
Enhanced Surrender is a simple mod that allows the player to surrender to guards in more situations or when vanilla surrendering is not working for whatever reason. The mod aims to be a seamless enhancement of the vanilla surrender mechanics.
You can only surrender to guards!
While it is possible to surrender to guards in vanilla Starfield it does not always work. There are many circumstances where you will find the guards unwilling to accept surrender or the surrender attempt fails for some other reason. Forcing you to flee or to seek out a bounty terminal in another system to get any peace. This mod fixes that!
Made the guards mad and don’t want to wait 3 days or to find a bounty terminal? Now you can just quickly surrender again. Getting blown up in space before you can even hail the security ship? Just power down weapons and force a quick surrender. As long as a guard/guard ship is actively in combat with you, and can see you, you can easily surrender no matter what you did.
How to surrender:
On land:
You can holster your weapon or you can use the added ‘surrender’ item to force the guards to accept your surrender. They will immediately pursue you for arrest.
In space:
You can power down all weapons systems to trigger a surrender. If successful a guard ship will hail you for arrest.
It is best to use the vanilla surrender methods if they are available to you and then fall back on the mod if those fail. On land holstering will trigger the vanilla surrender first if available otherwise the mod will take over. In space powering down weapons can be far faster than trying to find the right ship to hail while you are being blown to bits. Also vanilla hailing often fails if you get hit while attempting it.
Requirements for a successful surrender:
The player can only surrender to guards (UC security, FC security, Neon security, Paradiso Security & UC/FC Guard ships)
The guards must be actively in combat with the player, conscious and able to detect the player.
There is a default cooldown of 30 seconds between enhanced surrenders (this can be changed in gameplay options).
You must have a bounty with the guards you are in combat with (possible in space to not have a bounty with them). If you do not have a bounty with the guards you are in combat with they will stop all fighting and let you on your way.
Mod items:
Surrender item:
This item is added to the players inventory in the ‘Aid’ category. This allows the item to be added to a quickslot. This item allows surrendering just as holstering your weapon would but it can also be used with no weapon drawn.
Debug item:
This item is added to the players inventory in the ‘Notes’ category.
This item allows the player to do a few things:
1 – Reset State. If for some reason surrendering, or contraband scans, are not working you can select this options to reset the player state to allow surrendering again. This should not be needed but I have added it as a just in case.
2 – Add items. If you have somehow lost the mod items then this option will add them back to the player inventory.
3 – Uninstall. This removes all mod items and shuts down the quest handling the mod. This may help facilitate the removal of the mod. Removing mods mid save is always risky no matter what but if you must then use this option first. Be careful of selecting this option accidentally as you will have to go back to a previous save with the mod enabled to fix it.
Gameplay options:
Surrender Cooldown:
This setting allows you to set a cooldown time between surrender attempts. The default is 30 seconds. The possible values are: 0, 30, 60 & 90 seconds. Can be adjusted at any time.
Surrender notifications:
This setting allows you to enable or disable the various notifications that appear with this mod. There are a few notifications that will fire for this mod. If you find them annoying then you can switch them off. Can be adjusted at any time.
Load order:
The mod edits two Game Settings:
iArrestOnSightNonViolent & iArrestOnSightViolent
If another mod edits these values there could be a conflict. I am unaware of any that do but it may be the case with other crime mods. You can try lowering this mod in your load order if you are having issues.
Final Notes/Warning:
To put it simply; proceed with caution. This mod relies on a couple of scripts to handle the surrendering. While they are quite simple for the most part I found there to be many, many edge cases that could cause surrendering to fail or even for contraband scans to not fire. However after rigorous testing, and added fail-safes, I got it to a state of working every time in all situations in my testing with 0 hang ups or bugs. However there could be things I have missed. If you are ever unable to surrender (vanilla surrendering shouldn’t ever be impacted though) or contraband scans are not working then you can try jumping to a new location or you can use the ‘Reset State’ option in the debug item. If somehow that doesn’t work then please contact me and let me know your issue! If that sounds too risky then I would avoid the mod or make sure to create a save right before you add it to a playthrough so you can roll back
Changelog:
Version 1.2
Changed – Opening the hand scanner no longer triggers a surrender*
*Note – This can still happen with vanilla surrenders but any handled by the mod will not activate
Version 1.1
FIXED – Fixed bug where changing ship or starting a new game would cause surrendering in space to stop working
Credits:
TheChanChanMan



