Starfield
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SKKmods

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SKKmods

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ESM file removes player level and vendor conditions from 740 ship part recipes (not starstation). All parts at all vendors at any level (but you still need the perks and caps).

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ESM file removes player level and vendor conditions from 740 ship part recipes (not starstation).

All parts at all vendors at any level (but you still need the perks and caps).


Also removes quest conditions e.g. Comm Spike, because why not ?



(A) Mod Manager Install


Folllow your chosen mod manager install instructions for ESM files, I'm not getting involved any more. 


(B) Manual Install 

Spoiler:  
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(1) Extract SKKShipPartsNoLevelAllVendors.esm to C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data or wherever starfield.exe lives ...\Data folder.

Using standard paths will look like:

C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\SKKShipPartsNoLevelAllVendors.esm  

(2) If you are not using plugins.txt, edit C:\Users\%USERNAME%\Documents\My Games\Starfield\StarfieldCustom.ini to include the following sections and entries:

[General]
sTestFile1=SKKShipPartsNoLevelAllVendors.esm

If you already have sTestFile1 in use, no problem you can have up to 10 of them from sTestFile1=FileName
to sTestFile10=FileName. BUT with only 10 to fill you will clearly need to choose wisely.

(3) If you are using a plugins.txt enabler mod you should follow its instructions which are probably "add *SKKShipPartsNoLevelAllVendors.esm to Plugins.txt"



FAQ

(1) Is this compatible with existing TXT file, BAT file, Console Runner or other ESM solutions that touch ship parts ? Possibly as it edits different forms to the usual vendor/ship part/module updates they make.

The only ways to really tell are (a) for ESM mods to load both in xEdit (SF1Edit) to check for form conflicts, or (b) for ANY mod install them both, start a new test game in 60 seconds and see what the Atlantis ship vendor offers.

(2) What does this actually edit ? Ship part constructable object recipes ("COJB") that are used to condition vendor stock. It does not directly edit ship part/module or actor forms.

(3) The full vendor parts lists update dynamically at all ship vendors soon as the mod is loaded into my existing games. If your lists are not updating then you probably have another mod messing with the inventory lists or objects. 

(4) There are 9 unlocked Starborn ship weapons that have no model so cant be attached. Left in the vendor list incase you have a mod that attaches models to the weapon: Solar Flare, Supernova, Gravity Torpedo.

(5) WTF is SKK scripting doing publishing record edits ? Existing BAT files are, like, sooooo last week and I just want to upgrade my ships gated by caps and perks. Not player level (because I start a lot of new games) or hunting around wikis for who sells what. Now hanging around landing sites to steal ships and investing in Starship design early has an actual point.