Crew Wanted - SSNN Message Board
By eabel303
Community Rating
It can be hard to find the exact type of crew you want with the base game's crew system. This mod lets you select the type of crew you want and spawns a number of variations at the local gathering place.
Quick Instructions to get you going:
- Install Mod.
- Go to The Well in New Atlantis. Look for SSNN MB lit up sign above chairs near elevator by UC Surplus.
- Click on the terminal. Select the type of crew you want. It will notify you to meet them in Jake's Bar.
- Go to Jake's Bar and see who showed up. Hire the crew as usual.
Features: 55 New crew NPC variations. Different named functions, skills and outfits. Toughened security guards will fight for you instead of running away. Message Board Terminals in 9 locations. You can increase your command ability by taking 4 training courses. No changes to base game crew system. They will still be at the bars like the Viewport, etc.
Terminal Locations: Terminals can be identified by the SSNN MB sign next to them. You can get a free data slate with the location listing from the "Explain the Options" menu item.
- New Atlantis: The Well. On wall near elevator closest to UC Surplus.
- Cydonia: On wall near face of mars sculpture.
- Neon: Madame Sauvage's Restroom and Astral Lounge Restroom.
- The Den Starstation: Ship Services.
- Hopetown: The Pit Stop Restroom.
- Akila City: Ship Services Hut.
- The Red Mile: In the back near the Restrooms.
- The Key: In the Last Nova, near the small door in the back.
When you call for crew it will show the location to meet in the top right corner of screen. The crew that show up are temporary. They will disappear when you leave that cell. Except for Akila City, all of the locations are an interior cell to keep the mod as small as possible. The terminals are sometimes located in restrooms so that you can't see the crew "teleport in"...
There is now (V1.2) a limit on how many "crew alerts" you can send, which is shown in the terminal menu. Smaller locations have lower limits. Once the limit is reached you have to leave the location to reset the count. In some places you may need to return to your ship. You will see a notification when the limit resets.
Crew Types: Outpost Management: Miners, Farmers, Experienced Frontier Colonists. Outpost Engineering: Manufacturing Specialists, Mechanics, Biologists, Fusion Techs. Outpost Laborer: Miners, Farmers, Facilities Maintenance, Chef, Doctor. Ship Operations: Pilots, Explorers, Navigators, Space Truckers. Ship Combat: Weapons Techs, Shield Techs. Ship Engineering: Mechanics, Payload Spec, Fusion Techs, Dr, Chef, Janitor, Cruise Director. Security: Tough guards that won't back down in a fight.
The Crew: Most of the crew are based off of the generic crew from the base game. They have different clothing, spacesuits and skills. Some of the generic base game crew may also show up in the same location. They all cost the same to hire as the generic crew, even the security guards.
All of the crew can be killed in battle by any enemy. Most of them are very weak and will run away and hide instead of fighting.
All of the Security Guards and 7 of the other new crew types are based on a toughened NPC template. They can still be killed but they have about 2,000 hit-points and are set to have a "Foolhardy" AI profile so they will run into battle. This is not much use on a ship unless you are using a mod to allow enemies to board your ship.
All crew have been assigned a "Crime Faction" appropriate to the location where they were hired. All of the crew seem to be neutral in regard to crimes however so I don't know if it matters. I've never seen them attack each other.
Some of the crew's skills may not be beneficial to a ship or outpost. They are only around to add variety.
Some of the crew have a "Frontier" designation. This has nothing to do with the ship. It's meant to show that they are used to living out on the frontier...
Some crew are set to spawn only at a certain player character level. Just to keep things interesting.
There are no restrictions on where certain crew types may spawn. It may be somewhat immersion breaking to see a Neon Punk Gunner hanging around Jake's Bar in The Well, but... oh well...
Pirate Crew: (V1.2) The Key was added and has special pirate themed crew. They are for Ship Crew only. The Outpost alerts are disabled.
The Ship Operations and Ship Combat crews have the Crimson Fleet faces applied but there are not very many variations. You will see cloned faces. Some pirates will be in their space suits all of the time with helmets to hide their faces. The Ship Engineering crews have the generic crew faces.
The pirate crew will only be found at the Key.
Command Ability Training: (V1.2) There are now 4 levels of crew command enhancement. Level 1: Increases command ability by 1. Cost: 10,000 credits. Level 2: Increases command ability by 1. Cost: 20,000 credits. Level 3: Increases command ability by 1. Cost: 30,000 credits. Level 4 Increases command ability by 2. Cost: 50,000 credits. This mimics the "Ship Command" skill perk tree. The Ship Command skill will increase command ability even further. Combined with the training the total crew ability is 13. You get a diploma for each course.
Compatibility: This mod does not change any base game forms, except for the cell edits to place the terminals. The only possible conflict with other mods would be if they both added objects to the same locations, but in this case it's not likely. This mod edits the cells correctly so that it won't cause problems with the INTERIOR MAP markers of places like The Well or Neon Core. However, if a mod that breaks the maps is loaded AFTER this mod it will cause that problem. Move this mod to the end if that happens, or use "The Final Patch" mod.
I do not recommend disabling this mod with crew still assigned to a ship or outpost. Remove all of the new crew from their assignments first.
V1.3: When you go NG+ you DO retain all command enhancement training but there is no way to track which courses you already bought. It starts at Level 1 after NG+ so I added a check to see if you already have that ability applied. If so, it does not charge you. You do have to keep trying until it finds the one you haven't bought yet.
Release notes
Xbox
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1.30Added better handling of crew command training after NG+. Now it will not charge you for training you already paid for in previous universe.
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1.20Added SSNN MB Terminals to The Red Mile and The Key. Special pirate themed crew at The Key. Fixed up the terminal menus. Changed the Crew Command Enhancement feature.
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1.1Changed some text to explain things better, changed some spacesuits and clothing on crew.
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1.00== Describe this release ==
Playstation
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1.30Added better handling of crew command training after NG+. Now it will not charge you for training you already paid for in previous universe.
-
1.20Added SSNN MB Terminals to The Red Mile and The Key. Special pirate themed crew at The Key. Fixed up the terminal menus. Changed the Crew Command Enhancement feature.
PC
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1.30Added better handling of crew command training after NG+. Now it will not charge you for training you already paid for in previous universe.
-
1.20Added SSNN MB Terminals to The Red Mile and The Key. Special pirate themed crew at The Key. Fixed up the terminal menus. Changed the Crew Command Enhancement feature.
-
1.1Changed some text to explain things better, changed some spacesuits and clothing on crew.
-
1.00== Describe this release ==
Additional Screenshots Available
This mod has 12 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
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Mod Information
- Published
- Jul 01, 2025
- Last Updated
- May 13, 2026
- Platforms
- Playstation, PC, Xbox
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