Question - does this change (your mod, or console) change how the ship handles in space? For example, when I added 2k cargo to my ship, it DRASTICALLY changed how it handled. If I make the cockpit "infinite" and then dump all of the cargo modules I added, will it make my ship more nimble, or will it handle like it's configured with a million kg of cargo?
Click on a container ( CONT : ) enter this command, DONT NEED TO PUT THE ID IN, JUST NEED TO SHOW.
.setav carryweight -1
Just wanted to clarify, I was confused as to how to get this to work. Didn't realize you have to have the console open and click on the container before typing in the console command.
I must be a f*#@ing moron because I keep getting errors on multiple attempts, even after reading the comments... https://imgur.com/a/71V3LJ3 I finally got it to work. I was typing in all the punctuation that came when I typed player.getspaceship not just the alpha-numeric code. For anyone else having issues, here is an example of what the entire command should look like:
What worked for me: Typing in the ships ID code (correctly) and clicking on the ship and scrolling, I couldn't find the ship ID or name but I learned what to look for if you have the same problem! Look for GBFM!!!! This instantly worked with .setav 2dc 1000000! So just get into the cockpit while in space, hit F, then O (photo mode) then ~ to open the command console and then click your ship and scroll until you see GBFM in the line of text. Then simply type .setav 2dc 1000000 I spent way too many hours having trouble with this until I saw that GBFM was also a marker for your ship... x.x
thank you so much. help me alot. had a cargo mod for max weight installed that used sTestfile so my plugin.txt mods didnt work. now i have plugin mods and max cargo.
Ignore the testfile1 stuff, install plugins.txt enabler (https://www.nexusmods.com/starfield/mods/4157) and add "*ShipStorage.esp" to the plugins.txt file and it works.
Caution Against Using sTestFile1 to sTestFile10 for Module Loading
Utilizing the sTestFile1 to sTestFile10 entries in the StarfieldCustom.ini file for the purpose of loading module files is highly discouraged. Doing so can create a chaotic environment where custom module files are loaded inan unexpected sequence, possibly interleaved with official files. This can lead to a variety of issues, including but not limited to, game crashes, data corruption, and other instability problems.
So if you were using that approach before, get rid of those lines and use plugins.txt instead!
229 comments
You can do this with console commands and not have to worry about the mod.
First go into space with the ship you want to alter,
Press the scan button - F on keyboard - Go into photo Mode this way not Via the Paus menu,
Look at your ship, click and scroll till you see the Ship ID,
Enter this command, "Change the number to whatever you like"
Ship ID .setav 2dc 1000000 - Cargo Capacity
Ship ID .setav 2b344 1000000 - Shielded Cargo
Other Useful commands.
Ship ID .setav spaceshipreactorpower 100
Ship ID .setav spaceshippartmass 50
Ship ID .setav spaceshipgravjumpfuel 250
SetGS fSpaceshipLootingDistanceDefault 5000.0
SetGS fSpaceshipMaxDockingDistance 1000
setgs fMaxShipTransferDistance 2500
setgs uSpaceshipBuilderMaxModules 500
setgs uSpaceshipBuilderModuleHardLimit 500
For unlimited container space,
Click on a container ( CONT : ) enter this command, DONT NEED TO PUT THE ID IN, JUST NEED TO SHOW.
.setav carryweight -1
This should work no matter how you play.
I did this via PC Gamepass, it carry's over to Xbox and retains the changes made.
Cause I play only on XBOX.
it keep saying STAT " or GBFM 'Frontier_ModularREF with random numbers
player.getspaceship
Just wanted to clarify, I was confused as to how to get this to work. Didn't realize you have to have the console open and click on the container before typing in the console command.
https://imgur.com/a/71V3LJ3
I finally got it to work. I was typing in all the punctuation that came when I typed player.getspaceship not just the alpha-numeric code. For anyone else having issues, here is an example of what the entire command should look like:
Type: player.getspaceship
Response: GetSpaceship: Frontier_ModularREF (0003F7E8)
Type: 003F7E8.setav 2b344 1000000
Your ship number will vary, and the command I used is for shielded cargo per OP's post
Thanks lolic99 and TheNastyJ
Look for GBFM!!!! This instantly worked with .setav 2dc 1000000!
So just get into the cockpit while in space, hit F, then O (photo mode) then ~ to open the command console and then click your ship and scroll until you see GBFM in the line of text. Then simply type .setav 2dc 1000000
I spent way too many hours having trouble with this until I saw that GBFM was also a marker for your ship... x.x
now i have plugin mods and max cargo.
but why it is not work for me if i delete the SFSE?
this mod only work if i use SFSE
Im VERY VERY new to modding..
Utilizing the sTestFile1 to sTestFile10 entries in the StarfieldCustom.ini file for the purpose of loading module files is highly discouraged. Doing so can create a chaotic environment where custom module files are loaded inan unexpected sequence, possibly interleaved with official files. This can lead to a variety of issues, including but not limited to, game crashes, data corruption, and other instability problems.
So if you were using that approach before, get rid of those lines and use plugins.txt instead!
(edit:nvm i jus got randomly moved here, its all good)