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cfs111

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cfs111

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20 comments

  1. cfs111
    cfs111
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    No update needed for game version 1.12.36.0
    Updated game version 1.12.32.0 - made with CK, the empty habs were not being altered with the older versions after the last update.
    No update needed for game version 1.12.30.0
    Updated to game version 1.11.36.0
    No update needed for game version 1.10.32.0
  2. cfs111
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    The habs are crew potential, reactors, weapons, shields and engines determines actual crew size. Then Ship Commander skill limits them. So to get highest crew size . Vanguard weapons. Two of them have a power of 2 so you can have 12 equipped at .5 crew each gives 6 crew. For third weapon slot you can get 4 equipped bringing us to 8 crew so far. Reactors are by class A=1 B=2 and C=3, so now we are at 11 crew. My mod adds 1 more crew to the top of the line reactor for each manufacturer, but I will stick with vanilla numbers now. Next we will hit engines, using 6 engines that have 2 power at .25 each gives us another 1.5 crew, 12.5 so far. Finally shields adds a .5 bringing us to 13. I know I have gotten a ship to 14 but no idea how now, lol. A perk maybe.
  3. Vlad254
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    Congrats on another excellent release Charles.
    1. cfs111
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      Thanks!! Now to find more stuff Beth got wrong.
    2. Vlad254
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      Been meaning to ask you about another reactor mod,  Starfield Extended - Reactors Rebalanced

      Tough for me to tell exactly what the overlap is between your mod and that one. since I'm not yet using xedit until it gets updated, but it looks as if you alter the crew slots (and the mass) for the reactors while the other mods alters the power output for the reactors. So if that's the case i should be able to use both in my load order.

      (I'm also using your Ship Commander Extraordinaire mod)
    3. cfs111
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      Both my mod and that one are simple value overwrites, therefore whichever loads last wins. If my mod is last then you will have one extra crew with the top tier reactors. If his is loaded last then you will have the extra power. A patch would be simple but xEdit is too early in it's dev cycle to use and the game too prone to updates for me to start maintaining patches.

      Once xEdit matures some I will reconsider as it is a simple thing to create / update a patch if needed.

      No issues at all with Ship Commander mod. It overwrites armor (not in alt version), spell and perk records whereas this mod and Gambit77's mod only overwrite generic base form records.
    4. Vlad254
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      Thanks. And yes we need an updated xEdit.
  4. isanchez
    isanchez
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    Does the mod work with the latest version?
    1. cfs111
      cfs111
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      Yes, no update was needed. Nothing changed in the records this mod touches from the last version of the game.
    2. isanchez
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      thanks
    3. cfs111
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      No update needed for today's game update either.
    4. cfs111
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      I was incorrect, an update was needed. Mod is now working as intended.
  5. penguin621
    penguin621
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    Could you please check to see if this is still working after patch 1.11.36.
    I thought I was getting more crew previously with same constructions.
    Thank You SO Much
    1. cfs111
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      Thank you for pointing this out. I only just got back into the game and am just now getting a character to the point for serious testing. Update is needed for game version 1.11.36.0 - Working on it. The mod will still work, it is just the "empty" habs will be unaffected for now. I need to gather the info on the new habs and look at them in game to decide how to adjust the crew slots. I may just match the old habs.
    2. cfs111
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      Updated, the new habs added in game version 1.11.36. I just matched their non-empty versions.
  6. MikhailScott
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    Is it possibile to limit this by the number of beds you have? I.E. you have 8 beds (plus Captain's one) and this be limited to 16 crew (hot bunking)? This way you would have a more accurate staffing of ships.
    1. cerberus2020
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      agreed
    2. cfs111
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      Possible to do? Yes. Posible for me to do? No.
  7. sabbede
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    There are cargo bays with clear crew stations that aren't counted at all, even though you can hire cargo specialists.  Have you touched those?  I was thinking about modding that myself, but if you've already done so...
    1. cfs111
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      I have not. If you do make a mod link it here so I can use it!!
  8. DHSkyrimNexus
    DHSkyrimNexus
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    Very useful mod. Thank you!
    1. cfs111
      cfs111
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      Glad it is right for your game!!