nay, the multiverse, a better place.

    A more immersive place.

    Thanks.

    I'd been contemplating a lot of these as I played.  The only thing that I came up with which you haven't already implemented in some form or another and which I've been doing myself via console, is making the ships exponentially more expensive.  An interstellar battleship should be a lifetime achievement, not something you can cobble together after selling off the fifty or so guns you get from a couple of bounty hunts.  Heck, I have an advanced magshear worth more than most Crimson Fleet ships, the supposed scourge of the high seas.  That would be like an AR15 costing the same as an F22.  It's ridiculous.  A setting to make all ships and ship parts 10, or even 100 times more expensive, and thus make piracy, or the capturing of bounty ships as 'prizes' an essential path to funding your personal dreadnought would make the game so much more immersive.  Then, I am also the kind of player who makes myself complete a few missions at each respective mission board before progressing the ryujin/UC/Freestar missions just to make them feel more like careers.

    Not sure why I got on that high-horse here.  Maybe it's just because you have given me hope for a better Starfield.  Anyway, thanks again.
    1. TheOGTennessee
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      Modifying price is something I will likely not touch. The reason for this is mostly due to compatibility. If you touch the price, you also touch the same entry as anyone wanting to put the habs in a different ship builder category, or remove quest unlocks, or level requirements, etc. The patches become endless.

      Also, I end up making ships that cost me around like... 3-4 mill as it is. >_> I have problems.
    2. KindredBrujah
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      A gun is worth (to sell as you, the player) maybe a 1000 credits tops, at least nearer the start of the game. The most expensive ships cost 280,000 credits or more. Not sure what you're talking about, honestly. Even if you were able to find 280 high end guns all worth 1000 credits each, you'd still need to tour the galaxy to find enough shops able to buy them all from you.

      Better would be if we could store modules and use them on different ships. It beggars belief this isn't an option by default.
    3. TheOGTennessee
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      Resources from outposts, loot from enemies, capturing and trading enemy ships, etc. Plus late game the weapons and armor sell for like 3-4k a pop. It all ramps up the higher up you go. Either way, it remains the same... I won't touch the price because it causes increased incompatibility. It is outside the scope of my mod. I only ever touch things that I HAVE to touch in my mods for that reason.
  11. slowputer
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    TN, l have a few of yor mods in my load order and I love them.

    I have been looking for a mod that gives "specialized" habs features... like you have done in this mod. But I do not want to use the additional cargo option; I have another mod for that. Is there anyway that someday in the future this could be a FOMOD where it's poossible to select which tweaks are installed and which are not?

    Other than that, you have my gratitude and endorsements.
  12. BanditFly
    BanditFly
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    I have a quick question, would the Beta version of this mod work with the compatibility patch for "TN's Habs with Place Doors Yourself
    Patch" or should I use the 1.2 version?  TY!

    BTW, TYVM for your modding efforts!
    1. TheOGTennessee
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      If you use the 2.0 version, you shouldn't need any patch. I have modified the patch's entry to specify a version number now.
    2. BanditFly
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      Thank you very much and thank you for the mods!  :)