TN’s Ship Modifications All in One

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TN’s Ship Modifications All in One

This is an all in one version of my various ship module mods: TN’s Hab Tweaks, TN’s Useful Ship Structure, TN’s Expanded Cargo Holds, TN’s Supplemental Thrusters, TN’s Supplemental Reactors, TN’s Supplemental Cockpits, and TN’s Weapon to Module Snapping.

If you have previously used the individual versions of these mods, then you will want to uninstall them prior to installing the all in one. You will need to repurchase any Supplemental Cockpits, as well as Supplemental Reactors. Both of those mods added new entries, and therefore the game will see the ones added by the all in one as new modules all together.

If you want to install any variants from my other mods on top of this one (if I ever release any), you will need to be sure they are installed beneath this one in load order. A full breakdown of the mods included are as follows:

– TN’s Hab Tweaks – Rebalances the Habs added into the game by giving them small amounts of cargo (or large amounts for dedicated cargo habs), and other stats befitting the hab’s purpose. Each Hab also grants the ship some amount of Hull based on size, instead of being a flat rate for all Habs.
– TN’s Useful Ship Structure – Gives all of the “decorative” structure items some Hull based on their size and a guestimate of how much ‘armor’ they would add to the ship. It also modifies some of the fuel tanks, landing gear, and dockers to give slightly more hull. Radiators give additional shield health, and the Sensors buff your lock on time slightly and to your crew station count (like weapons).
– TN’s Expanded Cargo Holds – Triples the cargo capacity of the cargo containers, though shielded cargo gives 85% of what unshielded does, instead of 75%. It also adds a little hull to the ‘armored’ cargo hulls, and gives additional storage in the captain’s locker (plus makes it not respawn).
– TN’s Supplemental Thruster – Gives the braking thrusters, some of the landing gear, and maneuvering thrusters additional thrust and/or maneuvering at the cost of a small amount of power being diverted to them. The All in One also adds a little Hull where appropriate to bring it in line with the Useful Ship Structures.
– TN’s Supplemental Reactors – Adds additional “reactors” that can be used alongside primary reactors without the need to remove reactor limits. The mod is balanced so that it doesn’t make the additional reactors add more hull, and instead costs the ship additional mass and lowered hull to get additional power.
– TN’s Supplemental Cockpits – Adds in copies of the primary cockpits with altered stats to act as decor and to grant additional crew stations, all without needing to remove the cockpit limit.
– TN’s Weapon To Module Snapping – Adds the ability to snap weapons (and other small modules like the scan jammers) onto any slot, even those directly on habs and on structure parts. It makes no edits to the weapons, habs, or structure parts themselves in order to achieve this.
– All of the above individual mods have been combined into one with minor edits for better compatibility between them.

In addition, since I am compiling this all in one, I should recommend a number of mods which go well with this All in One to allow for a much better ship building experience. Some of these mods are fully compatible, but those that are not are given compatibility patches in here in the optional files.

– No Engine Power Limits – Removes the limit on how many engines you can put on. They will keep requiring more power though (even past 12), which is a good reason to use the Supplemental Reactors to compensate.
– No Weapon Power or Count Limit – Lets you exceed the 12 power max per weapon type. It doesn’t let you have more than three sets of weapons, but that’s fine I think!
– No Shield Limit – Add as many shields as you want, take up as much power as you want. You can see why the supplemental reactors came about.
– No Landing Bay or Docker Limits – Great quality of life mod. The landing bays work great, but using more than one docker can create odd behavior. The decision is up to you.
– Ship Size Limit CCR – You are going to need one of these when you start building the mammoths, and this one has been the most stable and reliable thusfar.
– Ship Build Tolerance Tweaks – It helps a ton with ship building. It kind of goes hand in hand with upping your ship’s size.
– Better Ship Parts Snaps – Fully compatible with my all in one, it only edits the snaps themselves, and gives additional locations for modules to snap together. Since it edits things on a different level than I do, there are no compatibility issues.
– TN’s Space Mining and Salvage – I’m obviously a little biased here, but it adds in mining lasers and a small gameplay loop so you can mine asteroids and space debris and get worthwhile rewards for it.
– Functional Brigs – I don’t add too much function to the brigs in my Hab Tweaks mod because what you really need for them is right here. Capture NPC’s and take them in to collect a bounty on their heads, mando style!
– Decorative Engines – A nice little mod for either replacing some unneeded engines that you just wanted there to look cool, or for having the look of a C class engine on your ship without the slow speeds.
– Junk In Your (Ship’s) Trunk – Adds additional flips for some of the cargo modules in the game. It is really nice to have, but load it after mine for compatibility. He has his own 3x modifier for the cargo, so use that.
– Ship Module Snap Expansion – Has a slightly misleading name, it essentially adds additional ways for structure modules to snap onto your ship (rotations). It edits the modules at the same level I do, which means I will be offering a compatibility patch, and try to stay on top of the new releases this man brings out.
– DerreTech – You probably knew about this one before you knew about mine, but I do highly recommend it! He’s adding in all new ship modules, and they look amazing.
– Ship Builder Retexture Weapon Modules – This turns most of the weapons to a black coloration, which makes it a lot easier to match to most ships.

Additional mods may be added to the recommended list, and additional compatibility patches may become available if necessary.

Installation:
– Unzip the archive and put TNShipModsAllInOne.esm into your Starfield/Data folder (most likely under Documents/My Games/Starfield/Data), or let your mod manager install the file.
– Ensure that archive invalidation is enabled in your StarfieldCustom.ini. (Look below if you don’t)
– Either add the line sTestFileX=TNShipModsAllInOne.esm under the [General] section of your StarfieldCustom.ini file (With X being replaced with the next available number 1-10), or add *TNShipModsAllInOne.esm to your Plugins.txt file if you have the plugin.txt enabler. (Ensure it has the * in front of it.)
– Install Baka Achievement Enabler and SFSE if you don’t want achievements disabled.

If you haven’t already done it for another mod, this is what needs to go in your StarfieldCustom.ini:
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=


Author: TheOGTennessee
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