Flashy(JoeR) - These Are The Voyages
By FlashyJoer
Community Rating
Starfield Stories Vol.2 - These Are The Voyages
This is another mod in a series that fixes a narrative gap in the game. Or to be specific in this instance, fixes technical issues that have plagued the First Contact (MS06) quest since launch day, where, if you installed the Grav Drive, the ship would just vanish, never again to reappear as it was intended to, at random places all over the Galaxy Map.
What Does This Mod Do?
It is an interceptor that sits silently, much like "Sometimes They Leave", listening for First Contact quest stages, running parallel to that entire quest line and all of its moving parts, performing actions to correct issues that spring up due to how this quest was created. It will properly allow the ECS Constant to move around the galaxy map, at random intervals, looking for a new home, should you have opted to help them install a grav drive, as was originally envisioned.
Note: Im not sure if this will have any affect on a game where you solved MS06 - First Contact some time ago. It may correct the issue and allow it to start spawning the Story Manager node, but I can't make any promises on that. It for sure works like a charm when you are doing MS06 and finish it with the Grav Drive ending in realtime. Just be aware... your millage may vary if try to use this on a save where you did MS06 hours and hours back in your game.
Will This Interfere With "Alternate Paradiso Solution - Eat The Rich"?
I can 100% say that it will not. Its got no overrides and only handles the Story Manager node population of the ship around the Galaxy Map. It doesn't care what you did to the Board of Directors. Like Lyria. She didn't care one iota. 🤣
Technical Info:
No overrides on base game forms, can be installed anywhere. Everything isl intercepted via a script that runs latent until MS06, "First Contact", fires up. Once its running, it will stay running, until you go through Unity, at which time it will go back to being a listener, waiting to see if you tackle MS06 again. Does not require any of the DLC.
Release notes
Xbox
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1.05bRefined the ECSConstantDialogue stage listener to prevent a fringe-case scenario, which stops the Constant from leaving Porrima II before you even undock and leave the system.
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1.05Further refinement on ensuring both Roaming story nodes fire, as expected.
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1.04Monitoring segments updated to stop listener when no longer required.
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1.03Adds refined logic to the MS06 Quest State for the needed triggers for Story Manager node.
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1.02Adds an OnShipUndock event monitor for leaving the ECS Constant, as an additional interceptor, to ensure MS06 shuts down properly and allows for the ConstantRoaming Story Node to work as intended. Also refined the OnLocationChange monitor so that if someone resolved the quest way back in their save, and never saw the Constant moving around, this mod will be able to get that ball rolling, as it should be, under condition that they opted for the Grav Drive solution. Also, removed an entry on the OnShipUndock introduced in v1.01, that assumes the player chose the grav drive option, when they might not have, but forces the internal variable to believe that they did.
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1.00Initial Release
Playstation
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1.05bRefined the ECSConstantDialogue stage listener to prevent a fringe-case scenario, which stops the Constant from leaving Porrima II before you even undock and leave the system.
-
1.05Further refinement on ensuring both Roaming story nodes fire, as expected.
-
1.04Monitoring segments updated to stop listener when no longer required.
-
1.03Adds refined logic to the MS06 Quest State for the needed triggers for Story Manager node.
-
1.02Adds an OnShipUndock event monitor for leaving the ECS Constant, as an additional interceptor, to ensure MS06 shuts down properly and allows for the ConstantRoaming Story Node to work as intended. Also refined the OnLocationChange monitor so that if someone resolved the quest way back in their save, and never saw the Constant moving around, this mod will be able to get that ball rolling, as it should be, under condition that they opted for the Grav Drive solution. Also, removed an entry on the OnShipUndock introduced in v1.01, that assumes the player chose the grav drive option, when they might not have, but forces the internal variable to believe that they did.
-
1.00Initial Release
PC
-
1.05bRefined the ECSConstantDialogue stage listener to prevent a fringe-case scenario, which stops the Constant from leaving Porrima II before you even undock and leave the system.
-
1.05Further refinement on ensuring both Roaming story nodes fire, as expected.
-
1.04Monitoring segments updated to stop listener when no longer required.
-
1.03Adds refined logic to the MS06 Quest State for the needed triggers for Story Manager node.
-
1.02Adds an OnShipUndock event monitor for leaving the ECS Constant, as an additional interceptor, to ensure MS06 shuts down properly and allows for the ConstantRoaming Story Node to work as intended. Also refined the OnLocationChange monitor so that if someone resolved the quest way back in their save, and never saw the Constant moving around, this mod will be able to get that ball rolling, as it should be, under condition that they opted for the Grav Drive solution. Also, removed an entry on the OnShipUndock introduced in v1.01, that assumes the player chose the grav drive option, when they might not have, but forces the internal variable to believe that they did.
-
1.00Initial Release
Additional Screenshots Available
This mod has 4 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
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Mod Information
- Published
- May 05, 2026
- Last Updated
- May 06, 2026
- Platforms
- Playstation, PC, Xbox
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