Now that generic crew is much more useful thanks to this mod, I was wondering what is the recommended way to change their gear? This way my crew can look similar without always being forced to use a flight suit. Is there a mod (maybe an add on to this one?) or console command that is recommended?
I know I am late but you can access their inventory with a console command. Open console, click on npc, close console, turn away from npc, then open console and type: openactorcontainer 1
Can I bother you with a mod request? It would be cool if generic crew leveled with the player, so that they don't all have the same base 70 hit points and die from a sneeze. I tried to do it myself in the creation kit, but only succeeded halfly.
I managed to make newly spawned crew a higher level, but they still had low hp and somewhat random hp ranging from around 400 to around 600, when I was level 74, with more than two thousand hit points.
Looking for some help from you, Inquisitor, and maybe fellow Xbox folks out there. Downloaded the mod for Xbox from Creations. Although recruitable no name crew show three stars for their skill, the perk is not working for me. My understanding is crew perks do not stack with each other, but do with the player. If multiple crew have a skill, the greater one applies and the other is ignored. With that in mind: I recruited a Fusion System Specialist. I have a ship reactor with base 27 power. Prior to recruiting, the reactor shows 31 power. This makes sense since I have level 3 Aneutronic Fusion (+3 power), and Vasco has level 1 (+1 power). But, when I recruited the specialist and assigned him to the ship, the reactor stayed at 31. His skill shows as active on the ship crew page. Per the ‘rules’, it should have used his level 3 (+3 power) and ignored Vasco, giving a net gain of 2. Thinking Vasco was ‘special’ somehow, I landed at New Atlantis and unassigned him from the ship. His perks for reactor and shields immediately went away. I then unassigned/reassigned the specialist and nothing changed. Bringing Vasco back restored his buffs. So, it seems the mod perks are not getting applied. Any ideas Inquisitor? Any Xbox/Creations folks out there have this mod working? If so, can you tell me your story so I can compare to mine for a possible solution? Thanks all! It’s a great mod and really want to get it working for me.
Hello! Reactor calculations are based on something called "spell". I think its a bit different than other values. Plus I think that Companion perks are more unique than standard crew ones, it is possible that it is a vanilla bug :/
Because mod doesnt do anything drastic. It changes values of vanilla perks from rank 1 to 3. So technically "on paper" there should be no problems at all...
Hi Inquisitor! Thanks for the insight. I recruited another crew member, this time a Defense Systems Specialist, and it worked just as expected, including the excellent +1 (green) power in shields you get from a level 3 in this skill (just like you’d get from recruiting Omar). So, the reactor power calculation does seem to be a bit weird, affecting the Fusion specialist. Anyway, great mod - nicely done. Now the ‘specialists’ live up to the title! Thanks.
Thanks so much for the quick response. Downloaded the mod for Xbox via Creations. Still looking to meet the crew specialist I want to recruit, but I see the eligible candidates now show three stars vs. one for their skill, so it all looks good. As a token of appreciation I just sent you a little for a coffee and danish. It should be in your PayPal account. Give me a day or two and I’ll get my specialist crew member assigned and make sure to give the appropriate kudos/thumbs up here on Nexus and on Creations. Best wishes! CptBuddy
A couple weeks ago I ran across an NPC ID that you could use to spawn a generic crew member for hire. They were just named "Citizen", but could be hired. I can't find it again to save my ass. Does anybody know it?
I get that, but rank 4 is not even specialist anymore, that is expert or master, so rank 3 as a "specialist" would feel better, and you would still need to put at least one rank in to get the full 4. at like 8k credits, thats a single bounty mission payout in exchange for 3 skill points you never need to put in that skill anymore.
Hmmmm... I am not sure we are on the same page here... this has nothing to do with player perk points or investment... this is a mod for crew members... the ones you buy in bar etc... vanilla ones have rank 1 perks. I simply changed it to 4, you do not invest perk points into them, you just buy them...
exactly, since you can "negotiate" them down to like 3k-9k credits, and a single mission on the mission board paying out like 8k-10k you get a fully leveled skill for just money, and I would think that is highly unbalancing.
I have an easy ship build with a 20 crew size, so i can literally fill each slot and keep them my entire game, meaning i free up about 80 skill points for the price of a single bounty mission. But, true, you still have to have the crew slot.
That sounds like more of an issue caused by whatever mod you're using to increase max crew size to 20. If you care so much about "balance" why not just only use the vanilla maximum number of 8 that you get when you have the Ship Command skill maxed?
Also, I feel the need to point out that crew skills are not the same as player skills despite sharing the same names and icons. They actually have completely different values from the player versions of those respective skills and sometimes even add benefits that the player version doesn't have. A good example is the Shield Systems skill. At level 3 the player version gives +60% shield capacity. Meanwhile the crew member version at level 3 gives +20% shield capacity and +1 shields power. In addition to that the player version of ship skills stack with the crew member version of those ship skills.
@Valmiria Because: 1- balancing isn't the same as pure math, 1+1=2 will always be true unless i do something different. So If I build a ship with habs that will make the math be like that but won't give me the actual number i am gonna be pissed. 2- when balancing, it should always be attempted, imo, to never outright replace the necessity of players money/items/skills.
You are taking this very seriously, and we are talking about really small matters. I even did a hotfix because game doesnt even have rank 4 perks. its empty. So I put all on rank 3, and you know what is the difference? 10% ... literally... 5 / 10 / 15 % bonuses, nothing special!
It doesn't take much effort to just NOT use his mod. In fact, you have to go out of your way to use it... so, just don't use it. Problem solved. There are a ton of balance mods I don't use, I don't bother the mod author making them, I just don't use them.
I also want to say, not all mods are made for "balancing". I felt like those companions should be better and i made them, its not something too drastic...
I am getting dizzy just downloading your mods. Creating new mods are supposed to be harder than downloading them right?
All right serious question: do we know exactly what every skills do? They do not exactly correspond with actual players' skills. Say, Particle Weapon specialists... do they make particle weapon stronger, by how much?
Ok so apparently there is no rank 4. i will need to tweak numbers up to 3.
TL DR, increases said bonus from 5-15% for every skill. Particle em, ballistic... rank 1 5% damage bonus rank 3 15% damage bonus.... that is the same for all others, when I come back home I need to re-edit this.
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I managed to make newly spawned crew a higher level, but they still had low hp and somewhat random hp ranging from around 400 to around 600, when I was level 74, with more than two thousand hit points.
Thank you for your attention and work!
Because mod doesnt do anything drastic. It changes values of vanilla perks from rank 1 to 3. So technically "on paper" there should be no problems at all...
https://creations.bethesda.net/en/starfield/details/c7468b86-ae1d-48d1-bfa3-84f4f1848bc4/Inquisitor_Better_No_Named_Crew_Members
CptBuddy
at like 8k credits, thats a single bounty mission payout in exchange for 3 skill points you never need to put in that skill anymore.
But, true, you still have to have the crew slot.
Also, I feel the need to point out that crew skills are not the same as player skills despite sharing the same names and icons. They actually have completely different values from the player versions of those respective skills and sometimes even add benefits that the player version doesn't have. A good example is the Shield Systems skill. At level 3 the player version gives +60% shield capacity. Meanwhile the crew member version at level 3 gives +20% shield capacity and +1 shields power. In addition to that the player version of ship skills stack with the crew member version of those ship skills.
Because:
1- balancing isn't the same as pure math, 1+1=2 will always be true unless i do something different. So If I build a ship with habs that will make the math be like that but won't give me the actual number i am gonna be pissed.
2- when balancing, it should always be attempted, imo, to never outright replace the necessity of players money/items/skills.
Cheers mate.
All right serious question: do we know exactly what every skills do? They do not exactly correspond with actual players' skills. Say, Particle Weapon specialists... do they make particle weapon stronger, by how much?
Let me see Tomo
TL DR, increases said bonus from 5-15% for every skill. Particle em, ballistic... rank 1 5% damage bonus rank 3 15% damage bonus.... that is the same for all others, when I come back home I need to re-edit this.