BadTech Gunship Ship Design - Starfield Unity
BadTech Gunship Ship Design

BadTech Gunship Ship Design

Paid Mod (200 credits)

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Early space pirates liked to scare the settled systems with tales of mystical creatures and alien dreadnoughts that roamed the unexplored galaxy. A secret pirate syndicate began developing ships that did not resemble any known designs in order to strike fear in those bold enough to tread in the fringe of space. A sort of cosmic cosplay ensued developing entire cultures from these made up stories and technology. In time some of the syndicates were forced out of the shadows by the UC and Freestar Collective uncovering their warped technology and cult behavior. Despite the effort some of these syndicates pushed deeper into uncharted territory making it difficult to discern fact from fiction. The only clues we have are to examine their methods by reverse engineering their technology. Here we have three gunships that were designed to promote the syndicate's superstitious propaganda. Now you can unravel part of that mystery with the acqusition of the Leviathan, Dragon, and Skana ship designs. You can either use the technology against pirates or spacers giving them a taste of their own medicine or build your own syndicate and terrorize those who dare invade your territory.

To obtain the ship you will have to build an outpost and then construct the Gunship Landing Pad with Shipbuilder. There will be BadTech credits available in a crate which can also be built in the outpost builder. You may need to use the custom landing pad to access the new ship modules as well. More detailed instructions are below.

Disclaimer:

This mod adds a landing pad with shipbuilder along with a credit loot crate to your outpost menu. There are many BadTech modules added to the shipbuider menu as well.

If you decide not to keep the ship and want to remove it from your inventory there are some steps that will give you a clean save file to avoid crashes. Once you have decided to remove the ship from your inventory permanently you must revisit the Gunship Landing Pad with Shipbuilder. You will have to change to another ship that is not part of the Gunship ship pack before you can proceed. Once you have sold the Gunship ship or ships back to the kiosk you may exit and head back to the ship you selected in the builder. At this point I would build and use the standard outpost landing pad with shipbuilder and select your current ship and pretend to do some modifications. Exit out and your ship should be on the standard landing pad. Now you may go into the outpost builder and remove the Gunship landing pad. It would probably be a good idea to remove the BadTech credit crates as well. As long as you sold all of the ships from the pack you may now pilot your ship to another location. In order to make sure everything is removed from your save game I would suggest leaving the planet and at least get into orbit before saving. After you are confident you have a proper save you can exit the game. Once you are in the Main Menu you can go to Creations and uncheck the Gunship Ship Design mod and or remove it permanently if you so choose. I wanted this option so that you didn't have to bloat your load list with ships that aren't being used. Now that the Gunship Ship Design mod is disabled or gone you may now go back into your game and play as if you never owned the ship and should be free of any crashes. The game may ask if you want to reactivate or download the mod for you. Just decline reactivating the mod. You should be able to load the game without it at this point. If you experience crashing make sure you disabled/removed the correct mod or that you don't have a ship in your inventory from the disabled ship mod. If you are free and clear the game should run as if you never owned the ship. Of course if you want the ship back later you can enable the Gunship Ship Design mod and it will place the Landing Pad option back in the outpost builder menu as well as the credit loot chest.

Despite many new modules created to build these ships I only used Starfield assets and the Creation Kit to develop this mod.

Enjoy!

Bay Module Instructions:

I have included in this mod two new Bay modules that use Anti-Gravity technology and require no conventional landing gear but does have Anti-Gravity landing gear for supplemental lift if ever needed. One bay is normal and the other is labeled max which lifts the ship a little higher into the air. If you use the supplemental anti-grav landing gear you must match the max gear with the max bay or the normal bay with the normal gear. You can build above and below but will be limited by the ship size unless you have a mod that removes the ship size restrictions. The only other restriction is docker must be above the ship bay unless you have a mod that removes that restriction as well. To enter the ship there is a small anomaly on the ground below the bay with a glowing orange circle providing the player with an indicator where to click to enter the bay. Once you take off the orange circle is technically still there but it is virtually invisible in flight. The bay doors on the ship are bombay style doors and close during takeoff. It's decent solution but I hope to come up with some new solutions for the vertical bay system in the future.

In addition to the Anti-gravity bay I have included a slim bottom docker that works but will not make direct contact with the ship or station docking collar. I may come up with a different solution in the future but for now it is a simple solution that gets the job done.

Outpost Instructions:

After months of learning the Creation Kit to get custom ships into the game I finally decided to experiment with the outpost ship builder landing pad and had success. So this solution gives you a custom landing pad under the miscellaneous menu and a BadTech Credits container under the decorations menu in the oupost builder. Each item will cost one credit resource so you will need to have a few credits to build these items. Once you place a BadTech Credit container it will appear empty so you will need to get into your ship and head into orbit and then land back at your outpost. When you return the container should have green lights on it showing it is active and inside will be the credits. The credits show up in batches so you can collect the credits then look away from the container and then look back at it which displays more credits. You can access the container three times to collect all of the credits. The credits are for your convenience to buy a ship but you may ignore them if you want to roleplay. Some ships can be quite expensive so I wanted the player to be able to have access to them right away without having to use other mods. The great thing about this setup is you can build this as a separate landing pad from the original anywhere you want in the outpost. Once built, you can then purchase a ship from the custom landing pad vendor. I have now left the original shipbuilder kiosk in place and placed the modified shipbuilder to the left of it so you can access both in case you want to use the vehicle menu or buy the ingame ships to build your own design with the new modules. If you don't want the landing pad taking up space you can open the ship up in the original ship builder landing pad and pretend to do some modifications to your ship, back out of the ship builder and then delete the custom landing pad. My mods moving forward will use the oupost builder to distribute so that I can keep everything as minimal as possible. I will continue improving my skills so that I can get out more polished mods in the future. Thank you for your support.

Additional Screenshots Available

This mod has 12 additional screenshots available on the official Bethesda.net page.

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Mod Information

Published
Mar 25, 2025
Last Updated
Mar 04, 2025
Platforms
WINDOWS, XBOXONE, XBOXSERIESX

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