If anyone spots anything else obviously wrong, or has input for further balancing, let me know.
UPDATE 6/22 Full creation kit version released. Now includes reactor .esm as well
UPDATE 7/02 Version 1.4 will likely be the 'final' update discounting any bug fixes for stuff I've missed or game updates. I am mostly happy with the values where they are. Patches for other popular mods will likely be happening at some point
Update 7/08 Minor change to weapon file Now listing each esm file separately to keep them in line with Creation versions
can't get the engine compatibility patch loaded to work with starvival.
the patch doesn’t seem to be available in nexus, and when I try to enable the creations version, it tells me prerequisite files are not available. I've loaded the nexus version of starvival (I generally use a nexus version when available) and creations versions of SCR (to see if that would get it working)
Do I basically need to load all the mods from creations? (including starvival?) advice appreciated :)
loaded up all mods using creations versions and my engines still don't go above zero and the patch flags a missing file dependency. Is this working ,for anyone using starvival now? (works fine without it)
Ok I think I've worked out what is broken with this. Its linked to an enabled master "Starvival - ModuleSpaceshipSystems.esm" and Starvival current version is no longer modular, so that file dosn't exist :/
Been messing around with xedit but I'm way out my comfort zone...I just wanted to play the game not do a crash course in mod editing :D
If anyone knows a quick fix please post. If not I guess this is not compatible with starvival until Itheral or another bod updates the patch.
Managed to jury rig a fix for this myself, so JIC anyone is actually reading this :D
Basically I went in to the creation kit and created a dummy "Starvival - ModuleSpaceshipSystems.esm" with no data, then put it in early in my load order in MO2. this allowed the patch to be enabled.
Early testing, but my engines not going above zero bug appears to be fixed. Hope this is useful for somebody!
Did you find a working solution? I would like to use this + Starvival together, actually, but I don't know if there is a way, today, to make this happen.
I see that discussion - at least partially - already happened, but I can't understand whether there is a solution or not.
I am currently playing the game with Starvival mod, and I would like to use this SCR over the (quite good, actually) Apogee Combat Overhaul one. That's a quite good mod actually, but it's no longer supported since 2023.
Is there any way to have Ship Combat Revised and Starvival work together without conflicts? Thank you :)
Am I suppose to be seeing engine speeds of 1000+? Enemy mobs don't seem to have this issue, running 100-200. I can get behind them and stay at about 180. Also seeing many pop in with shields almost gone (wondering if it's something to do with minimum enemy level or system level mods).
The max speed you can get to with this is base 360 + Pilot boost %. Well short of 1000.. Boosting yes that easily done, but thats possible with vanilla game with the right engines. No idea what would be getting you excess speed other than another mod amplifying changes. Shield thing no idea either, I only changed max capacity on those and left everything else as is.
Xbox player here, and while I am loving these mods, I have found a mod incompatibility between your mods (specifically the engines module) and the "Starvival - Immersive Survival Addon" mod (specifically the "Spaceship Systems" module that adds fuel and grav drive charges).
When both mods are installed, something breaks between the two (not particularly unheard of) and the ships top speed get set to 0,aking the ship unable to takeoff or move if already in space.
I was wondering if any sort of compatibility patch could be possible between your series of mods and the Starvival series, as I feel they have excellent synergy in the goals of making the game more immersive. I currently have to disable either your module or the starvival module related to engines and weapons due to the incompatibility, yet I feel that both would fit excellent together if comparability could happen.
Currently if your mods are loaded first, the engines set speed to zero, but if the Starvival mods are loaded first, the fuel mechanic breaks and is locked to 0 similarly preventing takeoff/movement.
I'll have to take a look at the Engines vs Starvival to see how involved a patch would be. I no longer use it myself, but I know know it changes a lot of files. But Im not aware of anything with Starvival other than Spaceship Arsenal that would interfere with my weapon edits
I should have been a bit more clear. I was referring to the arsenal addon as well. The starvival ship systems and your engine module interfere with each other, and your weapons module and the starvival arsenal addon interfere with each other. I didn't mean to imply that there was interfere across different mid types.
Huge respect for such a fast response. Your awesome man. I would totally endorse the mod here if it was possible. But, you know, Xbox. Sorry. I have "Liked" all of them on Bethesda.net though.
And no rush on the arsenal thing, you already earned my respect just with the engine patch.
Well, you got kinda lucky since someone released a helpful tool that allowed me to make much quicker work of this than it would have taken solely in CK. Starvival patch for weapons is live on Creations.
On PC with the Starvival and your mod and still having the same issue with engine speed being set to zero and/or breaking fuel mechanics even with your patches. Any ideas or maybe it's just me?
Been playing with this on Xbox, the extended lock range for missiles does not appear to be working. Loaded into a fight with some guardians 4 or 5 times and missiles wouldn't lock until I was inside 3k. Not running a ton of other mods, I have the community patch installed basically at the top of my load order, have a ship size increase and avontech installed, nothing else that I would assume would conflict. Not sure if the lock range is tied to the weapons at all or if it is just a changed setting, but if its helpful I am using the B class ATLATL 280Bs.
Also getting some weirdness where my ship locks up around using boost thrusters and maneuvering thrusters, but I think that could definitely be due to either user error, a different mod, or just my imagination.
Yeah I think the second thing is either me being dumb or some other mod like the increased ship size. I appreciate the response. Hopefully the lock range increase is still possible on Xbox. Cheers!
I am enjoying your weapon edits very much. I am noticing an odd firing behavior from the Pb dangon it wants to function more as an autocannon firing in groups of four. adjusting weapon power has no effect. Is this intentional or an error. Either way i appreciate your work.
Intentional, just to mix up the options. The A-Class Shinigami are burst fire. It should function similar to full auto in the sense that weapon power will only influence reload time
This overwrites a few records from the community patch. You should look at forwarding the fixes to your mod. Its just a few weapon keywords, but it probably prevents the ship perks from working correctly.
The small nova thruster is set to use .25 power per unit and gives 500 maneuvering thrust. As far as I can tell, the game isn't rounding up, so in theory you could use 3 for 'free'. Larger thrusters/braking engines are set to .5 power and a higher thrust rating
48 comments
UPDATE 6/22
Full creation kit version released. Now includes reactor .esm as well
UPDATE 7/02
Version 1.4 will likely be the 'final' update discounting any bug fixes for stuff I've missed or game updates. I am mostly happy with the values where they are.
Patches for other popular mods will likely be happening at some point
Update 7/08
Minor change to weapon file
Now listing each esm file separately to keep them in line with Creation versions
the patch doesn’t seem to be available in nexus, and when I try to enable the creations version, it tells me prerequisite files are not available. I've loaded the nexus version of starvival (I generally use a nexus version when available) and creations versions of SCR (to see if that would get it working)
Do I basically need to load all the mods from creations? (including starvival?) advice appreciated :)
Been messing around with xedit but I'm way out my comfort zone...I just wanted to play the game not do a crash course in mod editing :D
If anyone knows a quick fix please post. If not I guess this is not compatible with starvival until Itheral or another bod updates the patch.
Basically I went in to the creation kit and created a dummy "Starvival - ModuleSpaceshipSystems.esm" with no data, then put it in early in my load order in MO2. this allowed the patch to be enabled.
Early testing, but my engines not going above zero bug appears to be fixed. Hope this is useful for somebody!
Thank you :)
I am currently playing the game with Starvival mod, and I would like to use this SCR over the (quite good, actually) Apogee Combat Overhaul one. That's a quite good mod actually, but it's no longer supported since 2023.
Is there any way to have Ship Combat Revised and Starvival work together without conflicts? Thank you :)
When both mods are installed, something breaks between the two (not particularly unheard of) and the ships top speed get set to 0,aking the ship unable to takeoff or move if already in space.
I was wondering if any sort of compatibility patch could be possible between your series of mods and the Starvival series, as I feel they have excellent synergy in the goals of making the game more immersive. I currently have to disable either your module or the starvival module related to engines and weapons due to the incompatibility, yet I feel that both would fit excellent together if comparability could happen.
Currently if your mods are loaded first, the engines set speed to zero, but if the Starvival mods are loaded first, the fuel mechanic breaks and is locked to 0 similarly preventing takeoff/movement.
And no rush on the arsenal thing, you already earned my respect just with the engine patch.
Thankyou
Also getting some weirdness where my ship locks up around using boost thrusters and maneuvering thrusters, but I think that could definitely be due to either user error, a different mod, or just my imagination.
Thanks for your hard work!
No idea on the other part though, its nothing I've experienced. Could be an Xbox issue or a conflict with something else