Flashy(JoeR) - Spaceships+
By FlashyJoer
Community Rating
Grounded Essentials Vol.4 - Spaceships+
WHEN THIS MOD UPDATES
I urge you to go to the Nexus download page for this mod and read the sticky note in the comments or the changelog article as update notes are usually too long for Creations display.
About The Mod
There is a lot to say about this one, but long winded descriptions are not going to convey the feeling of just diving in and playing with it. High level overview? Sure. This mod adds:
Dynamic wear and tear to your ship as you fly, land, take off and grav jump. Irrecoverable systems damage without relying on technicians at ports or space stations (fairly priced). Possible grav drive destruction. Possible main propulsion destruction. Possible fuel tank ruptures and complete loss of HE-3 jump fuel. A unique fast travel / cruise mode hybrid system that dynamically adjusts to your damage levels. Insane levels of immersion here! Seamless integration into the repair ship system of the base game: Ship Services, LIST, as well as Crimson Fleet and the Red Mile. Ship storage systems, so the mod never forgets how trashed one of your ships is when you put one away. Takeoff animations from locations with landing pads is now handled in first person view. (Optional) Potential Heatleech infestations in your ship, resulting in reduction of available reactor power. (Optional) Hull breaches, with fully functional zero-G piloting and ship interior integration with gravity and environments on the outside. (Optional) Hull Integrity System, when "breached" it limits total number of ship actions before the hull disintegrates and you die. (Optional) Crew members assigned to your ship could be sucked out of the breach in your hull and die. (Optional) Fuel tank ruptures, that completely drain your jump fuel. Systems in place for replacement of lost fuel for this function alone. (Optional) EVAs. For conducting limited repairs to some damaged systems (propulsion and fuel tanks only). (Optional) Distress call capability, for transport to nearest spaceport, for ship repairs, should you be adrift. (Optional) Auto Planetary Map landing site selection upon arrival at orbit destination via Cruise Mode. (Optional) Docking with faction owned space stations will require authorization and closer proximity before "dock" option appears on the HUD. (Optional) Having to request departure clearance from major spaceports, via the Ship Services technicians, who recall your ship from storage. (Optional) Simplified landing / docking fee system, as well as variable repair fees. This includes topping up your HE-3 fuel, if needed. (Optional) Situation limited ability to add fuel to your grav drives (only after repairing a tank rupture, to ensure you can keep moving). (Optional) Vasco is partially linked to ship repair systems, should he be assigned as crew on your ship (propulsion and fuel tanks only).( Only a few necessary base forms overridden - absolutely nothing that will impact any other mod, Im quite sure (see bottom of page).
Talk to me about this fast travel / cruise mode system.
Thats really the core of it. You see, when your grav drive dies, you can't leave solar systems. You are stuck. Without cruise mode, nothing would work, not even landing on planets. But with cruise mode, fast travel can be disabled all it wants and your ship wont care. So yeah, while a severely crippled ship may be stuck to one solar system, cruise mode allow you to fly from planet to planet, from moon to moon, looking for the things you will need to get your ship fixed up. Or to steal someone else's ship to get back to civilization. Or to have Vasco take care of it for you.
Wait... didnt you just point out that when Fast Travel is blocked, you can't land your ship?
I did say that. Because I have developed a one of a kind "landing locking" system that relies upon Cruise Mode to detect orbitals, which it then locks you into, allowing fast travel, which when in a ship is called "landing", to that planetary surface alone. Of course, if you dont find what you need on that planet or moon, you take off, go back into Cruise Mode and head to your next orbit, where the mod will again "landing lock" you. And of course, once on the planet, on foot or in your vehicle, fast travel is not blocked for you. Its only once you enter your ship that it kicks in. But, even when you are on the planet, on foot, kilometers away from your ship, if you try to use the Galaxy Map to fast travel to another planet, you cant. But you will be able to fast travel to discovered POIs and back to your ship, on the local map or via your scanner.
Why are there SO many Game Settings for this mod?
Some people moan when there's too many, others when there's not enough. Can't please everyone, all the time, so I didn't think about you in the slightest when making configurable settings. Just being honest.
A lot of things seem to mess up your ship. Are there any upsides to using this mod, or just endless punishment?
Its not punishment. Its "grounded", realism-adjacent. It forces you, like all the other mods in my "Grounded" series for Starfield, to take precautions, to plan ahead, to be ready for the unexpected. Just like you do in life. Its not punishing. Its actually quite forgiving. I could have made this SO punitive, but didn't want to make it "not fun". Will it be everyone's cup of tea? Likely not. But for those that appreciate the highest quality, bug free and most compatible "survival" experiences, they won't find this punishing in any measure compared to other things I've done, like Advanced Needs 76 for Fallout 4.
This mod, as much as it makes you have to take care of your ship, as much as it makes you have to land and secure what is needed to keep adventuring in space, it creates some of the most amazing and immersive game play loops that you have likely not experienced in this game to date. Big sell, I know. But I know survival modes. I do them very well.
Enough about the mod. Its not going to sell with words. It requires hands on interaction.
Wait wait wait... what about potential conflicts?
I tried to be VERY mindful of other people's mods while designing and implementing every single system in this mod. As someone who uses Real Fuel and Cost of Spacing, I didnt want to create overlap that was unresolvable. To that end, where there is overlap, there are game settings to disable my mod's functions, to allow other mods to handle things like Port and Maintenance costs, like Fuelling. My mod allows you to disable landing fees. It doesnt handle refueling at all, aside from filling your tank during EVAs to repair a ruptured fuel tank (or when Vasco does it), simply because without that small bit of possible overlap, EVERYONE without Real Fuel, or another fuel mod, would be completely stuck in the water. Now, I can't speak to all the mod out there, as I am HIGHLY selective about quality and whose work I put into my game, so if you ask me about this, that or the other mod, I won't have any idea 99.9997% of the time. Like I said. One base form override, that likely wont affect any more than a handful of mods, and even then, mine is coded to not act on using that, to prevent overlap and conflict. Thats all I can say about that question.
NOTE: No DLC is required for this mod. Only the base game.
For those who aren't digging the mod and want to remove it:
To remove the mod, make sure the mod is set to ENABLED, then sit in your pilot seat so the mod registers your current ship, and then go into game settings and set the main mod control to DISABLED. You will be told the mod is going to undo all of the changes it has made to both your current, and your stored ships. Once it is done, you will be told that all ships are back to normal. At that point, you can do whatever it is you want to do.
Release notes
PC
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1.37Two things done in this update:
Added NG+ detection for entering Unity, to stop ship monitoring so new Starborn Ship doesnt immediately break.
Also added code to shut down the Grav Drive Parts quest should you come across a ship and choose to steal it instead of continuing to explore to find the grav drive part. -
1.36For those with fuel scoops, go to Jemison and remove ALL fuel scoops from your ship (and any stored ships). Then exit the builder and the dialogue with Ship Services, just to make sure all vars clear. Then go back in and re-add new scoops, which will update all scripting on them. Will be fixed from that point forwards. Nothing complicated.
New game setting allows you to select a base amount of fuel scooped, per minute, per scoop placed on ship.
Tweaked Ship Services Variable Fees to not force 1000 credit cost when game setting for is disabled. -
1.34Raised height on EVA Hatch rim so it is flush against the ship.
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1.33(v1.32) Minor update that tweaks auto-repair switch scripting to ensure Landing Lock is removed when fixing grav drive. Please deconstruct your existing one and place a new one, to ensure the scripting refreshes.
(v1.33) New game setting added to EVA section that allows you to choose between "OnDistance" events and timers that check distance to markers in real-time. This was added for those that have experienced issues with OnDistance Events not detecting them at markers. Must be set BEFORE using the EVA Controller, will not change things up while on an EVA. -
1.31A few fixes, tweaks and QoL in this update:
EVA: Added a 4 sec delay to gravity kicking back in, to match the hatch being sealed shut.
Tweaked Ship Services dialogue conditions to prevent departure options showing twice (docked and landed).
Auto repair Switch now looks in ship inventory for ship parts if you don't have them in your inventory. Either will work.
Fixed missing EVA Hatch sync on sitting in pilot seat. This resync being missed was preventing EVA Maintenance from working.
Added SitAndWait packages to current companion so they will not follow you or comment when you do EVA actions. -
1.30UPDATE 1.30 INFORMATION
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There is too much to say about this update. I urge you to go to the Nexus download page for this mod and read the sticky note in the comments. -
1.30Adds functioning voice dialogue for PS5 and Xbox - it was there previously, was just silent due to not knowing audio had to be processed differently for consoles now, compared to how we used to do it in Skyrim and Fallout 4.
This updates the scripting for Maintenance EVAs and the ship-decorate Auto Repair Switch, so that it:
1) Respects your game setting for the amount of repair parts to be used during repair tasks.
2) Allows you to repair blocks on your grav drive without the Grav Drive Component, provided it is not flagged as destroyed. if it is destroyed, ship parts will not touch it, only the Grav Drive Component will fix it at that point (as well as, clearly, ship services). -
1.00== Describe this release ==
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1.29aXbox voice line test build
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1.28Corrected a condition on the Departure Request / Docking fees dialogue option, as it was still locked to Landing Fees. It now uses Docking Fees game setting, as it should.
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1.27This update adds a new ship wall mounted decoration item, the "Auto Repair Switch", that when used, functions identically as asking Vasco to do repairs, or doing "Maintenance" EVAs. Added this as a workaround for those few people who EVAs dont work for. Instead of going outside, just have the required repair parts in your inventory and throw the switch. The automated repair system will kick in and do its magic. As with other repair functions, the amount repaired depends on your Starship Engineering skill level. Also to note, if you have a Grav Drive Component in inventory, this will be used to repair the Grav Drive, if its dead in the water. Also, important to note, this switch doesn't care what your current ship health is. It will do its thing, and take your ship parts, even if you ship is 100% healed. There are WAY too many variables to compare to see if the ship is damaged. Just use your pilot seat power allocation settings to visually know if you need repairs or not, best advice to give.
Recommendation for people who EVAs arent working for, disable the ALLOW EVAs game setting, so it never fires the emergency EVA activity and rely solely on using this switch instead. -
1.261) Grav Drive Component quest -> If quest mode is set to Exploration, meaning there are no quest markers, an onscreen message will now appear to at least let the player know that there is a grav drive component somewhere on the current local planet map.
2) Helium Scooping now terminates if you leave orbit of the gas giant, as location changing is now monitored closer.
3) Docking Permissions added exclusivity to specific space stations so as to not block The Oracle or Anchorpoint Station, without the need of mastering the mod to Shattered Space and Terran Armada.
4) EVA has readded HAND SCANNER emergency failsafe functionality back into the mod, though you will need to enable a game setting to be able to use it. This was originally in the mod, but removed by request of people who use mods that will only show quest markers when the scanner is active - which of course, when they closed the scanner, the EVA would terminate. So, now it is locked behind a game setting "EVA Failsafe". This MUST be enabled before you head outside of your ship! Its simple to use. If you find that the game is not registering your distance to the markers, or if you fire your weapon against the instructions in the popup tutorial and are flung across space, just open your hand scanner and then close it. You will be immediately teleported back into your ship, collisions will be re-enabled and the EVA will terminate immediately, not taking any missed repairs into account. This works on all three layers of EVA present in the mod.
NOTE: About EVAs, if they aren't working for you, that is not a mod problem, or a "bug". Remember, we are not supposed to go outside the ship in space. We can "trick" the game into letting us try to do it, but it is NEVER guaranteed to work. Mod added ship parts likely contribute to those moments when it fails. Either way, its not this mod, its the game itself. Reporting it to me will do nothing, as there is nothing that I can do. It either works, or it doesnt. -
1.24v1.24 - IMPORTANT UPDATE - MANDATORY INSTALL!!!
I wont bore you with the specifics, but a major change has had to be made to Docking Permissions. It no longer wants you to line up with the docking port door. It just wants you to hail in order to get the DOCK prompt. It will dock at 500m or less, like base game now. The method I was using was causing problems for a handful of people, due to the station moving within its cell, but the docking marker never moving. Using it in cases where the station was moved, caused station lockouts, pushed the station into disabled or invisible states. And when that starts happening to The Eye, its time to get rid of the coolest aspect of the function... distance checking and lining up for dock procedures.
So... it now only wants you to hail. Thats it. Nothing else is touched. The cell edits I made for the seven stations used in this function have been removed from the mod.
Also, I did some tweaking on the repair functions of the mod last week, but it appears to be making people unable to land when they are "landing locked", so I reverted to the original code, as I know that it was 100% working as expected.
Sucks to lose distance checking on station lineups with Docking Clearance, but I do NOT want to break people's games and it appears that after 4 people reported issues with docking clearance, there was definitely something going on. Four people out of the approximate 100 using the mod is not a coincidence, it is factual findings. So yeah, thats done, it wont come back as it was. -
1.231) Fuel scoops can now stack, meaning the more you have on your ship, the faster you scoop fuel. The default rate of 12 fuel per minute remains for a single scoop. But if you add a second one, that changes to 24 fuel per minute. It will be 12 fuel * number of scoops, per minute, with no cap on how many scoops you can have, outside of shipbuilder constraints built into the game.
2) Split the landing fees and docking fees game settings, by request. Now you can specify different rates of pay, different levels of "fees", based on where you land/dock. You can have one on but another turned off. You have granular control over it. That said, both of them still require Departure Requests to be enabled. -
1.221) Added Jillian Toft on the Vigilance for ship repair functionality, once the Crimson Fleet has been handled. She will only do the basic normal repair routines, not the "Hull is fine, fix my ship systems".
2) Added The Den as a possible location for Distress Call dropoff, as a potential failsafe, in case landing locking doesn't work as expected when towed to a planet (in the offchance it sticks and you cannot actually land on that planet). -
1.21The mod now actively suppresses its damage and repair functions when you are in the UC Vanguard Simulator, so it will be like the mod is not running at all during that exercise. Once you leave and sit in your own home ship, all functions will kick back in.
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1.20Two things:
1) Helium Scoop will now work no matter how much fuel is in your tank. Previously it was locked to having less than 50% fuel in your tanks, but thats just stupid. So, its now unlocked for all levels of fuel. As expected, once you hit 100% fuel, it will stop scooping.
2) Added a line of code to The Den debug tool that automates resetting its docking permissions to "anyone can dock", should it get locked out, which seems to be a problem unique to the Den, for whatever reason. Either way, no matter why, this tool will no unlock the Den's access without needing access to the console (made specifically for Xbox/PS5 users). -
1.19v1.19
Two things:
1) Spell corrected all of the Gameplay Options text boxes.
2) Completely scraped and remade the Zero-G Piloting "perk" system, to ensure it NEVER sticks on the player, no matter what happens to get them out of the pilot ship of their ship, whether that is Get Up, Exit Ship, Board, or landing and being placed outside the ship. Instead of adding / removing this perk on game "events", as I have been doing, I've made it 100% always on the player - but it is tightly condition locked, specifically to siting in a pilot seat that has a custom keyword assigned to it. If that keyword is not present, the alteration in personal gravity does not happen. Tested this roughly 20 times on landings, "get ups"s, "board"s. Each time, gravity was what it should be once out of the seat.
A reminder for those confused by why this 'per' is even necessary - if your ship's inner gravity goes to 0g, you are forced out of the pilot seat by the game engine and cannot sit back down, it blocks you from doing so. This perk prevents that from happening.
v1.18 notes
Two things:
1) Tweaked distance event registrations in an attempt to ensure player is picked up, for those experiencing issues with EVA Repairs not detecting when they are at the repair spot marker.
2) Added a Game Setting that allows a 'lite' experience for grav drive component repairs, where if enabled, it will heal 50% instead of 25%. -
1.17It was discovered that Ship Services was not healing EM damage to your six ship systems. This update fixed that.
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1.16There is ENTIRELY too much to say about the last two update passes that are now coming to Creations. Kindly read the article at https://www.nexusmods.com/starfield/articles/1071 to see everything that has been done.
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1.141) Main script was not registering for events on script refresh, making its wear/tear and event functions not work. Recoded the quest script refresh initialization to ensure it registers for all local events.
2) Captured ships were not reflecting "landing lock" when they had busted engines. This has been remedied. -
1.13The updates between 1.10 and 1.13 are legion. Far too much to put here.
Kindly read the ARTICLE on the nexus page, which contains a collected list of all patch notes for the mod.
https://www.nexusmods.com/starfield/articles/1071 -
1.10Small QoL fix first: added a block for Tau Ceti II, during the UC vanguard questline, preventing ship from "storing" upon landing at the site.
And now the big thing. The thing I've been lamenting not being able to do since forever. You ready???
Starfield now has fully functional fuel scooping!
Thats right. You can purchase fuel scoop modules for you ship and when you are running low on fuel, as a fuel mod user, or as a result of some damage this mod does to you, you can head to a Gas Giant, orbit around it, scooping up small amounts of HE-3, directly into your fuel tanks. Ive been wanting to make this since I got into modding Starfield over a month ago, with solar system's local stars, but they have no reference, no collision, no "orbit cells", so they technically don't exist, except as a "sprite", preventing me from accomplishing my goal. But...
I discovered today that I can latch onto gas giants, which incidentally do have HE-3 in their "gas envelope" in real life, and thanks to Free Lanes update, have a way to see that a fuel scoop is installed on the ship, using the same setup that BGS uses for their newest ship addons, like that stealth drive and such. Blah blah blah... the good stuff.
So, just head to any ship services that carries "Deimos" branded items. In the "Equipment" section, you will see the Helium Scoop. Buy it, add it to your ship. And then whenever you are low on fuel, just head to a gas giant and orbit it for a while. You'll get 12 HE-3 fuel for every minute your orbit.
Thats about it. You know, FlashyJoer doing what nobody has done before! LOL. We're one step closer to Elite Dangerous today! Enjoy folks! -
1.091) Uncoupled "Hull is Fine, Ship Systems Need Repair" dialogue with Ship Services from the Landing Fees and Departure Requests functions. I must've been really tired when I put that in originally because I locked in those functions being enabled. Anyways, its now running 100% independently and only cares that the mod is enabled.
2) For those that hate the "wear and tear" hardcore nature of the mod, I have added a new game setting that allows one to turn of wear and tear. This does NOT stop ship systems from being destroyed by normal game mechanisms - they still will not self heal and you will need to rely on repair method of choice, but at least moving your ship around won't damage it, if this option is utilized.
3) Added a way to MANUALLY trigger Battle Stations! I wanted a way to do this that did not rely on SFSE, so console users (like myself) could enjoy manual control over this function. I found a way! When you first move to the obit of a planet or moon, you have roughly 5 seconds to manually trigger Battle Stations, by using WEAPON GROUP 1 on you power distribution UI, remove a bar and then add a bar. Once the bar is re-added, battle stations will trigger. You cannot disable battle stations once enacted except by landing or flying away from that orbit to a new planet or moon. Of course, if you enter into combat in the same orbit that you triggered battle stations in, once combat ends, it will end on it's own. -
1.08See Nexus page for details.
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1.06Some more small QoL here:
1) The first person cameras for takeoffs are gone by popular request. There is an optional file you can download, a small ESM, that re-adds the cameras for those that want them.
2) Game Settings for this mod now award bonus XP for choosing the more difficult settings.
3) Spacestation Docking Requests got a small troubleshooting fix that allows you to turn off Docking Requests, while in your ship at the spacestation in question, and it will completely revert that station to vanilla docking behavior. This is useful for those seeing the docking marker WILDLY far away from where it should be (in fact, its the station that has moved, not the marker, and this is a known long running game bug, especially seen with The Den).
4) A new DEBUG game setting has been introduced that is SPECIFICALLY for those who are seeing The Den moved from where it should be. I have tested this out a few times and it appears to be working exactly as expected. It essentially repositions The Den at its Editor Location within its 'space cell', which will then make it align exactly as it should be, with the docking request "activity" marker at the docking port.
NOTE: If you need to use this DEBUG function, follow the instructions in the Game Setting to the letter!!! -
1.05This is a small QoL patch, reflecting a complaint, a request and a mod-conflict related item, in that order:
1) EVA and Vasco repair costs, in terms of ship parts, is now user defined in a new game setting called "Repair Parts Required?". You can select 10 parts (default), 5 parts, 3 parts or even 1 part. This selection is reflected across text boxes, dialogue with Vasco and in the scripting for both EVA and Vasco repairs.
2) For those that do Alt-Start and are without access to Vasco, for Grav Drive Component based repairs, you now need simply place the component into your ship's cargo hold, and it will consider the ship's grav drive repaired, with respect to your skill level in Starship Engineering.
3) The big one... as someone who uses VERY few mods, it never dawned on me while making this one that the player may NOT be in their ship when its moving around, from "summon my spaceship" kind of mods. And my lack of exposure to such mods made it impossible for people who use said mods, since their ships were being heavily damaged or destroyed while being summoned. To that end, I have clamped ALL ship damage functions within the mod to require the player to be physically present inside the ship. -
1.04This is a rather substantive update. I'll list off the items done.
1) A new Game Setting has been added, by request, to allow you to choose if Hull Breach chances kick in at 25% ship HP, or at 50%.
2) Distress Calls, I realized you could trigger one while landed. This would never work, so added an IsLanded = false condition on that.
3) Starship Engineering Skill is not linked to repairs you do in EVA, and those Vasco does to the ship. Anything below rank 2, you will do 25% recovery of ship system health. At rank 2 and 3, you will do 50%. At rank 4, you will recover 100% of the damaged system's health back.
4) It was brought up on Reddit that if your ships HP were 100%, but the individual systems were messed up bad, you couldn't repair them with the Ship Services tech, due to him not doing repairs if your ship's HP is 100%. So I added a whole new dialogue to my custom dialogue function that looks purely at ship systems, while ship HP is 100%, and allows you to repair those systems. You will know the one it is as it is prefixed with (S+).
5) There is a new "activity" and game setting, called "Grav Drive Parts Quest", that when in an enabled state, will scan planets you land on, as you move around the planet or moon, looking for very specific POI types, to hide a "grav drive component" in a loot crate. This could be a "dungeon" POI, either interior or overland. It could be a Civilian Outpost (the ones with NPCs who offer you "fetch quests"). Or it could be crashed ships. Coolest thing? Batten's Shipwrecks POIs are picked up by this event manager.
A note about the Civilian Outposts... I am having the dickens of a time finding their dialogue. So, I cannot (yet) craft a bartering interaction. The grav drive part will spawn at their POI, but its always, ALWAYS, in a locked crate, or one the isnt locked, but everything is marked as theft. So... if you get one of those locations, you're gonna have to be nimble fingered! -
1.03Updates Distress Call functions so they can happen anywhere, not just specific planetary orbits (base game SEAllowed blocks are now bypassed). You can also now specify "Dynamic" as a price for calling for help, that costs 25% of your on-hand credits per assist.
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1.02While the core loop of go outside, fix your ship, come back in, has not changed, what has is the ugly button or needing to use the Captain's Locker. I have removed the button. I have removed the Captain's Locker activation option. The mod will now start an "Activity" when an EVA is possible. You don't have to do the EVA just because it is available. It will still shut down if you land or do a distress call, like before. But if you do want to do the EVA, now you need simply walk towards the "quest marker" that the EVA instance places at your exit door. Once you are within 'x' amount of game units away from the door, it will do its thing. If you have what is needed (arc welder, 200 ammo and 10 ship parts), you will be taken outside. If you do not, you will get the prompt asking if you wish to continue allowing the EVA instance to run while you go to your cargo or locker to get what is needed. In order for this to function, if you need items to get outside, you HAVE to move at least '10' game units from the door, so it can do the re-registration for distance checking you against the door's position. There are onscreen help-prompts telling you to move away, and telling you when you can go back to the door to get outside.
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1.01Recoded the "Hull Integrity" system, as there was something missing from the function that I overlooked due to my test game already being in a breached state. Fixed now.
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1.00Initial Release
Xbox
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1.37Two things done in this update:
Added NG+ detection for entering Unity, to stop ship monitoring so new Starborn Ship doesnt immediately break.
Also added code to shut down the Grav Drive Parts quest should you come across a ship and choose to steal it instead of continuing to explore to find the grav drive part. -
1.36For those with fuel scoops, go to Jemison and remove ALL fuel scoops from your ship (and any stored ships). Then exit the builder and the dialogue with Ship Services, just to make sure all vars clear. Then go back in and re-add new scoops, which will update all scripting on them. Will be fixed from that point forwards. Nothing complicated.
New game setting allows you to select a base amount of fuel scooped, per minute, per scoop placed on ship.
Tweaked Ship Services Variable Fees to not force 1000 credit cost when game setting for is disabled. -
1.34Raised height on EVA Hatch rim so it is flush against the ship.
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1.33(v1.32) Minor update that tweaks auto-repair switch scripting to ensure Landing Lock is removed when fixing grav drive. Please deconstruct your existing one and place a new one, to ensure the scripting refreshes.
(v1.33) New game setting added to EVA section that allows you to choose between "OnDistance" events and timers that check distance to markers in real-time. This was added for those that have experienced issues with OnDistance Events not detecting them at markers. Must be set BEFORE using the EVA Controller, will not change things up while on an EVA. -
1.31A few fixes, tweaks and QoL in this update:
EVA: Added a 4 sec delay to gravity kicking back in, to match the hatch being sealed shut.
Tweaked Ship Services dialogue conditions to prevent departure options showing twice (docked and landed).
Auto repair Switch now looks in ship inventory for ship parts if you don't have them in your inventory. Either will work.
Fixed missing EVA Hatch sync on sitting in pilot seat. This resync being missed was preventing EVA Maintenance from working.
Added SitAndWait packages to current companion so they will not follow you or comment when you do EVA actions. -
1.30UPDATE 1.30 INFORMATION
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There is too much to say about this update. I urge you to go to the Nexus download page for this mod and read the sticky note in the comments. -
1.30Adds functioning voice dialogue for PS5 and Xbox - it was there previously, was just silent due to not knowing audio had to be processed differently for consoles now, compared to how we used to do it in Skyrim and Fallout 4.
This updates the scripting for Maintenance EVAs and the ship-decorate Auto Repair Switch, so that it:
1) Respects your game setting for the amount of repair parts to be used during repair tasks.
2) Allows you to repair blocks on your grav drive without the Grav Drive Component, provided it is not flagged as destroyed. if it is destroyed, ship parts will not touch it, only the Grav Drive Component will fix it at that point (as well as, clearly, ship services). -
1.00== Describe this release ==
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1.29aXbox voice line test build
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1.28Corrected a condition on the Departure Request / Docking fees dialogue option, as it was still locked to Landing Fees. It now uses Docking Fees game setting, as it should.
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1.27This update adds a new ship wall mounted decoration item, the "Auto Repair Switch", that when used, functions identically as asking Vasco to do repairs, or doing "Maintenance" EVAs. Added this as a workaround for those few people who EVAs dont work for. Instead of going outside, just have the required repair parts in your inventory and throw the switch. The automated repair system will kick in and do its magic. As with other repair functions, the amount repaired depends on your Starship Engineering skill level. Also to note, if you have a Grav Drive Component in inventory, this will be used to repair the Grav Drive, if its dead in the water. Also, important to note, this switch doesn't care what your current ship health is. It will do its thing, and take your ship parts, even if you ship is 100% healed. There are WAY too many variables to compare to see if the ship is damaged. Just use your pilot seat power allocation settings to visually know if you need repairs or not, best advice to give.
Recommendation for people who EVAs arent working for, disable the ALLOW EVAs game setting, so it never fires the emergency EVA activity and rely solely on using this switch instead. -
1.261) Grav Drive Component quest -> If quest mode is set to Exploration, meaning there are no quest markers, an onscreen message will now appear to at least let the player know that there is a grav drive component somewhere on the current local planet map.
2) Helium Scooping now terminates if you leave orbit of the gas giant, as location changing is now monitored closer.
3) Docking Permissions added exclusivity to specific space stations so as to not block The Oracle or Anchorpoint Station, without the need of mastering the mod to Shattered Space and Terran Armada.
4) EVA has readded HAND SCANNER emergency failsafe functionality back into the mod, though you will need to enable a game setting to be able to use it. This was originally in the mod, but removed by request of people who use mods that will only show quest markers when the scanner is active - which of course, when they closed the scanner, the EVA would terminate. So, now it is locked behind a game setting "EVA Failsafe". This MUST be enabled before you head outside of your ship! Its simple to use. If you find that the game is not registering your distance to the markers, or if you fire your weapon against the instructions in the popup tutorial and are flung across space, just open your hand scanner and then close it. You will be immediately teleported back into your ship, collisions will be re-enabled and the EVA will terminate immediately, not taking any missed repairs into account. This works on all three layers of EVA present in the mod.
NOTE: About EVAs, if they aren't working for you, that is not a mod problem, or a "bug". Remember, we are not supposed to go outside the ship in space. We can "trick" the game into letting us try to do it, but it is NEVER guaranteed to work. Mod added ship parts likely contribute to those moments when it fails. Either way, its not this mod, its the game itself. Reporting it to me will do nothing, as there is nothing that I can do. It either works, or it doesnt. -
1.24v1.24 - IMPORTANT UPDATE - MANDATORY INSTALL!!!
I wont bore you with the specifics, but a major change has had to be made to Docking Permissions. It no longer wants you to line up with the docking port door. It just wants you to hail in order to get the DOCK prompt. It will dock at 500m or less, like base game now. The method I was using was causing problems for a handful of people, due to the station moving within its cell, but the docking marker never moving. Using it in cases where the station was moved, caused station lockouts, pushed the station into disabled or invisible states. And when that starts happening to The Eye, its time to get rid of the coolest aspect of the function... distance checking and lining up for dock procedures.
So... it now only wants you to hail. Thats it. Nothing else is touched. The cell edits I made for the seven stations used in this function have been removed from the mod.
Also, I did some tweaking on the repair functions of the mod last week, but it appears to be making people unable to land when they are "landing locked", so I reverted to the original code, as I know that it was 100% working as expected.
Sucks to lose distance checking on station lineups with Docking Clearance, but I do NOT want to break people's games and it appears that after 4 people reported issues with docking clearance, there was definitely something going on. Four people out of the approximate 100 using the mod is not a coincidence, it is factual findings. So yeah, thats done, it wont come back as it was. -
1.231) Fuel scoops can now stack, meaning the more you have on your ship, the faster you scoop fuel. The default rate of 12 fuel per minute remains for a single scoop. But if you add a second one, that changes to 24 fuel per minute. It will be 12 fuel * number of scoops, per minute, with no cap on how many scoops you can have, outside of shipbuilder constraints built into the game.
2) Split the landing fees and docking fees game settings, by request. Now you can specify different rates of pay, different levels of "fees", based on where you land/dock. You can have one on but another turned off. You have granular control over it. That said, both of them still require Departure Requests to be enabled. -
1.221) Added Jillian Toft on the Vigilance for ship repair functionality, once the Crimson Fleet has been handled. She will only do the basic normal repair routines, not the "Hull is fine, fix my ship systems".
2) Added The Den as a possible location for Distress Call dropoff, as a potential failsafe, in case landing locking doesn't work as expected when towed to a planet (in the offchance it sticks and you cannot actually land on that planet). -
1.21The mod now actively suppresses its damage and repair functions when you are in the UC Vanguard Simulator, so it will be like the mod is not running at all during that exercise. Once you leave and sit in your own home ship, all functions will kick back in.
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1.20Two things:
1) Helium Scoop will now work no matter how much fuel is in your tank. Previously it was locked to having less than 50% fuel in your tanks, but thats just stupid. So, its now unlocked for all levels of fuel. As expected, once you hit 100% fuel, it will stop scooping.
2) Added a line of code to The Den debug tool that automates resetting its docking permissions to "anyone can dock", should it get locked out, which seems to be a problem unique to the Den, for whatever reason. Either way, no matter why, this tool will no unlock the Den's access without needing access to the console (made specifically for Xbox/PS5 users). -
1.19v1.19
Two things:
1) Spell corrected all of the Gameplay Options text boxes.
2) Completely scraped and remade the Zero-G Piloting "perk" system, to ensure it NEVER sticks on the player, no matter what happens to get them out of the pilot ship of their ship, whether that is Get Up, Exit Ship, Board, or landing and being placed outside the ship. Instead of adding / removing this perk on game "events", as I have been doing, I've made it 100% always on the player - but it is tightly condition locked, specifically to siting in a pilot seat that has a custom keyword assigned to it. If that keyword is not present, the alteration in personal gravity does not happen. Tested this roughly 20 times on landings, "get ups"s, "board"s. Each time, gravity was what it should be once out of the seat.
A reminder for those confused by why this 'per' is even necessary - if your ship's inner gravity goes to 0g, you are forced out of the pilot seat by the game engine and cannot sit back down, it blocks you from doing so. This perk prevents that from happening.
v1.18 notes
Two things:
1) Tweaked distance event registrations in an attempt to ensure player is picked up, for those experiencing issues with EVA Repairs not detecting when they are at the repair spot marker.
2) Added a Game Setting that allows a 'lite' experience for grav drive component repairs, where if enabled, it will heal 50% instead of 25%. -
1.17It was discovered that Ship Services was not healing EM damage to your six ship systems. This update fixed that.
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1.16There is ENTIRELY too much to say about the last two update passes that are now coming to Creations. Kindly read the article at https://www.nexusmods.com/starfield/articles/1071 to see everything that has been done.
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1.141) Main script was not registering for events on script refresh, making its wear/tear and event functions not work. Recoded the quest script refresh initialization to ensure it registers for all local events.
2) Captured ships were not reflecting "landing lock" when they had busted engines. This has been remedied. -
1.13The updates between 1.10 and 1.13 are legion. Far too much to put here.
Kindly read the ARTICLE on the nexus page, which contains a collected list of all patch notes for the mod.
https://www.nexusmods.com/starfield/articles/1071 -
1.10Small QoL fix first: added a block for Tau Ceti II, during the UC vanguard questline, preventing ship from "storing" upon landing at the site.
And now the big thing. The thing I've been lamenting not being able to do since forever. You ready???
Starfield now has fully functional fuel scooping!
Thats right. You can purchase fuel scoop modules for you ship and when you are running low on fuel, as a fuel mod user, or as a result of some damage this mod does to you, you can head to a Gas Giant, orbit around it, scooping up small amounts of HE-3, directly into your fuel tanks. Ive been wanting to make this since I got into modding Starfield over a month ago, with solar system's local stars, but they have no reference, no collision, no "orbit cells", so they technically don't exist, except as a "sprite", preventing me from accomplishing my goal. But...
I discovered today that I can latch onto gas giants, which incidentally do have HE-3 in their "gas envelope" in real life, and thanks to Free Lanes update, have a way to see that a fuel scoop is installed on the ship, using the same setup that BGS uses for their newest ship addons, like that stealth drive and such. Blah blah blah... the good stuff.
So, just head to any ship services that carries "Deimos" branded items. In the "Equipment" section, you will see the Helium Scoop. Buy it, add it to your ship. And then whenever you are low on fuel, just head to a gas giant and orbit it for a while. You'll get 12 HE-3 fuel for every minute your orbit.
Thats about it. You know, FlashyJoer doing what nobody has done before! LOL. We're one step closer to Elite Dangerous today! Enjoy folks! -
1.091) Uncoupled "Hull is Fine, Ship Systems Need Repair" dialogue with Ship Services from the Landing Fees and Departure Requests functions. I must've been really tired when I put that in originally because I locked in those functions being enabled. Anyways, its now running 100% independently and only cares that the mod is enabled.
2) For those that hate the "wear and tear" hardcore nature of the mod, I have added a new game setting that allows one to turn of wear and tear. This does NOT stop ship systems from being destroyed by normal game mechanisms - they still will not self heal and you will need to rely on repair method of choice, but at least moving your ship around won't damage it, if this option is utilized.
3) Added a way to MANUALLY trigger Battle Stations! I wanted a way to do this that did not rely on SFSE, so console users (like myself) could enjoy manual control over this function. I found a way! When you first move to the obit of a planet or moon, you have roughly 5 seconds to manually trigger Battle Stations, by using WEAPON GROUP 1 on you power distribution UI, remove a bar and then add a bar. Once the bar is re-added, battle stations will trigger. You cannot disable battle stations once enacted except by landing or flying away from that orbit to a new planet or moon. Of course, if you enter into combat in the same orbit that you triggered battle stations in, once combat ends, it will end on it's own. -
1.08See Nexus page for details.
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1.06Some more small QoL here:
1) The first person cameras for takeoffs are gone by popular request. There is an optional file you can download, a small ESM, that re-adds the cameras for those that want them.
2) Game Settings for this mod now award bonus XP for choosing the more difficult settings.
3) Spacestation Docking Requests got a small troubleshooting fix that allows you to turn off Docking Requests, while in your ship at the spacestation in question, and it will completely revert that station to vanilla docking behavior. This is useful for those seeing the docking marker WILDLY far away from where it should be (in fact, its the station that has moved, not the marker, and this is a known long running game bug, especially seen with The Den).
4) A new DEBUG game setting has been introduced that is SPECIFICALLY for those who are seeing The Den moved from where it should be. I have tested this out a few times and it appears to be working exactly as expected. It essentially repositions The Den at its Editor Location within its 'space cell', which will then make it align exactly as it should be, with the docking request "activity" marker at the docking port.
NOTE: If you need to use this DEBUG function, follow the instructions in the Game Setting to the letter!!! -
1.05This is a small QoL patch, reflecting a complaint, a request and a mod-conflict related item, in that order:
1) EVA and Vasco repair costs, in terms of ship parts, is now user defined in a new game setting called "Repair Parts Required?". You can select 10 parts (default), 5 parts, 3 parts or even 1 part. This selection is reflected across text boxes, dialogue with Vasco and in the scripting for both EVA and Vasco repairs.
2) For those that do Alt-Start and are without access to Vasco, for Grav Drive Component based repairs, you now need simply place the component into your ship's cargo hold, and it will consider the ship's grav drive repaired, with respect to your skill level in Starship Engineering.
3) The big one... as someone who uses VERY few mods, it never dawned on me while making this one that the player may NOT be in their ship when its moving around, from "summon my spaceship" kind of mods. And my lack of exposure to such mods made it impossible for people who use said mods, since their ships were being heavily damaged or destroyed while being summoned. To that end, I have clamped ALL ship damage functions within the mod to require the player to be physically present inside the ship. -
1.04This is a rather substantive update. I'll list off the items done.
1) A new Game Setting has been added, by request, to allow you to choose if Hull Breach chances kick in at 25% ship HP, or at 50%.
2) Distress Calls, I realized you could trigger one while landed. This would never work, so added an IsLanded = false condition on that.
3) Starship Engineering Skill is not linked to repairs you do in EVA, and those Vasco does to the ship. Anything below rank 2, you will do 25% recovery of ship system health. At rank 2 and 3, you will do 50%. At rank 4, you will recover 100% of the damaged system's health back.
4) It was brought up on Reddit that if your ships HP were 100%, but the individual systems were messed up bad, you couldn't repair them with the Ship Services tech, due to him not doing repairs if your ship's HP is 100%. So I added a whole new dialogue to my custom dialogue function that looks purely at ship systems, while ship HP is 100%, and allows you to repair those systems. You will know the one it is as it is prefixed with (S+).
5) There is a new "activity" and game setting, called "Grav Drive Parts Quest", that when in an enabled state, will scan planets you land on, as you move around the planet or moon, looking for very specific POI types, to hide a "grav drive component" in a loot crate. This could be a "dungeon" POI, either interior or overland. It could be a Civilian Outpost (the ones with NPCs who offer you "fetch quests"). Or it could be crashed ships. Coolest thing? Batten's Shipwrecks POIs are picked up by this event manager.
A note about the Civilian Outposts... I am having the dickens of a time finding their dialogue. So, I cannot (yet) craft a bartering interaction. The grav drive part will spawn at their POI, but its always, ALWAYS, in a locked crate, or one the isnt locked, but everything is marked as theft. So... if you get one of those locations, you're gonna have to be nimble fingered! -
1.03Updates Distress Call functions so they can happen anywhere, not just specific planetary orbits (base game SEAllowed blocks are now bypassed). You can also now specify "Dynamic" as a price for calling for help, that costs 25% of your on-hand credits per assist.
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1.02While the core loop of go outside, fix your ship, come back in, has not changed, what has is the ugly button or needing to use the Captain's Locker. I have removed the button. I have removed the Captain's Locker activation option. The mod will now start an "Activity" when an EVA is possible. You don't have to do the EVA just because it is available. It will still shut down if you land or do a distress call, like before. But if you do want to do the EVA, now you need simply walk towards the "quest marker" that the EVA instance places at your exit door. Once you are within 'x' amount of game units away from the door, it will do its thing. If you have what is needed (arc welder, 200 ammo and 10 ship parts), you will be taken outside. If you do not, you will get the prompt asking if you wish to continue allowing the EVA instance to run while you go to your cargo or locker to get what is needed. In order for this to function, if you need items to get outside, you HAVE to move at least '10' game units from the door, so it can do the re-registration for distance checking you against the door's position. There are onscreen help-prompts telling you to move away, and telling you when you can go back to the door to get outside.
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1.01Recoded the "Hull Integrity" system, as there was something missing from the function that I overlooked due to my test game already being in a breached state. Fixed now.
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1.00Initial Release
Playstation
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1.37Two things done in this update:
Added NG+ detection for entering Unity, to stop ship monitoring so new Starborn Ship doesnt immediately break.
Also added code to shut down the Grav Drive Parts quest should you come across a ship and choose to steal it instead of continuing to explore to find the grav drive part. -
1.36For those with fuel scoops, go to Jemison and remove ALL fuel scoops from your ship (and any stored ships). Then exit the builder and the dialogue with Ship Services, just to make sure all vars clear. Then go back in and re-add new scoops, which will update all scripting on them. Will be fixed from that point forwards. Nothing complicated.
New game setting allows you to select a base amount of fuel scooped, per minute, per scoop placed on ship.
Tweaked Ship Services Variable Fees to not force 1000 credit cost when game setting for is disabled. -
1.34Raised height on EVA Hatch rim so it is flush against the ship.
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1.33(v1.32) Minor update that tweaks auto-repair switch scripting to ensure Landing Lock is removed when fixing grav drive. Please deconstruct your existing one and place a new one, to ensure the scripting refreshes.
(v1.33) New game setting added to EVA section that allows you to choose between "OnDistance" events and timers that check distance to markers in real-time. This was added for those that have experienced issues with OnDistance Events not detecting them at markers. Must be set BEFORE using the EVA Controller, will not change things up while on an EVA. -
1.31A few fixes, tweaks and QoL in this update:
EVA: Added a 4 sec delay to gravity kicking back in, to match the hatch being sealed shut.
Tweaked Ship Services dialogue conditions to prevent departure options showing twice (docked and landed).
Auto repair Switch now looks in ship inventory for ship parts if you don't have them in your inventory. Either will work.
Fixed missing EVA Hatch sync on sitting in pilot seat. This resync being missed was preventing EVA Maintenance from working.
Added SitAndWait packages to current companion so they will not follow you or comment when you do EVA actions. -
1.30UPDATE 1.30 INFORMATION
==================
There is too much to say about this update. I urge you to go to the Nexus download page for this mod and read the sticky note in the comments. -
1.30Adds functioning voice dialogue for PS5 and Xbox - it was there previously, was just silent due to not knowing audio had to be processed differently for consoles now, compared to how we used to do it in Skyrim and Fallout 4.
This updates the scripting for Maintenance EVAs and the ship-decorate Auto Repair Switch, so that it:
1) Respects your game setting for the amount of repair parts to be used during repair tasks.
2) Allows you to repair blocks on your grav drive without the Grav Drive Component, provided it is not flagged as destroyed. if it is destroyed, ship parts will not touch it, only the Grav Drive Component will fix it at that point (as well as, clearly, ship services). -
1.00== Describe this release ==
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1.29aXbox voice line test build
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1.28Corrected a condition on the Departure Request / Docking fees dialogue option, as it was still locked to Landing Fees. It now uses Docking Fees game setting, as it should.
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1.27This update adds a new ship wall mounted decoration item, the "Auto Repair Switch", that when used, functions identically as asking Vasco to do repairs, or doing "Maintenance" EVAs. Added this as a workaround for those few people who EVAs dont work for. Instead of going outside, just have the required repair parts in your inventory and throw the switch. The automated repair system will kick in and do its magic. As with other repair functions, the amount repaired depends on your Starship Engineering skill level. Also to note, if you have a Grav Drive Component in inventory, this will be used to repair the Grav Drive, if its dead in the water. Also, important to note, this switch doesn't care what your current ship health is. It will do its thing, and take your ship parts, even if you ship is 100% healed. There are WAY too many variables to compare to see if the ship is damaged. Just use your pilot seat power allocation settings to visually know if you need repairs or not, best advice to give.
Recommendation for people who EVAs arent working for, disable the ALLOW EVAs game setting, so it never fires the emergency EVA activity and rely solely on using this switch instead. -
1.261) Grav Drive Component quest -> If quest mode is set to Exploration, meaning there are no quest markers, an onscreen message will now appear to at least let the player know that there is a grav drive component somewhere on the current local planet map.
2) Helium Scooping now terminates if you leave orbit of the gas giant, as location changing is now monitored closer.
3) Docking Permissions added exclusivity to specific space stations so as to not block The Oracle or Anchorpoint Station, without the need of mastering the mod to Shattered Space and Terran Armada.
4) EVA has readded HAND SCANNER emergency failsafe functionality back into the mod, though you will need to enable a game setting to be able to use it. This was originally in the mod, but removed by request of people who use mods that will only show quest markers when the scanner is active - which of course, when they closed the scanner, the EVA would terminate. So, now it is locked behind a game setting "EVA Failsafe". This MUST be enabled before you head outside of your ship! Its simple to use. If you find that the game is not registering your distance to the markers, or if you fire your weapon against the instructions in the popup tutorial and are flung across space, just open your hand scanner and then close it. You will be immediately teleported back into your ship, collisions will be re-enabled and the EVA will terminate immediately, not taking any missed repairs into account. This works on all three layers of EVA present in the mod.
NOTE: About EVAs, if they aren't working for you, that is not a mod problem, or a "bug". Remember, we are not supposed to go outside the ship in space. We can "trick" the game into letting us try to do it, but it is NEVER guaranteed to work. Mod added ship parts likely contribute to those moments when it fails. Either way, its not this mod, its the game itself. Reporting it to me will do nothing, as there is nothing that I can do. It either works, or it doesnt. -
1.24v1.24 - IMPORTANT UPDATE - MANDATORY INSTALL!!!
I wont bore you with the specifics, but a major change has had to be made to Docking Permissions. It no longer wants you to line up with the docking port door. It just wants you to hail in order to get the DOCK prompt. It will dock at 500m or less, like base game now. The method I was using was causing problems for a handful of people, due to the station moving within its cell, but the docking marker never moving. Using it in cases where the station was moved, caused station lockouts, pushed the station into disabled or invisible states. And when that starts happening to The Eye, its time to get rid of the coolest aspect of the function... distance checking and lining up for dock procedures.
So... it now only wants you to hail. Thats it. Nothing else is touched. The cell edits I made for the seven stations used in this function have been removed from the mod.
Also, I did some tweaking on the repair functions of the mod last week, but it appears to be making people unable to land when they are "landing locked", so I reverted to the original code, as I know that it was 100% working as expected.
Sucks to lose distance checking on station lineups with Docking Clearance, but I do NOT want to break people's games and it appears that after 4 people reported issues with docking clearance, there was definitely something going on. Four people out of the approximate 100 using the mod is not a coincidence, it is factual findings. So yeah, thats done, it wont come back as it was. -
1.231) Fuel scoops can now stack, meaning the more you have on your ship, the faster you scoop fuel. The default rate of 12 fuel per minute remains for a single scoop. But if you add a second one, that changes to 24 fuel per minute. It will be 12 fuel * number of scoops, per minute, with no cap on how many scoops you can have, outside of shipbuilder constraints built into the game.
2) Split the landing fees and docking fees game settings, by request. Now you can specify different rates of pay, different levels of "fees", based on where you land/dock. You can have one on but another turned off. You have granular control over it. That said, both of them still require Departure Requests to be enabled. -
1.221) Added Jillian Toft on the Vigilance for ship repair functionality, once the Crimson Fleet has been handled. She will only do the basic normal repair routines, not the "Hull is fine, fix my ship systems".
2) Added The Den as a possible location for Distress Call dropoff, as a potential failsafe, in case landing locking doesn't work as expected when towed to a planet (in the offchance it sticks and you cannot actually land on that planet). -
1.21The mod now actively suppresses its damage and repair functions when you are in the UC Vanguard Simulator, so it will be like the mod is not running at all during that exercise. Once you leave and sit in your own home ship, all functions will kick back in.
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1.20Two things:
1) Helium Scoop will now work no matter how much fuel is in your tank. Previously it was locked to having less than 50% fuel in your tanks, but thats just stupid. So, its now unlocked for all levels of fuel. As expected, once you hit 100% fuel, it will stop scooping.
2) Added a line of code to The Den debug tool that automates resetting its docking permissions to "anyone can dock", should it get locked out, which seems to be a problem unique to the Den, for whatever reason. Either way, no matter why, this tool will no unlock the Den's access without needing access to the console (made specifically for Xbox/PS5 users). -
1.19v1.19
Two things:
1) Spell corrected all of the Gameplay Options text boxes.
2) Completely scraped and remade the Zero-G Piloting "perk" system, to ensure it NEVER sticks on the player, no matter what happens to get them out of the pilot ship of their ship, whether that is Get Up, Exit Ship, Board, or landing and being placed outside the ship. Instead of adding / removing this perk on game "events", as I have been doing, I've made it 100% always on the player - but it is tightly condition locked, specifically to siting in a pilot seat that has a custom keyword assigned to it. If that keyword is not present, the alteration in personal gravity does not happen. Tested this roughly 20 times on landings, "get ups"s, "board"s. Each time, gravity was what it should be once out of the seat.
A reminder for those confused by why this 'per' is even necessary - if your ship's inner gravity goes to 0g, you are forced out of the pilot seat by the game engine and cannot sit back down, it blocks you from doing so. This perk prevents that from happening.
v1.18 notes
Two things:
1) Tweaked distance event registrations in an attempt to ensure player is picked up, for those experiencing issues with EVA Repairs not detecting when they are at the repair spot marker.
2) Added a Game Setting that allows a 'lite' experience for grav drive component repairs, where if enabled, it will heal 50% instead of 25%. -
1.17It was discovered that Ship Services was not healing EM damage to your six ship systems. This update fixed that.
-
1.16There is ENTIRELY too much to say about the last two update passes that are now coming to Creations. Kindly read the article at https://www.nexusmods.com/starfield/articles/1071 to see everything that has been done.
-
1.141) Main script was not registering for events on script refresh, making its wear/tear and event functions not work. Recoded the quest script refresh initialization to ensure it registers for all local events.
2) Captured ships were not reflecting "landing lock" when they had busted engines. This has been remedied. -
1.13The updates between 1.10 and 1.13 are legion. Far too much to put here.
Kindly read the ARTICLE on the nexus page, which contains a collected list of all patch notes for the mod.
https://www.nexusmods.com/starfield/articles/1071 -
1.10Small QoL fix first: added a block for Tau Ceti II, during the UC vanguard questline, preventing ship from "storing" upon landing at the site.
And now the big thing. The thing I've been lamenting not being able to do since forever. You ready???
Starfield now has fully functional fuel scooping!
Thats right. You can purchase fuel scoop modules for you ship and when you are running low on fuel, as a fuel mod user, or as a result of some damage this mod does to you, you can head to a Gas Giant, orbit around it, scooping up small amounts of HE-3, directly into your fuel tanks. Ive been wanting to make this since I got into modding Starfield over a month ago, with solar system's local stars, but they have no reference, no collision, no "orbit cells", so they technically don't exist, except as a "sprite", preventing me from accomplishing my goal. But...
I discovered today that I can latch onto gas giants, which incidentally do have HE-3 in their "gas envelope" in real life, and thanks to Free Lanes update, have a way to see that a fuel scoop is installed on the ship, using the same setup that BGS uses for their newest ship addons, like that stealth drive and such. Blah blah blah... the good stuff.
So, just head to any ship services that carries "Deimos" branded items. In the "Equipment" section, you will see the Helium Scoop. Buy it, add it to your ship. And then whenever you are low on fuel, just head to a gas giant and orbit it for a while. You'll get 12 HE-3 fuel for every minute your orbit.
Thats about it. You know, FlashyJoer doing what nobody has done before! LOL. We're one step closer to Elite Dangerous today! Enjoy folks! -
1.091) Uncoupled "Hull is Fine, Ship Systems Need Repair" dialogue with Ship Services from the Landing Fees and Departure Requests functions. I must've been really tired when I put that in originally because I locked in those functions being enabled. Anyways, its now running 100% independently and only cares that the mod is enabled.
2) For those that hate the "wear and tear" hardcore nature of the mod, I have added a new game setting that allows one to turn of wear and tear. This does NOT stop ship systems from being destroyed by normal game mechanisms - they still will not self heal and you will need to rely on repair method of choice, but at least moving your ship around won't damage it, if this option is utilized.
3) Added a way to MANUALLY trigger Battle Stations! I wanted a way to do this that did not rely on SFSE, so console users (like myself) could enjoy manual control over this function. I found a way! When you first move to the obit of a planet or moon, you have roughly 5 seconds to manually trigger Battle Stations, by using WEAPON GROUP 1 on you power distribution UI, remove a bar and then add a bar. Once the bar is re-added, battle stations will trigger. You cannot disable battle stations once enacted except by landing or flying away from that orbit to a new planet or moon. Of course, if you enter into combat in the same orbit that you triggered battle stations in, once combat ends, it will end on it's own. -
1.08See Nexus page for details.
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1.06Some more small QoL here:
1) The first person cameras for takeoffs are gone by popular request. There is an optional file you can download, a small ESM, that re-adds the cameras for those that want them.
2) Game Settings for this mod now award bonus XP for choosing the more difficult settings.
3) Spacestation Docking Requests got a small troubleshooting fix that allows you to turn off Docking Requests, while in your ship at the spacestation in question, and it will completely revert that station to vanilla docking behavior. This is useful for those seeing the docking marker WILDLY far away from where it should be (in fact, its the station that has moved, not the marker, and this is a known long running game bug, especially seen with The Den).
4) A new DEBUG game setting has been introduced that is SPECIFICALLY for those who are seeing The Den moved from where it should be. I have tested this out a few times and it appears to be working exactly as expected. It essentially repositions The Den at its Editor Location within its 'space cell', which will then make it align exactly as it should be, with the docking request "activity" marker at the docking port.
NOTE: If you need to use this DEBUG function, follow the instructions in the Game Setting to the letter!!! -
1.05This is a small QoL patch, reflecting a complaint, a request and a mod-conflict related item, in that order:
1) EVA and Vasco repair costs, in terms of ship parts, is now user defined in a new game setting called "Repair Parts Required?". You can select 10 parts (default), 5 parts, 3 parts or even 1 part. This selection is reflected across text boxes, dialogue with Vasco and in the scripting for both EVA and Vasco repairs.
2) For those that do Alt-Start and are without access to Vasco, for Grav Drive Component based repairs, you now need simply place the component into your ship's cargo hold, and it will consider the ship's grav drive repaired, with respect to your skill level in Starship Engineering.
3) The big one... as someone who uses VERY few mods, it never dawned on me while making this one that the player may NOT be in their ship when its moving around, from "summon my spaceship" kind of mods. And my lack of exposure to such mods made it impossible for people who use said mods, since their ships were being heavily damaged or destroyed while being summoned. To that end, I have clamped ALL ship damage functions within the mod to require the player to be physically present inside the ship. -
1.04This is a rather substantive update. I'll list off the items done.
1) A new Game Setting has been added, by request, to allow you to choose if Hull Breach chances kick in at 25% ship HP, or at 50%.
2) Distress Calls, I realized you could trigger one while landed. This would never work, so added an IsLanded = false condition on that.
3) Starship Engineering Skill is not linked to repairs you do in EVA, and those Vasco does to the ship. Anything below rank 2, you will do 25% recovery of ship system health. At rank 2 and 3, you will do 50%. At rank 4, you will recover 100% of the damaged system's health back.
4) It was brought up on Reddit that if your ships HP were 100%, but the individual systems were messed up bad, you couldn't repair them with the Ship Services tech, due to him not doing repairs if your ship's HP is 100%. So I added a whole new dialogue to my custom dialogue function that looks purely at ship systems, while ship HP is 100%, and allows you to repair those systems. You will know the one it is as it is prefixed with (S+).
5) There is a new "activity" and game setting, called "Grav Drive Parts Quest", that when in an enabled state, will scan planets you land on, as you move around the planet or moon, looking for very specific POI types, to hide a "grav drive component" in a loot crate. This could be a "dungeon" POI, either interior or overland. It could be a Civilian Outpost (the ones with NPCs who offer you "fetch quests"). Or it could be crashed ships. Coolest thing? Batten's Shipwrecks POIs are picked up by this event manager.
A note about the Civilian Outposts... I am having the dickens of a time finding their dialogue. So, I cannot (yet) craft a bartering interaction. The grav drive part will spawn at their POI, but its always, ALWAYS, in a locked crate, or one the isnt locked, but everything is marked as theft. So... if you get one of those locations, you're gonna have to be nimble fingered! -
1.03Updates Distress Call functions so they can happen anywhere, not just specific planetary orbits (base game SEAllowed blocks are now bypassed). You can also now specify "Dynamic" as a price for calling for help, that costs 25% of your on-hand credits per assist.
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1.02While the core loop of go outside, fix your ship, come back in, has not changed, what has is the ugly button or needing to use the Captain's Locker. I have removed the button. I have removed the Captain's Locker activation option. The mod will now start an "Activity" when an EVA is possible. You don't have to do the EVA just because it is available. It will still shut down if you land or do a distress call, like before. But if you do want to do the EVA, now you need simply walk towards the "quest marker" that the EVA instance places at your exit door. Once you are within 'x' amount of game units away from the door, it will do its thing. If you have what is needed (arc welder, 200 ammo and 10 ship parts), you will be taken outside. If you do not, you will get the prompt asking if you wish to continue allowing the EVA instance to run while you go to your cargo or locker to get what is needed. In order for this to function, if you need items to get outside, you HAVE to move at least '10' game units from the door, so it can do the re-registration for distance checking you against the door's position. There are onscreen help-prompts telling you to move away, and telling you when you can go back to the door to get outside.
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1.01Recoded the "Hull Integrity" system, as there was something missing from the function that I overlooked due to my test game already being in a breached state. Fixed now.
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1.00Initial Release
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Mod Information
- Published
- May 19, 2026
- Last Updated
- Jun 27, 2026
- Platforms
- Playstation, PC, Xbox
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