
A reworking of ship cargo capacity (including cockpits, cargo habs and cargo modules), to try to get things to make, well, a bit more sense.
One of my frustrations as a packrat has always been my ship’s cargo capacity. In vanilla Starfield, it’s nearly impossible to design a ship with what I would consider a reasonable cargo capacity without seriously crippling its speed and maneuverability. And while there are many mods already available to adjust ship cargo capacity, none of them adjust everything I think should be adjusted, and most of them make adjustments in ways that aren’t consistent with each other. So I decided to take matters into my own hands.
“Cargo Reconsidered” does three things:
(1) Cockpit cargo capacities are increased. The way I see it, the cargo capacity of a cockpit or bridge represents an estimate of the “nooks and crannies” cargo capacity of a ship as a whole, rather than storage that’s literally in the cockpit itself. And let’s be serious: Even without dedicated cargo halls or modules, any spaceship ought to be able to carry more cargo than a couple of people can fit in their backpacks. And so this mod increases all cockpit cargo capacities by a factor of ten, meaning that ships without any cargo-specific habs or mods will still be able to carry anywhere from 2000 to 3800 cargo weight.
(2) Cargo modules now have lower mass and higher capacity. Have you ever compared cargo module masses to engine masses? Even the tiniest cargo modules have half the mass of a small spaceship engine (while barely holding more than a character can carry unencumbered), and the largest cargo modules are as massive as engines that are more than twice their size. Maybe it’s just me, but that seems ridiculous. So all cargo modules have had their masses reduced to a quarter of the vanilla values. This means that cargo modules are now, at worst, about as massive as smaller spaceship engines. They’re still more massive than many other spaceship habs, though, so their mass will still be something you have to consider when building a ship. It’ll just no longer be a dominant consideration. They’ve also all had their capacities doubled, as even a small cargo module ought to be able to hold more than a character.
(3) Cargo halls and storerooms now add to your ship’s cargo capacity. Storerooms (but not companionways) and cargo halls have had their masses slightly increased and have been given actual cargo capacity. The general rule I followed was that for each 1×1 square, they have a mass of 7 and a capacity of 200. (This puts them on a par with the modified cargo modules, while accounting for the fact that habs have a lot of empty space to allow movement within them.) So storerooms (obviously) now have a mass of 7 and a capacity of 200, while the largest cargo halls, the 3×3 variants, have a mass of 63 and a cargo capacity of 1800.
So how does all this work out in practical terms? Let’s look at a couple of examples.
The vanilla version of the Frontier has a mass of 359 and a cargo capacity of 450. It’s a wonder that Barrett and Vasco were able to store any “treasure” while they were flying around, harassing the Crimson Fleet and driving innocent mining supervisors to drink. With “Cargo Reconsidered” in place, the ship’s mass drops a bit, to 326, but its cargo capacity increases to 2,820, which seems much more reasonable.
At the other end of the scale, let’s take a look at the Silent Runner, the prebuilt ship with the highest cargo capacity. The vanilla version has a mass of 2,463 and a cargo capacity of 6,060. With the adjustments made by “Cargo Reconsidered,” its mass drops to 1,557 (just less than two-thirds of the vanilla value), and its cargo capacity increases to 15,080 (about two and a half times vanilla). That doesn’t seem unreasonable, much less game breaking, to me.
COMPATIBILITY:
“Cargo Reconsidered” is compatible “out of the box” with “Immersive Cargo Halls” by Downfall Nemesis. Just make sure that any CR files load *after* any ICH and ICH patch files.
Optional patch files are available here to make CR’s adjustments to cockpits, cargo mods, storerooms and cargo halls added by the following mods:
– “Avontech Shipyards”
– “Better Ship Part Flips”
– “EliTek Aerospace – Crimson Fleet Ship Habs”
– “DerreTech”
– “Graf’s Habs – Nova 1x1s” and “Graf’s Cockpits and Bridges” (a single patch file adjusts/requires both mods)
– “House Va’Ruun Ship Habs”
– “Lambent Street Rat Ship Services”
– “Mattell’s Cockpits and Bridges Crew Series”
– “Mattell’s Cockpits Solitude Series”
– “OwlTech Ship Living”
– “Stroud Premium Edition”
– “Tiger Shipyards Overhaul”
– “Varuun Technical Institute Ship Habs’
– “Watchtower”
Credits:
E-Claire