I forgot some stuff that should have been in. Im tired as hell, so a new one will upload tomorrow - or what ever passes for tomorrow for me
thank you for enjoying it
6.22.24.2 - works fine with 1.2.30 update
6.11.24 know issues reported so far - these have been in for a bit by my guess
some encounters have ship factions switched with bad guy ships ( i did this on purpose). some of them still may pretend to be friendly faction ships. like hailing you to be happy you saved them. all of these still wont provide bounty with killed. so this is just a problem with the quests them selves and not the ships.
when boarding a ship during combat, when you board back to your ship, combat may not start again. this is new to me, i never had this issue during play, so it may be something bethesda changed, im not sure yet.
originally the spacial gravity fields didnt work, but apparently it was reported someone got yeeted to a sun because of one, so again, I dont know, they may have been fixed - these are essential very very large environment effects in space with a very wide area. some of these just change gravity, some of them can do damage. because of the speed of ships and battles and there is a much wider area being covered within the cell they may actually be better encountered. again. not sure. though if you get yeeted into a sun, please let me know. i would especially like to know if it does damage.
I have just started classes, so I will get to stuff as I can, especially with the ck out now. my 1st university experience was math, this time linguistics :)
I am glad this has been so well received.
6.3.24 left blank scarfield download for when my dumbass forgets to include it
6.1.24 known engine bug - i cant fix - final kill shots with missiles do not grant xp (thank you katkon) nexus bug - apparently downloads are not showing on any of the mods - so upvotes are pretty much the only way to draw attention
reverted class b modules on mantis and constellation - gave them a lot of bonus stats to compensate for this
main dduacssc mod added in the globals and game settings i forgot to add in from the original scarfield
changes cqb-x to boost fuel fortification by 25% - never mind, i'll yank it out slightly increases loot from cargo and transport ships
settings a: missiles ignore collision distance a bit more b: slight increase over vanilla of docking distance and looting distance and ship transfer distance c: max owned ships is 15 d: part repair rate, part repair rate max and part repair rate per power slightly increased e: ship part repair delay lowered by 1/3 f: targeting mode distance and camera distance increased by 1000m g: lowers spaceship register value to .42 h: missiles seek slightly more - .0005 to .0007 i: ship critical hit base value from -40 to -30 - space crit hits advance, so the higher it goes the more chance of a crit later in the value ---what i do not understand is if it resets after the crit or not j: doubles the size of planetary rings k: allows npcs ships to barrel roll
globals a: ransoms increase some b: raises chances of encounters in space - not by a lot but it does yield more events ----this includes rares, uniques, derelicts - also means more space fights c: large modules in ship builder = 1 d: adds in more crew for boarding encounters by a margin e: raises chance to find more serpentis and varuun
added game settings over ride and disable pilot shake cam - for now a couple settings overlap - load after dduacssc settings over ride is tricky as it does a lot - these are all in scarfield, but im not adding them in the main file because not everyone will like them a: much large space ship wrecks - and they stay around longer b: space ship collision - the higher rate of speed the collision, the more it hurts - and it can hurt a lot c: space ship targeting priority - ie: order npcs will try to hit you, but not always - shield, engines, grav drive weapons d: npc ships will boost more often, barrel roll, and min/max pilot skill is improved 33min/55max e: captains lockers will contain slightly more loot
there is a super shield for each tier. it's a tit for tat thing. all of the npc ships use one of those.
tried to restrict it but never managed to do that.
engines work this way also if i remember right - because bethesda saw fit to equip 3/4 of the ships with all the same mods it was an easier way to not have to change out a lot of stuff in the ship forms.
absolutely no idea. if it modifies ships, modules or weapons, probably not very well without a patch to combine both
if it does over write weapons then it would give weapons their default range values, which for the excessive speed this mod gives, would be fairly detrimental to the combat gameplay - so it would probably take a patch
first i would like to thank you for sharing this mod with everyone! i was wondering if it would work with a mod on creations called (IMPROVED Sublight Engine Boost)? with this your mod and flying from planet to planet would be so cool
soooo. i just started over from the beginning and this mod must not be used for a fresh start. ^^ hahahaha
ive grown rather fond of the faster engine speeds and i wonder if it would be troublesome to make a spin off mod, that only includes the faster speed for all engines. my last c class flagship capped out at 327m/s and it was great. now im sitting in an a class ship that goes 179m/s and it feels soooooo sloooow and gooey. is there anything you could/would want to do? pretty please?
sorry I just saw this - it didnt show up on my notifications
I can 'try' to load starfield.esm in xedit i usually give up after about 30 minutes - there are just too many issues with the xedit F version and the latest starfield versions - I am not even sure if that would work because of all the recent changes - which i suspect may be the cause of issues
I havent been able to get in since sometime in early june
default class a speeds should be a lot lot higher - like 400 or so. class c at 372 is really good though the class a speed changes may only be on the top couple of tier engine classes I can in now way remember all of the scarfield changes.
no it might not be fresh start friendly - initially I planned on the mantis ship and the starter ship to utilize class b mods but that doesnt work because it messes up the ship designs badly and they dont work inside the ship builder any more - they used to but that stopped working with the april update.
Would like to try this mod, but not sure how well it will work with others I have installed. I'm assuming it wont work well with Crossfire or Starvival with the fuel need addition?
i dont know what they actually change on the ship part stats though. if they change any of the ship parts or almost any of the ship records probably not without a very, very big patch
to be honest what this mod does is about 1000 times better than a fuel mod i mean i get the ropleplay perspective. but nothing wrong with roleplaying an ace fighter pilot
if you decide to try it, you wont look at space combat the same ever again
i just ran into 3 level 300+ Starborn Guardians V's and the battle was heated. well done, good sir, well done.
the only weird thing i found, was the engine placements of the original Frontier and Razorleaf. the Frontier engines were merged into the body and the Razorleaf engines hang in the air ... but thats nothing i cant fix next time im in a staryard.
i love the levelled enemy ships and im gonna keep this mod.
thank you <3<3<3
so far, this mod seems to be compatible with at least some of TN's Ship mods and the no limit mods found here on Nexus. my current ship has a c reactor, 5 a engines and 1 b engine and it goes 250 with all skills. i cant complain. :-)
those are issue placements with different sized mods on ships, and i could never crack them right, as they have different x/y/z positioning which change connections. total pain in the ass, and they can only be modified in the ship form data per ship per module.
can usually enter edit mod on ship, replace where they go proper and that should fix it
im only so good at modding and some of this stuff is way out of my league
hey, im not into modding at all. so what you do is already 850% more than i can do. i like it, and as i said, nothing that breaks it for me so far. :-)
i just tried to "repair" Frontier and Razorleaf and the games crashes every time in checkout, making either ship unusable. as im not trying to use them, i just keep them for the collection, it doesnt break anything for me, but will most certainly be an issue at game start. id say its worth checking into. :-)
again, not complaining. im just giving you some pointers. i like this project, keep at it. its great. :-)
ok i guess i will revert them back. i never had issues fixing the frontier. i dont have a way of seeing what the x/y/z of each mod part is when it's listed.
im sorry to be a bother ... im almost certain, that the extra strong shield modules i see are from this mod, correct? for example the Nautilus Fortress A1 Shield Generator as C Class with 2222 health, i see this one commonly on Crimson Fleet Wight ships now. please do correct me if im mistaken and this is due to any other mod (which i dont believe) and i will shut up. the shield raises the ship value to over 300k, itd take about 260k to register it and no vendor ive seen so far has more than 160k available (without me spending another 300k on my ship first, that is ^^) to properly sell the ship for a profit. im not sure if its a glitch, or a mistake, or an accident ... i just wanted to mention it. :-)
ive seen this happening on several other ships as well, many of them now have those different modified shields.
again, not complaining. :-) im holding over 3m credits and i lowered the registration fee, so i dont really mind.
dunno how i missed this post. originally in order to keep these heavily used npc modified parts i raised the prices to absurd levels. but then i redid things i thought i lowered all the prices. i thought i lowered everything before i put this up but i'll take another look when i can actually get into xedit
i'm a chinese player,once when i'm piloting my ship and trying to landing on the Key,i see its ships nearby spining like wheels,which makes me burst out laughing. maybe it's a bug and you can fix it.
actually,i just met it once —— i installed your mod in an existing save —— so i think it's maybe just an accident. by the way,can you modify the skills related to ship building, such as gaining the ability to install more reactors, weapons, engines, and gradually improve the ship's defense?
not quite sure how. for reactors and engines i'd rather just rescale stuff higher and more expensive - like it should be, instead of top tier being so easy to max out. but that also means npcs get them
So, some free ships like Mantis will be unable to customize right because of the change done to the ships. I've tried and game crash soon after finishing it.
As stated below - awesome mod. One quick thing I'd like to bring up - a possible bug: I'm level 93 and so encountering many level 279 ships. Which is great. That said, I've noticed that when I'm engaging a bunch of lower level ships - say 6 (it happened!) 60 or even 100, I often don't get any XP. Wondering if that's an issue with lower level systems / lower level ships, or whether I'm just being unlucky?
Edit: Just did some testing. All works fine when I use particle beams to take down a target, even lower level. The issue seems to be tied to missile launchers - it's almost as if I'm killing them too quickly with a missile boat which then doesn't register the kill and sees me losing out on XP. If I chip away at their health more slowly (with PBs) all is fine and I get the XP. This may not be a mod-related issue. Perhaps this is a broader Starfield issue. Not sure.
Edit 2: This appears to be a Starfield bug, not a bug with the mod. I saw an earlier post (7 months ago) on Reddit. Missile boat kills don't grant XP, if missiles are delivering the kill shot. OK to wear down hull and shields, but no XP will be granted if a handful of missiles deliver the killing blow. Have logged a bug report with Bethesda.
33 comments
thank you for enjoying it
6.22.24.2 - works fine with 1.2.30 update
6.11.24 know issues reported so far - these have been in for a bit by my guess
some encounters have ship factions switched with bad guy ships ( i did this on purpose). some of them still may pretend to be friendly faction ships. like hailing you to be happy you saved them. all of these still wont provide bounty with killed. so this is just a problem with the quests them selves and not the ships.
when boarding a ship during combat, when you board back to your ship, combat may not start again. this is new to me, i never had this issue during play, so it may be something bethesda changed, im not sure yet.
originally the spacial gravity fields didnt work, but apparently it was reported someone got yeeted to a sun because of one, so again, I dont know, they may have been fixed - these are essential very very large environment effects in space with a very wide area. some of these just change gravity, some of them can do damage. because of the speed of ships and battles and there is a much wider area being covered within the cell they may actually be better encountered. again. not sure. though if you get yeeted into a sun, please let me know. i would especially like to know if it does damage.
I have just started classes, so I will get to stuff as I can, especially with the ck out now. my 1st university experience was math, this time linguistics :)
I am glad this has been so well received.
6.3.24 left blank scarfield download for when my dumbass forgets to include it
6.1.24
known engine bug - i cant fix - final kill shots with missiles do not grant xp (thank you katkon)
nexus bug - apparently downloads are not showing on any of the mods - so upvotes are pretty much the only way to draw attention
reverted class b modules on mantis and constellation - gave them a lot of bonus stats to compensate for this
main dduacssc mod
added in the globals and game settings i forgot to add in from the original scarfield
changes cqb-x to boost fuel fortification by 25% - never mind, i'll yank it out
slightly increases loot from cargo and transport ships
settings
a: missiles ignore collision distance a bit more
b: slight increase over vanilla of docking distance and looting distance and ship transfer distance
c: max owned ships is 15
d: part repair rate, part repair rate max and part repair rate per power slightly increased
e: ship part repair delay lowered by 1/3
f: targeting mode distance and camera distance increased by 1000m
g: lowers spaceship register value to .42
h: missiles seek slightly more - .0005 to .0007
i: ship critical hit base value from -40 to -30 - space crit hits advance, so the higher it goes the more chance of a crit later in the value
---what i do not understand is if it resets after the crit or not
j: doubles the size of planetary rings
k: allows npcs ships to barrel roll
globals
a: ransoms increase some
b: raises chances of encounters in space - not by a lot but it does yield more events
----this includes rares, uniques, derelicts - also means more space fights
c: large modules in ship builder = 1
d: adds in more crew for boarding encounters by a margin
e: raises chance to find more serpentis and varuun
added game settings over ride and disable pilot shake cam - for now a couple settings overlap - load after dduacssc
settings over ride is tricky as it does a lot - these are all in scarfield, but im not adding them in the main file because not everyone will like them
a: much large space ship wrecks - and they stay around longer
b: space ship collision - the higher rate of speed the collision, the more it hurts - and it can hurt a lot
c: space ship targeting priority - ie: order npcs will try to hit you, but not always - shield, engines, grav drive weapons
d: npc ships will boost more often, barrel roll, and min/max pilot skill is improved 33min/55max
e: captains lockers will contain slightly more loot
all of the npc ships use one of those.
tried to restrict it but never managed to do that.
engines work this way also if i remember right - because bethesda saw fit to equip 3/4 of the ships with all the same mods it was an easier way to not have to change out a lot of stuff in the ship forms.
if it does over write weapons then it would give weapons their default range values, which for the excessive speed this mod gives, would be fairly detrimental to the combat gameplay - so it would probably take a patch
i was wondering if it would work with a mod on creations called (IMPROVED Sublight Engine Boost)?
with this your mod and flying from planet to planet would be so cool
soooo. i just started over from the beginning and this mod must not be used for a fresh start. ^^ hahahaha
ive grown rather fond of the faster engine speeds and i wonder if it would be troublesome to make a spin off mod, that only includes the faster speed for all engines. my last c class flagship capped out at 327m/s and it was great. now im sitting in an a class ship that goes 179m/s and it feels soooooo sloooow and gooey.
is there anything you could/would want to do? pretty please?
I can 'try' to load starfield.esm in xedit
i usually give up after about 30 minutes - there are just too many issues with the xedit F version and the latest starfield versions - I am not even
sure if that would work because of all the recent changes - which i suspect may be the cause of issues
I havent been able to get in since sometime in early june
default class a speeds should be a lot lot higher - like 400 or so. class c at 372 is really good
though the class a speed changes may only be on the top couple of tier engine classes
I can in now way remember all of the scarfield changes.
no it might not be fresh start friendly - initially I planned on the mantis ship and the starter ship to utilize class b mods but
that doesnt work because it messes up the ship designs badly and they dont work inside the ship builder any more -
they used to but that stopped working with the april update.
i mean i get the ropleplay perspective. but nothing wrong with roleplaying an ace fighter pilot
if you decide to try it, you wont look at space combat the same ever again
i just ran into 3 level 300+ Starborn Guardians V's and the battle was heated. well done, good sir, well done.
the only weird thing i found, was the engine placements of the original Frontier and Razorleaf. the Frontier engines were merged into the body and the Razorleaf engines hang in the air ... but thats nothing i cant fix next time im in a staryard.
i love the levelled enemy ships and im gonna keep this mod.
thank you <3<3<3
so far, this mod seems to be compatible with at least some of TN's Ship mods and the no limit mods found here on Nexus. my current ship has a c reactor, 5 a engines and 1 b engine and it goes 250 with all skills. i cant complain. :-)
can usually enter edit mod on ship, replace where they go proper and that should fix it
im only so good at modding and some of this stuff is way out of my league
thanks again, youve done very well.
i just tried to "repair" Frontier and Razorleaf and the games crashes every time in checkout, making either ship unusable. as im not trying to use them, i just keep them for the collection, it doesnt break anything for me, but will most certainly be an issue at game start.
id say its worth checking into. :-)
again, not complaining. im just giving you some pointers. i like this project, keep at it. its great. :-)
im sorry to be a bother ... im almost certain, that the extra strong shield modules i see are from this mod, correct? for example the Nautilus Fortress A1 Shield Generator as C Class with 2222 health, i see this one commonly on Crimson Fleet Wight ships now. please do correct me if im mistaken and this is due to any other mod (which i dont believe) and i will shut up.
the shield raises the ship value to over 300k, itd take about 260k to register it and no vendor ive seen so far has more than 160k available (without me spending another 300k on my ship first, that is ^^) to properly sell the ship for a profit.
im not sure if its a glitch, or a mistake, or an accident ... i just wanted to mention it. :-)
ive seen this happening on several other ships as well, many of them now have those different modified shields.
again, not complaining. :-) im holding over 3m credits and i lowered the registration fee, so i dont really mind.
posted know issues above in sticky
i need to figure out how to fix ship layouts with the ck when i get the time. just started classes though so not sure how soon i can get to it
maybe it's a bug and you can fix it.
class a, b or c?
makes me laugh just thinking about it
by the way,can you modify the skills related to ship building, such as gaining the ability to install more reactors, weapons, engines, and gradually improve the ship's defense?
if you use trainwreck or crashlogger can you post a pastebin of the crash log please?
Edit: Just did some testing. All works fine when I use particle beams to take down a target, even lower level. The issue seems to be tied to missile launchers - it's almost as if I'm killing them too quickly with a missile boat which then doesn't register the kill and sees me losing out on XP. If I chip away at their health more slowly (with PBs) all is fine and I get the XP. This may not be a mod-related issue. Perhaps this is a broader Starfield issue. Not sure.
Edit 2: This appears to be a Starfield bug, not a bug with the mod. I saw an earlier post (7 months ago) on Reddit. Missile boat kills don't grant XP, if missiles are delivering the kill shot. OK to wear down hull and shields, but no XP will be granted if a handful of missiles deliver the killing blow. Have logged a bug report with Bethesda.