397 comments

  1. mattell
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    If you’re updating a clean reinstall is recommended, issues with brig door scaling and functionality may occur otherwise. 

    (clean reinstall means disabling the mod, load and save game, enable new version)
  2. mattell
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    2.6 now up

    Cockpits include:
    Artemis is an Ares variant with plenty of crew stations and brig
    Enyo, solo Phobos Variant, 2 versions... original has a medbay alternate replaces it with a bathroom
    Rogue, solo Armstrong variant
    Hunter, Viking variant with brig and 2 crew stations
    Ronin, solo Taiyo variant, 2 versions, with and without pharma lab
    as well as stripped diy variants for the 5

    Equipment includes:

    Experimental fuel tank- found in fuel tanks (mounts to weapon points...looks, and functions as a lvl3 scan jammer)

    All cockpits include decoration panels as well as-

    250 grav fuel
    .25 lock time
    600 cargo
    300 shielded cargo
    10 crew
    10 passenger slots
    available everywhere for 1 credit

    useful brigs version includes:
    Hunter-8 prisoner slots in brig
    Artemis-12 prisoner slots in brig

    functional brig version includes:
    Hunter-8 prisoner slots in brig
    Rogue's surgical bed
    Enyo's surgical bed

    not currently supporting functional brigs after 2.5

    if you run functional infirmaries the surgical beds are natively recognized, so bring rosie along or put her at an outpost and let her work remotely.

    added esp version in misc section for anyone who might want it for personal modding
  3. mattell
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    Update coming soon, direct connection of docker and landing bay modules will be available for alternate versions of select cockpits. To start will be the solo and tracker. I've got the Viking model almost ready, but it needs some meshwork for the lower hatch. The inquisitor would be easy as well. Small caveat: if using pdy you have to connect it like a hab (pdy door attachment) to connect another hab, and the "cockpit door" will be replaced with a normal door (should be able to remove it or use other door option, but I haven't tested it yet). Habs can still only be connected at the rear, so no top mounted nova bridges yet.
  4. mattell
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    I forgot to mention that in order to attach anything to the bottom of the solo dock you’ll currently need to adjust your tolerance overlap (updated mesh doesn't require tolerance change but I'll leave it here for convenience). I use -20, but I also take advantage of clipping quite a bit on any ships I build. There are multiple mods available or an ini setting can be made. I use the ini method by adding this to StarfieldCustom.ini located in documents\my games\starfield:

    [Spaceship]
    fShipBuilderModuleOverlapTolerance=-20

    also, id strongly suggest using my ladderless hatch mod, especially if using the docker enabled cockpits, it's just too tight of a squeeze with additional ladder collisions inside.

    Mattells Ladderless docking and loading bay hatches at Starfield Nexus - Mods and Community
  5. mattell
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    Ba2 packed version is up, displaystuff patches are back, had to do the solo and tracker docker versions separately, for some reason all weapon and gear racks disappeared from black-hat onward when trying to update and even when trying to rebuild the patch from scratch so I made it a separate plugin (older ds and ub-ds patches still work fine and are included in installer). Modified solo docker mesh is included so tolerance changed shouldn't be required, but I would recommend No Build Below Bay or Invalid Docker Position or Misaligned Landing Gear Errors at Starfield Nexus - Mods and Community to avoid issues due to nonstandard placement of the bottom connection on the solo.
  6. mattell
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    Finally getting around to updating for ub 5.0. I will be keeping this post updated for progress both for myself and for anyone waiting on the patch. It might take a bit of time as with the other ub patches it requires a full rebuild and there are quite a few prisoner beds included in various cockpits from this mod.

    hunter -done
    artemis (2 versions) -done
    ronin v-2 -done
    marauder -done

    still have to test, if no issues found will update after rebuilding fomod to account for differences from previous versions.

    Updated, everything tested fine on my end (and went quicker than expected) but I am recuperating from a particularly nasty bug so let me know if I've missed something.
  7. mattell
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    Nearing completion of a new cockpit, the nova tracker, based on the Magellan cx-1 and taking some inspiration from the trackers alliance it is an all in one sporting an all in one mission bounty board (filters for factions removed, you should see any missions you are eligible to take all on a single screen), small armory, and all the other features I’ve been including in recent cockpits. All of the crafting stations are present as well. It’s a smaller space so there’s no bathroom, and unless I can find a way to cram in a small dining area you’ll either need to eat in bed or add an appropriate hab. 
    1. cryingPhoenix
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      I absolute LOVE all the mission/bounty boards <3 unfortunately I like to have some crew as well and they are ALWAYS in the way x_x
      Is there any other cockpit with this feature? In the mod? In one of your other mods? anywhere?
    2. mattell
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      have you tried crew series? they all have the mission boards (so does solitude series...but theyre not intended for crews), just not as a bounty board style like the tracker as I wanted to keep requirements minimal and that would add one of the additional patches as a requirement. is there a specific style/cockpit you were hoping to find?
    3. cryingPhoenix
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      Oh! I didn't see the boarda in the crew series description, actually already have the mod in my game ^^
      So I'm not looking for a specific style or cockpit, just the feature, I'll try out some of the other ones ^^
      Thanks a bunch for these wonderful mods!!!
    4. mattell
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      lol, no problem, once I figured out how to do the all in one mission boards they've been in every cockpit i've made (as well as bounty clearance).
  8. mattell
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    I will update the brig patch soon but feeling a bit burnt out on them and there are soooo many things to replace to repair it so I’m going to take a break from them after I finish the graf and gtech addons and build another cockpit for the solitude mod first. 
    1. syberghost
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      Any chance to revisit this yet? Loving all the cockpits, but I'd like to make my nearly-solo bounty hunting ship even smaller.
    2. mattell
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      Got an entire series planned for solo bounty hunter cockpits 
    3. mattell
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      OK, should be fixed, I'm confident I'll start the new series soon as well.
  9. sandmoose13
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    Could you make a solo cabot c4 cockpit? Brig on the bottom, cap quarters on pilot level.
    1. mattell
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      I have 2 or 3 series of cockpits I plan on doing, once solitude is done, one is for crews, one is for bounty hunters (brigs will be included). The third I have yet to decide if I’m going to make. The Cabot is on my list to modify, but not sure what I’ll have to work with once I rip open the lower deck. 
  10. cableo8
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    sooo are you going port it to xbox  
    1. mattell
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      I have Bethesda issues, can’t even get creations let alone port to their site. Would if I could get it fixed. Permission is open for anyone else to port as long as they give credit but otherwise not going to happen. 
    2. cableo8
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      do you mind in i post this in the reedit starfield mod group
       
    3. mattell
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      For what reason? if it's to get someone to port it no problem. Just make sure credits are given (not just for me but also to deretech for the meshes used for the inquisitor taken from the old version he gave open permissions for.)
  11. mattell
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    update is on its way minus displaystuff patches (both with and without ub) as trying to update it resulted in all weapon racks from newer modules to vanish and I don't have the patience right now to track down the issue. new patch will be available that disables the mission boards and vendor from my cockpits as was requested.
    1. Shukov12
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      I likedoing it the hard way:). Thanks
      for that.
      Misson board gone but the Vendor is still there. 
      Unfortunately the Docker Solo does not work, in the ship builder it looks like
      it has no interior cell?
      And both the Solo Docker and the Tracker Docker do still have enhanced stats
      Don’t knowif that was intended or not.
      But just toget it straight, I love your work mate.
      Can’t thank you enough
    2. mattell
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      meshes got mixed up and lost, and stats must not have copied over, mostly easy fixes, should be able to fix by tonight
    3. mattell
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      Slowly getting everything back together, still trying to get everything organized since migrating back to mo2 from vortex…it has its advantages but unless you’re careful you end up with multiple assets spread out among multiple folders, sometimes different versions of the same asset in each. I was not careful lol. 

      update: some meshes were misplaced, others had corrupted somehow. Ck now showing proper interiors after moving/rebuilding. Running through the patches now then onto (hopefully) final tests. As long as everything checks out will be able to post update in an hour or so. 

      update 2: more like or so, everything is finally checking out ok at least. Trader terminals were left in the patch but had their trader scripts removed. Checking the balancing patch, then in game test should be all that’s left. 
    4. mattell
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      hopefully its good now, was a hell of a mess lol
    5. Shukov12
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      Thanks for all you are doing

      Unfortunately not working for me, can't attach the docker to the solo, looks like there is some sort of collision. part of the exterior of the original cockpit is penetrating the docker interface. Tracker seems to work
    6. mattell
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      Oh, I always have my tolerance overlap set to crazy high (always do a bunch of clipping to make ships look better and hide modules) and the c2 has a funky shape. I can’t really do collisions correctly, but I could try building some up in the ck or add something to the bottom to bypass the collision but not sure how that would look if you’re not willing to adjust yours. Might take a bit of time to do though…
    7. mattell
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      throwing together a quick test file for you, exterior collisions will be a little off but it should let you connect without the ini changes and if it works i should be able to refine the collision a bit in ck.
    8. mattell
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      try the test file under optional, if it works ill integrate it into the main file with better collisions. this version actually uses the collision of the viking but ill change that and refine it if it works.
    9. Shukov12
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      just tried out the test file, it basicly works, BUT for some reason i can't attach any weapons to the side hardpoints. I might just tweak the overlap tolerance an use the one you made first. What overlap tolerance are you running? 
    10. mattell
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      I’ve posted my ini setting above, you should be able to just copy and paste into yours. I can adjust the weapon mounts and collisions, I think the Viking collision covers the weapon mounts and is easily enough fixed…but you should try with the ini settings anyway, allows for some much cooler and cleaner builds 
    11. mattell
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      I’ve seen others prefer smaller tolerances like about -4, I’ve always used -20 as it allows me to completely hides modules I don’t want visible, add multiple weapons to a single mount, and use things such as bracers inside of cowlings to add additional mounting points. I also tend to clip wings into other objects to get the look I like. There are countless uses, I’ve heard people have issues with disappearing ships and such, but I’ve never experienced it myself in any case that wasn’t just a base game bug. 
    12. mattell
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      better mesh with improved collision available in update section
    13. Shukov12
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      tried bothoptions:
      - Overlap Tolerance set to -4
      - Hot Fix
      both work, more or less
      the issue with my build is, that when I connect a Landing Bay to the rear of
      the Solo, i get an error message that says  all modules have to be above
      the Landing Bay. I think that is because the docker is protruding too far from
      the bottom of the Solo. I don't think there is a way to fix that because of the
      funky shape of this cockpit.

      Thanks for all of your efforts, and sorry for being so high maintenance
      For now Iam sticking to my build using the Solo an having Grafs living quarters attached
      to the rear with a docker on its bottom and then having the landing bay
      attached to the rear of the living quarters
    14. mattell
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      you could use this
      No Build Below Bay or Invalid Docker Position or Misaligned Landing Gear Errors at Starfield Nexus - Mods and Community

      personally, I use all of his shipbuilding change mods. some could be considered cheaty, others are just qol improvements and he's got links to all of em at the bottom of the description.
    15. Shukov12
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      thanks for the hint, will give it a try
    16. mattell
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      let me know how it goes
    17. Shukov12
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      Sorry fornot replying. I am experiencing some strange issues with the interior of my
      ship (ceiling fan not at the right position every time after change something
      in the ship builder, pilot seat screen display being in the wrong position).  Sometimes after changing something in the shipbuilder, the whole interior cell seem to be missing. Have to sort out if that
      has something to do with the overlap tolerance setting.
    18. mattell
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      Try a clean reinstall (disable save ect) fixes the scaling issues ( mostly the fan). The cockpit issue has that issue sometimes even with base game cockpits and no tolerance changes, a save quit load often fixes it. 
    19. mattell
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      If the fan keeps giving issues I could make a version without it, no interior means either not installed properly or more likely the game not loading assets, usually due to a large plugin list. 
    20. Shukov12
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      Thanks for your hints, will give it a try.
    21. Shukov12
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      Clean reinstall (complete deinstallation, save, reinstallation) did it. have to check if the issues occur again, but for now it looks good. 
      Thanks for your help.
    22. mattell
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      No problem at all, run into it a ton working on mods lol
    23. Shukov12
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      just a quick update:
      fan issue still there, interior cell issue not, until now.
    24. mattell
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      I'll make an update without the fan; I've ran into that problem before. pkins that have been scaled (which the ceiling fan is) will sometimes go wonky for some reason. no idea why your interior would be vanishing though...  it's just a standard slightly edited mesh with one fully custom geometry. I'll add a mesh option with that asset removed to see if that helps...
    25. mattell
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      got 2 optional files up for you to try, esm simply removes the ceiling fan, and one that contains the solo dock interior mesh with the custom floor removed. that's the only thing other than packaging the files into ba2, which I'll work on doing, that i could see causing your interior to vanish, besides the game just not loading the asset, wich can happen with large and or badly sorted load orders (I havent had that issue with this mod myself and currently have 275 plugins running some of wich are esps from before the ck was resleased)
    26. Shukov12
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      i am pretty sure the vanishing interior is not really a problem that is caused by you mod, (i have that issue using the standart solo not zhe solo docker), since all of the ship interior is vanishing.
      Sorry for being so unclear about the issue happening with the standart solo
    27. mattell
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      Ahh…makes a little more sense now. Still can’t say I understand why many of the bugs happen. In previous Bethesda games I’ve had entire mods disable when surpassing plugin limits, this is the first game I’ve played where assets just stop loading. They swear this game is optimized, but the sheer number of unfinished meshes I’ve seen and the vertex count in simple items (you wouldn’t believe how many were in the docker and bay handrails) leads me to call bullshit on that. 
    28. Shukov12
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      I do have a suspect.
      I think this mod caused the problems:  Tiger Shipyards Overhaul at Starfield Nexus - Mods and Community
      the author withdrew the last updates (I had it running).
    29. mattell
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      I'm actually running 2.8 and have no adverse effects but judging by the posts there I just got lucky lol. probably something to do with the way I play when modding...basically ng+ at the very start and reloading the same saves over and over just for testing. when I have a mod in progress, I don't usually have the luxury of an extended play session
    30. Shukov12
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      maybe thats why.
      I think its the mod that caused it, the issues startrd roughly at the same time i updates to 2.08. No more issues since going back to 2.07. i will keep observing and give feedback if you are interested. 
    31. spykerhond
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      my weapon rack in solo cocpit has upright rack stacking weapons sideways , maybe a display stuff bug?
    32. mattell
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      It’s actually a vanilla bug…with no fixes or workarounds I could find. It seems to be more common with mods adding weapons from what I’ve read. 
    33. mattell
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    34. spykerhond
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      maybe its better to remove that one leave space so one can build the correct one  with decorator?
    35. mattell
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      if I find the time, I'll make a patch to remove any weapon racks that can be replaced in game without console commands (some would require a good amount of them to get them even close to position. Removing just a singular rack doesn't make much sense as the bug seems to be random and can happen to any weapon rack mod added or vanilla. This bug finally appearing in one of my games is exactly why I've stopped adding them to most of the things I make, that plus I got tired of losing everything I forgot I had displayed when I decide I want to change my ship lol.
  12. wysiwyg
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    nvm
  13. mattell
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    Another cockpit is coming, the hope marauder: based on the overseer, the side crew stations have been removed to make room for a 4 person brig and small armory. The crew gets relocated to consoles at the rear and one about halfway up the port side. The ladder seems friendly with pdy, you guys will have to let me know if you have issues with it. There’s a lot more screens for the crew, nav console, and mission board buttons. Finishing up the little details, then update the patches. 

    Update, its now up.
    1. EvilWalks
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      Having issues with the Marauder access hatch. It did not connect normally when attached a hab, and adding a Ladder manually with Place Doors Yourself resulted in the ladder clipping through the bottom of the Marauder hull. I was able to access the cockpit by using the ladder, clipping through the hull in the process, but dropping back down through the hole relief or boostpack-ing up through from the hab, did not work at all.

      In case it helps, look down the hole relief in the Marauder, you can see the neon pink of the Place Door Yourself ship builder placement indicator.

      I do absolutely love the Artemis, Black Hat and Marauder designs themselves though!
    2. mattell
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      that is weird, it's a direct copy of the overseer in regard to snaps, only made the plug initially disabled because it was not disappearing with pdy, I'll take a look, already working on the next (kon-tiki 500 borrowed from the old derreteck he made open-source ages ago, aft connection one). any chance you could post a pic? 
    3. mattell
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      Not seeing anything that could be causing that issue, are you using any of the optional patches? I’ll look deeper but it’s still working fine on my end, maybe try clean reinstall. Like I said, I’ll see if anything I did might’ve caused it but in the meantime let me know if you get it working, is anyone else running into this issue?
    4. EvilWalks
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      Will do. I'll try putting it on different habs, see if it that makes a difference. ;)
    5. jonm191
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      Just used the Marauder on a ship and had this issue as well. Replaced the Kon-Tiki on a Voyager II, so it's connected to a vanilla Stroud companionway. The ladder to the bridge didn't spawn.

      Can drop through from the bridge to the rest of the ship but can't reascend afterward.
    6. mattell
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      I’ll see what I can do, might have an idea how to fix it 
    7. mattell
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      I was wrong on my initial thought, thought I had done something differently than I had, only option I could think of is to make it like the docker enabled cockpits (basically giving it the hab enabled keywords and changing out the plugs on both interior and exterior cells) but seeing as I still can’t replicate this issue I wouldn’t know if it would fix it for you 
    8. mattell
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      Making another attempt to fix this one for you guys, will have to attach it like a hab (again it’s going the route of the 2 docker enabled cockpits) so pdy users will need to use a ladder connection. Give me a bit, but I’ll only be able to confirm if it works for me so you’ll need to let me know if it works for you. 
    9. mattell
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      That attempt failed, been looking deeper though and it appears pdy changed the plugs to the overseer cockpit so hopefully I can make those same changes and it will work. 
    10. mattell
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      So every attempt at fixing this has sent me backtracking, my latest attempt I loaded this and pdy as masters to maybe attempt a patch only to find that I had unknowingly made the same change to the marauder cockpit as he made to the overseer (bottom hatch plug initially disabled). This explains why I cannot replicate this bug but doesn’t help me understand why you guys would be getting it. The keywords he added were to the exterior cell, which mine references but does not change so they’d remain intact. All I know is mine loads after pdy and I let loot manage the load order. 
    11. mattell
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      Had some good results with the test cockpit of the new mod, I’ll revisit this cockpit once I’ve got a little more work done on the new one and hopefully some of the tweaks I employed on it will transfer over and get the marauder functional for you.

      @jonm191 are you using pdy and if so have you tried placing a ladder down?, unlike evilwalks it sounds like the connecting plugs are at least being removed for you and that may fix your issue in the meantime. 
    12. jonm191
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      sorry. wasn't getting notified of your replies.

      I don't use PDY, but I do have Derretech Legacy doors and ladders, but I didn't test it at the time. That might have helped actually. I adjusted the ship layout to use the Inquisitor instead, though.
    13. mattell
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      No worries lol, have you had a chance to test the update? Marauder should work now, I tested with and without pdy
    14. jonm191
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      Just used it on a new micro build. Good to go out of the box - no issues or workarounds needed.

      Thanks for the mods and all your effort, man, and Happy New Year.
    15. mattell
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      Thanks for confirming, think I can finally call ronin final. Happy new year to you too man 
  14. HardcoreWolf1390
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    Are you keeping this mod around after you bring out the new rebuild of this one?
    1. mattell
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      I’ll probably incorporate like cockpits into their respective mods…not exactly as I can’t just drag and drop the interiors, but relatively close versions. This mod will be left up and for the most part separate so you can still use it alongside any others if desired. For the most part I hope most of the issues with this mod are now worked out and mostly consider it final, but will still provide support and updates if need be 
    2. HardcoreWolf1390
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      For me seeing you return to the game and modding for it is so good and this mod i have loved since it first got released and strongly endorse it, its made my 1014 hours of playing really good.
    3. mattell
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      People like you are the reason I still enjoy modding this game, and comments like this are always amazing to receive 🥹 thank you so much for the kind words and support. 
  15. mattell
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    Think I've finally got the marauder working. new update includes solo fan fix as well. 
  16. mattell
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    This mod has gotten a little all over the place in the time I’ve been working on it so I’m going to start fresh with a new mod series. The first I’ll be working on is aimed at small ship builds (like the solo and tracker dockers). I’ll hopefully be posting the first cockpit in a couple of days which will be starting with a bottom and aft accessible overseer all in one (starting with this one as it’s giving me the weirdest issues that I can’t seem to pinpoint, focusing on it initially will give me an easier time with figuring out the bugs). The mod was due for a rebuild anyway so I figured it’s time.