Custom Cargo Plus
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Custom Cargo Plus adds a new game loop and a new look to your ships for your delivery missions: -Accept a delivery mission from a mission board; -Add the Custom Cargo Module (appears) in the ship builder editor; -Check for the Custom Cargo Waybill inside the ship inventory once back on board of your ship; -Take the Waybill and put it in your personal inventory (one for each mission and type of Custom Cargo and good, regardless of how many modules you mount); -Make the delivery and wait for the "mission complete" message; -Check again, or for the first time, the Custom Cargo Waybills untill a "Delivered" message appears on it; -Sell the Custom Cargo Waybill at the Trade Authority to gain extra commission credits!
It's easier done than said, believe me!
-Each Vanilla delivery mission goods now owns a Custom Cargo module created almost entirely with Vanilla content to improve compatibility on all platforms.
-I've also created few new models for the Custom Cargo module to better reflect the goods content.
-Increase your profit with the new Perk "Carrier", gain bigger credit percentages for each waybill sold with an increment at each perk level.
-One new custom engine available: Mule Based on an experimental engine, this beauty is powerful for little energy...but expensive and requires at least the first level on the new "Carrier" Perk. An Original 3D, modeled from scratch by me and inspired by the Starfield Nasa-Punk style.
-One new custom Landing Gear available: E99 Powerfull and again...expensive but a must have for your logistic operations. Again this is an Original 3D, modeled from scratch by me and inspired by the Starfield Nasa-Punk style. Requires the first level on the new "Carrier" Perk.
-Stormax reinvented: each cargo space module from 30 to 60 A new look and new statistics to the standard Stormax cargo module to better reflect the generic cargo space and volume of the other vanilla cargo modules.
----------------ATTENTION---------------
-The Custom Cargo Plus modules give to your ship a standard 400 units of cargo space for each module. You can keep those modules on your ship to give a better and more realistic "Cargo look" even after you have made the delivery, if you take again the same related delivery mission and the Custom Module is already on your home ship the script will automatically create the related waybill. !!!BUT!!!->If you remove a Custom Cargo module from your ship this will be available again in the ship builder editor only when the related goods are again in your hold (accept the same mission).
-!!!REMEMBER!!! Please note that you must first have space available to take cargo missions, so your ship will initially need to be equipped with sufficient cargo space/hold modules which you can replace with an adequate number of Custom Cargo modules once you have taken the mission and returned to the ship builder editor for customization.
-A Custom Cargo Waybill is generated (Dataslate) ONLY IN THE SHIP INVENTORY and only if the related goods and the related Custom Cargo module (at least one) is on your home ship and this must be your actual ship. Put those waybills in your personal inventory and sell it after the delivery is completed following the right game loop as explained above in this mod description, making the double check on it (open the waybill, close, open again until "Delivery Completed" message appears on it reading again). If they are not validated as "Delivered", the system (script) will not issue a new waybill note and you will lose your previous bonus.
-The new Engine and the new Landing Gear give you enough thrust capacity for medium-large cargo ships, even with just 4 landing gears and two engines, but both require the first level in the new "Carrier" Perk. Have fun without breaking the game, cause I think the stats are well balanced.
-The Waybill sold give you a bonus credit percentage ONLY WITH THE NEW PERK "CARRIER" ACTIVE and only BASED ON THE "DELIVERED" WAYBILL value, NOT based on the vendor sell price. This means more credits than you may initially think, check your credits difference after a Waybill sale.
-Custom Cargo Plus works only with the Vanilla delivery mission, cargo link missions are not affected by this mod.
Please report any issue with the Custom Cargo module using the report button but only if you are sure to have used the right game loop. I've made a lot of debug but you know, I'm only one.
I've initially removed the ability to make exploits by selling waybills with imaginative but possible methods, but in the end I said to myself... if someone wastes all this time to make extra credits, they'll really need them, so the exploits are still there and possible, if you want to have fun discovering them, but don't consider them bugs... I won't remove them because I still find them a fun and creative way to play.
I've tested my mod with a lot of others mods with no problems, but conflicts or unexpected behaviors with other mods are possible as usual, especially if you use it with mods that works on the vanilla cargo misc objects that are the core of Custom Cargo Plus. Please report each unexpected behaviour, if possible without break my mod, I will try to implement the necessary corrections. This mod is intended to work with as many vanilla resources as possible to ensure the highest compatibility and the least impact on your system.
Have fun with Custom Cargo Plus! The Italian Ace
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Mod Information
- Published
- Dec 09, 2025
- Last Updated
- Dec 02, 2025
- Platforms
- WINDOWS, XBOXONE, XBOXSERIESX
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