Falkland Systems Ship Services
By HjaImere
Community Rating
BEFORE INSTALLING
Please enable this creation and any updates using a save outside of New Atlantis so that the elevator to Falkland Plaza loads properly. If already enabled, simply leave the worldspace and come back and functionality will be restored. For maximum compatibility, move Falkland Systems low in your load order and after mods that also edit New Atlantis. Falkland Systems may need to be loaded before other ship mods to minimize conflicts.
WARNING: Can not guarantee compatibility with other mods in your load order.
WHAT IS FALKLAND SYSTEMS?
Falkland Systems is a new ship services vendor that can be found at their handcrafted headquarters built into New Atlantis. At the Falkland Systems HQ, players can purchase Falkland exclusive ship products and two starship variants, the Falkland Swift and Falkland Kestrel. Visit the Falkland Sales Rep in the showroom to see the full catalogue of Falkland products.
HOW TO GET THERE?
Travel to the NA Commercial District where you'll find a new building to the right of the NAT station. The elevators inside will take you down to Falkland Plaza where you can explore the Falkland Systems showroom. The Creation also comes with a pointer quest that can be activated by landing at the spaceport, fast traveling to the Commercial District or by approaching the new building directly.
LEVEL REQUIREMENTS
Ship tiers and several Falkland products have the following level requirements: 1 & 10 (A Class), 15 & 20 (B Class) and 25 & 30 (C Class). Some parts and modules are locked at levels 10, 15, 20, 25 & 30. Most other habs and structural parts have no base requirements. Please also note that Falkland ships are built using merge techniques and may need the "Ship Builder Allow Flip Merge" setting enabled in game settings for more extensive modification.
WHAT'S INCLUDED?
• Custom designed hab modules and variants • Clean painted and shiny chrome variants of vanilla structural pieces • Redesigned interiors for the Stroud Viking and HopeTech Overseer cockpits • All new interior Reactor Core hab module • Falkland Thrax Cannon & Auto Turret ship weapons • Falkland Swift ship variants A, B & C • 10 new clothing items and a hat • 5 new Falkland themed misc. clutter items • 5 new beverage items • A new handcrafted location to explore in New Atlantis
New in 2.0!
• Complete overhaul of all interiors with more neutralized color tone • Lighting features, decor improvements and a uniform interior motif across all habs • Hab interior navmesh/pathing fixes and improvements • Falkland Kestrel ship variants A, B & C • 2x1 and 2x2 Brig and Cargo Hall habs • Rounded quadrant habs, structural hulls, caps and variants • Thrax Quad Cannon Auto Turret (ballistic & laser variants available) • Falkland docker module with immersive decontamination sequence • Falkland Bulk Plus & Bulk Max bays (redesigned Deimos and HopeTech bays) • New structural cowling and variants • New Swift and Kestrel CP variants • New hab bracer variant • Buildable Falkland ship models available in the outpost decorator
FALKLAND HAB MODULES
• All-in-One Crew Quarters (2x1) NEW! • Armory (1x1 & 2x1) • Brig (2x1 & 2x2) NEW! • Cargo Hall (2x1 & 2x2) NEW! • Single Crew Quarters (1x1 Port/Stbd) • Double Crew Quarters (1x1 Port/Stbd) • 4 Person Crew Quarters (1x1 Port/Stbd) • Crew Quarters (2x1) • Captain's Quarters (1x1 Port/Stbd & 2x1) • Living Quarters (2x2 & 2x3) • Living Space (1x1 & 2x1) • Control Room (1x1 & 2x1) • Engineering (1x1 & 2x1) • Engine Bays (1x1 & 1x1 Port/Stbd) • Hydroponics (1x1 & 2x1) • Med Bay (1x1 Port/Stbd) • Quadrant A (Empty) NEW! • Quadrant B (Cargo, Living Quarters & Empty Variants) NEW! • Reactor Core (1x1) • Empty (1x1 & 2x1 & 2x2)
SUPPORT
For additional information and support, please join Falkland Systems: The Discord and submit bug reports in the appropriate channel. You can also message me directly on either Reddit or Nexus.
Discord: https://discord.gg/F2KAhhkKKu Reddit: https://www.reddit.com/user/Hjalmere/ Nexus: https://next.nexusmods.com/profile/Hjalmere
Release notes
Xbox
-
2.00- Overhaul and general cleanup of all hab modules.
- Replaced interior and exterior materials with custom, cleaner materials.
- Community requested tone down of orange coloring in all habs.
- Uniform interior coloring across all hab modules.
- Redesigned furnishings, decor and set dressing in some habs.
- New dynamic lighting features allow players to change the tone of some habs.
- New Falkland logo in showroom and on Falkland merchandise.
- Navmesh and pathing fixes and improvements in all habs.
- New Falkland Kestrel cargo freighter variants A, B & C.
- Added new 2x1 and 2x2 Brig and Cargo Hall hab modules.
- Added new 2x1 All-in-One Crew Quarters hab module.
- Added new 2x2 Empty A & B habs.
- Added new rounded Quadrant A & B habs and variants.
- Added new structural cowls, quadrant hulls, caps and variants.
- Added 1x1 version of Engine Bay.
- Added "No Top/Btm" variant of Reactor Core.
- New Thrax Quad Cannon Auto Turret (ballistic and laser variants).
- All new Falkland docker module with immersive interior.
- New Falkland Bulk Plus and Bulk Max landing bays.
- New variants for both Swift and Kestrel CPs.
- New padded tunnel hab bracer variant.
- Added buildable Falkland Swift & Kestrel models to outpost decorator.
- RI_Outfit_BusinessAttire keyword added to Falkland formal wear.
- Added all "common" Falkland parts to UC ship services vendors in New Atlantis, Gagarin, Cydonia & New Homestead.
- Fixed ladder activation issue in 2x3 Living Quarters.
- Fixed shrunken fan in 2x3 Living Quarters hallway.
- Fixed captain's locker in Swift CP incorrectly linked to acoustic space.
- Fixed incorrect NPC raking animation marker in 2x2 Living Quarters.
- Fixed inability to interact with medical gurney in 1x1 Med Bay. -
1.01- Added new 1x1 and 2x1 Living Space hab modules.
- Added 2x1 Empty A & B habs.
- Rebalanced Thrax cannon/turret and added new PAR and LAS variants.
- Removed switch box on side of elevator building that was overwriting "Alternating Currents" quest target.
- Restored Armillary console functionality in Swift CP
- Containers (and bed) in Captain's Quarters and 1x1 Armory will no longer disappear when player temporarily loses ship during quests/impound.
- Added the Falkland Systems parts inventory to the outpost ship builder.
- Reactor Core C now provides 45 power. Also added non-powered decorative Reactor Core hab.
- Kestrel cockpits now have all color swap options available.
- Weapon rack in 1x1 Armory no longer marks items as stolen.
- Fixed misplaced weapon racks in 2x1 Armory.
- Falkland Systems map markers no longer show up in orbit.
- Added functionality to all elevators to Falkland Plaza.
- Beds in crew berths are now usable by NPCs.
- Falkland 2x1 Control Station now displays correct name.
- Added industrial workbench to Reactor Core module.
- Added weapon and armor workbenches to port/stbd Engine Bay modules.
- Falkland Swift III now has all vanilla workbenches.
- Changed the static terminals in the Captain's Quarters and 1x1 Crew Berths to "Mission Board" terminals.
- Added additional crew slots to Swift cockpits and most habs.
- Added passenger slots to all crew berth habs.
- Replaced static beds in Med Bay with medical gurneys.
- Captain's locker in Swift CP is now correctly linked to the module trigger instead of the module's audio zone.
- Falkland Swift I now available at level 1.
- Reduced crowd NPC spawn markers in Falkland showroom/plaza by 30%.
- Changed Galbank kiosk in Falkland Plaza to the PKIN model to make it compatible with Green & Gold.
- Added Legendary Falkland spacesuit to locked mannequin case.
- Added leveled Falkland spacesuit to delivery crate in the storage room. -
1.00== Describe this release ==
PC
-
2.00- Overhaul and general cleanup of all hab modules.
- Replaced interior and exterior materials with custom, cleaner materials.
- Community requested tone down of orange coloring in all habs.
- Uniform interior coloring across all hab modules.
- Redesigned furnishings, decor and set dressing in some habs.
- New dynamic lighting features allow players to change the tone of some habs.
- New Falkland logo in showroom and on Falkland merchandise.
- Navmesh and pathing fixes and improvements in all habs.
- New Falkland Kestrel cargo freighter variants A, B & C.
- Added new 2x1 and 2x2 Brig and Cargo Hall hab modules.
- Added new 2x1 All-in-One Crew Quarters hab module.
- Added new 2x2 Empty A & B habs.
- Added new rounded Quadrant A & B habs and variants.
- Added new structural cowls, quadrant hulls, caps and variants.
- Added 1x1 version of Engine Bay.
- Added "No Top/Btm" variant of Reactor Core.
- New Thrax Quad Cannon Auto Turret (ballistic and laser variants).
- All new Falkland docker module with immersive interior.
- New Falkland Bulk Plus and Bulk Max landing bays.
- New variants for both Swift and Kestrel CPs.
- New padded tunnel hab bracer variant.
- Added buildable Falkland Swift & Kestrel models to outpost decorator.
- RI_Outfit_BusinessAttire keyword added to Falkland formal wear.
- Added all "common" Falkland parts to UC ship services vendors in New Atlantis, Gagarin, Cydonia & New Homestead.
- Fixed ladder activation issue in 2x3 Living Quarters.
- Fixed shrunken fan in 2x3 Living Quarters hallway.
- Fixed captain's locker in Swift CP incorrectly linked to acoustic space.
- Fixed incorrect NPC raking animation marker in 2x2 Living Quarters.
- Fixed inability to interact with medical gurney in 1x1 Med Bay. -
1.01- Added new 1x1 and 2x1 Living Space hab modules.
- Added 2x1 Empty A & B habs.
- Rebalanced Thrax cannon/turret and added new PAR and LAS variants.
- Removed switch box on side of elevator building that was overwriting "Alternating Currents" quest target.
- Restored Armillary console functionality in Swift CP
- Containers (and bed) in Captain's Quarters and 1x1 Armory will no longer disappear when player temporarily loses ship during quests/impound.
- Added the Falkland Systems parts inventory to the outpost ship builder.
- Reactor Core C now provides 45 power. Also added non-powered decorative Reactor Core hab.
- Kestrel cockpits now have all color swap options available.
- Weapon rack in 1x1 Armory no longer marks items as stolen.
- Fixed misplaced weapon racks in 2x1 Armory.
- Falkland Systems map markers no longer show up in orbit.
- Added functionality to all elevators to Falkland Plaza.
- Beds in crew berths are now usable by NPCs.
- Falkland 2x1 Control Station now displays correct name.
- Added industrial workbench to Reactor Core module.
- Added weapon and armor workbenches to port/stbd Engine Bay modules.
- Falkland Swift III now has all vanilla workbenches.
- Changed the static terminals in the Captain's Quarters and 1x1 Crew Berths to "Mission Board" terminals.
- Added additional crew slots to Swift cockpits and most habs.
- Added passenger slots to all crew berth habs.
- Replaced static beds in Med Bay with medical gurneys.
- Captain's locker in Swift CP is now correctly linked to the module trigger instead of the module's audio zone.
- Falkland Swift I now available at level 1.
- Reduced crowd NPC spawn markers in Falkland showroom/plaza by 30%.
- Changed Galbank kiosk in Falkland Plaza to the PKIN model to make it compatible with Green & Gold.
- Added Legendary Falkland spacesuit to locked mannequin case.
- Added leveled Falkland spacesuit to delivery crate in the storage room. -
1.00== Describe this release ==
Additional Screenshots Available
This mod has 11 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netCommunity Photos (12)
Photos shared by users and linked to this mod.
The vanilla Econohaul has really been growing on me lately....
By Ghastly Knight
Overlooking the canyons behind the Waggoner's farm
By Ghastly Knight
View across from your bed in the Falkland Captain's Quarters...
By Ghastly Knight
Center of Falkland Swift III and its custom habs.
By Ghastly Knight
Crew Quarters in Falkland hab.
By Ghastly Knight
Falkland Swift III cruising through a system.
By Ghastly Knight
Falkland Swift III and its chrome surface reflecting the sta...
By Ghastly Knight
Captain's Quarters Hab from Falkland
By Ghastly Knight
Falkland Swift III from the linked mod.
By Ghastly Knight
Falkland Swift III sitting in the space port at New Atlantis...
By Ghastly Knight
One of Falkland's hab. They are all so stylish.
By Dyeritso
Love the shots with gas giants in the background. I only rea...
By Ghastly Knight
YouTube Videos
Community Rating & Feedback
User Reviews (2)
An excellent mod worth the price. It comes with new ships, ship habs, a new location (its own showroom), and even new items, gear and a quest! It is clear the amount of effort and love that went into this mod to make it as amazing as it is. The ship parts and habs look great and they work fine wonderfully. The quest offers a nice reward at the end, too. Once in a while when I take the elevator, I end up partially clipped into the ground and I can't jump out of it. Good thing for the benches. Ensure the load order is correct, for if it is placed incorrectly, it may cause non-stop stutters inside any ship that's not in a named settlement.
There's a lot to love with this mod. Not only does it give you amazing new ship habs and parts but you also get some cool new ships to purchase (which will be familiar to some Star Wars fans), a new vendor location in New Atlantis, and some cool new clothing gear. The interior of the new habs is where this really shines. Some of the Chrome variations for the exteriors may appeal to some as well (though I often found it clashed too much with my ship design preferences). Grab any patch mods that help it play nicely with other popular mods like Place Doors Yourself (PDY).
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Mod Information
- Published
- Feb 04, 2025
- Last Updated
- Dec 02, 2025
- Platforms
- PC, Xbox
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