Hi, do you have any plans to make Supplemental dockers just for decorative purposes on the ship and not really usable as an actual docker? I'm trying to use the Stroud Port and Starboard dockers to make it balance and symmetrical. But using the mod that removes the docker limit causes the ship to both to use either docker randomly in animation but also use the wrong docker inside the ship to dock. (eg. the animation and the outside model suggest that the ship docks on the port-side docker. But walking to the port-side docker I can't open the door. Only when I move to the starboard docker, I can exit the ship, but that's just weird exiting the ship on one end, but actually end up on another side of the ship.
I think having a supplemental decorative docker could solve this problem where we can install multiple dockers, but from the game's perspective, there's only 1 true docker and will always dock and use that door.
For that sort of thing I use this: https://www.nexusmods.com/starfield/mods/6150
I am not sure if I would play with supplemental dockers or landing bays though. Unfortunately separating their function from their category is a little harder. I have two on my current ship and it gives me some of the issues you described, but there's always one door that works and I can go out of.
Yeah, I used that mod too and I experienced the same issues. That's why I stopped using it because it's too incosistent and weird when only one door works and that's the wrong one.
I guess my idea is like copying all the docker models and make it into a structural category that doesn't do anything but keeps the original dimensions. It also doesn't do anything in the interior to create a doorway or anything. I guess Ideally it could create the same door on the inside, but not functional at all, but even if it doesn't do it the same way as attaching any of the structural module to a Hab doesn't change the wall, that's fine too.
For the landing bay, I think the current mod that removes the landing bay limit works fine. It's just the dockers that's an issue.
Can we either get a version of this with stupid crew slots per cockpit or something that gives us supplemental crew slots, i run with higher crew limits and after getting PDY working, I no longer get all the extra crew slots I used to get from different habs prior to the PDY patch, which is a shame as any ship i build now will be, well, limited...
Mine too. I am gonna have to chronical the evolution of my ships. You can see it in the pictures for my various mods, the ships I use keep growing and growing. You can even see a sneak peak for the supplemental reactors mod's next update in the pics here.
I feel you! I haven't been outside the shipbuilder for a whole week now thanks to our top modder here! I need to go back out in space before I forget how to pilot a ship...! ;-)
Oh man, this. At this rate, never going to "finish" this abomination :D
But this mod, so perfect for it: x1 master bridge, x2 subsidiary bridges port+starboard, x2 weapon overseers port+starboard, x1 starship forebridge, directly out of captain's quarters #2 (private). Man, if we get multiple landing bays...
TheOGTennessee, can't get enough of your mods. Keep it up, friend, doing Godd (Howard)'s work. :)
Well, look at it from this side: as long as there is only one landing bay on your "little ship", your avatar certainly has no need for cardio training, given the miles he has to cover every day in his huge realm! ;-)))
With a ship that big, I can imagine that those extra cockpits are needed. No one wants to run all the way across THAT to get to the single cockpit at the very back. No no, let's put in multiple.
The one added by DerreTech is something I am currently working with, but DerreTech updates SO quickly. I had to scrap parts of the patch before I got enough testing done to actually release it, because DerreTech released an update and changed how some of their parts worked.
I have released a DerreTech Patch, but this is something that is on my All in One. DerreTech adds a lot of stuff, so a patch for it means going over the lines of just one of my modules here.
Thank you for the mod. I do really love using your mods.
May I ask if it's possible to open up various entrance for the cockpits? For example: entrance from the back of the cockpit that would normally have the entrance on the floor (through the ladder).
I cannot. That is handled much more internally, and requires a much greater effort, likely editing the models themselves, etc. If it isn't designed to have an entrance at a location, then it doesn't have the ability to open a hole there for the entrance.
Maybe i found a "bug", but im not sure if it is a bug of the mod, or just dont work at all because of game restrictions. I have 2 cockpits. When i take off within my primay cockpit and then get off my seat and walk to the other cockpit (while in space) i can sit in the other cockpit, but im not able to turn the ship anymore. I can fire weapons, look around, configure system energy, etc., but i can not turn the ship and i can not change speed. When i get back to the first cockpit, then i can fly normally. Same happens when i take off within the secondary cockpit. At first it works normally, but when i get off the seat, walk around a bit and get back to the seat, no more ship movement is possible. When i walk to the primary cockpit, then i can fly around normally.
I don't have that issue. I have freely switched between them on prior occasions. I do however get that issue when I get a key 'stuck' sometimes. Where I can move my joystick around, but it won't actually let me steer. Do you happen to be someone who switches between Keyboard and Mouse and a controller when you are on foot vs flying?
No i always play with controller, but the behaviour you describe is the same i have. When i switch cockpits in space, my controller-sticks wont let me steer the ship. I have to get back to the primary cockpit again for the joysticks to work again.
I was having this in the base game, so I don't know if it has anything to do with the cockpit. I actually have not had it since I installed this one mod. Give it a shot? The bug seems to come about when you 'stick' some input on your keyboard or mouse or something. Simultaneous Mouse and Gamepad
I have placed the Deimos Ares DS40.2 first and then the Nova Galactic Cabot, but i tried other cockpits too to see if there is one that has a bug maybe, but its always the same strange "bug".
I also experienced something like this when on keyboard/mouse (not a controller). When I switch to first person (view from cockpit) and back in third person (view behind ship) it works again. Even when I'm in another cockpit....
Yes that fixed it. Switching to first person cockpit-view and then back to third person cockpit view makes the other cockpits flyable/steerable. Great :)
Very odd, but I am glad that it worked! I do not know why you guys have it but I don't. It has to be something different in our load orders or something. Somewhere along the way, mine just stopped having that issue altogether.
I’ve been using this mod a lot and get that behavior all the time. I do switch between my PS4 controller and my mouse/keyboard all the time but I don’t believe it’s related to that. I also get weird things like I teleport back to main cockpit during cut scenes. It’s doing something the game was never supposed to so I’m just having fun figuring out what can work with it. If the bug is script based, might be something we can take a look at fixing.
I found an issue though with photo mode, when you enter photo mode it restricts you to the back of your ship, you aren't able to travel more than a couple of feet.
Same issue. :) When a get up from my seat in the second cockpit, I can sit again, but turning left- and right just makes me shake my head, as it were, and does not turn the ship along with it.
I am loving your mods! Any chance you would consider making supplemental landing bays? I can picture some ship designs that are screaming for a second bay for symmetry.
95 comments
I think having a supplemental decorative docker could solve this problem where we can install multiple dockers, but from the game's perspective, there's only 1 true docker and will always dock and use that door.
I am not sure if I would play with supplemental dockers or landing bays though. Unfortunately separating their function from their category is a little harder. I have two on my current ship and it gives me some of the issues you described, but there's always one door that works and I can go out of.
I guess my idea is like copying all the docker models and make it into a structural category that doesn't do anything but keeps the original dimensions. It also doesn't do anything in the interior to create a doorway or anything. I guess Ideally it could create the same door on the inside, but not functional at all, but even if it doesn't do it the same way as attaching any of the structural module to a Hab doesn't change the wall, that's fine too.
For the landing bay, I think the current mod that removes the landing bay limit works fine. It's just the dockers that's an issue.
I want that big busy ship feel!
TNmod by Tnmod... it's getting more and more epic - thanks man!
Waiting on the Outposts though.... lol
But this mod, so perfect for it: x1 master bridge, x2 subsidiary bridges port+starboard, x2 weapon overseers port+starboard, x1 starship forebridge, directly out of captain's quarters #2 (private). Man, if we get multiple landing bays...
TheOGTennessee, can't get enough of your mods. Keep it up, friend, doing Godd (Howard)'s work. :)
Synth just released it. :P
It's somewhat pathological now. :D See those two characters standing by the ship?
Please, keep up the astounding work.
Then, whenever I feel like solving mazes, I walk the ship :D It's kind of cool running into crew members (like 20 of them) as I wander about...
Thank you for the mod. I do really love using your mods.
May I ask if it's possible to open up various entrance for the cockpits? For example: entrance from the back of the cockpit that would normally have the entrance on the floor (through the ladder).
Thank you!
It did not work, thats very strange then.
When I switch to first person (view from cockpit) and back in third person (view behind ship) it works again.
Even when I'm in another cockpit....
Some of us are not that difficult
all the time. I do switch between my PS4 controller and my mouse/keyboard all the time but I don’t believe it’s related to that. I also get weird things like I teleport back to main cockpit during cut scenes. It’s doing something the game was never supposed to so I’m just having fun figuring out what can work with it. If the bug is script based, might be something we can take a look at fixing.
I found an issue though with photo mode, when you enter photo mode it restricts you to the back of your ship, you aren't able to travel more than a couple of feet.