About this mod
The mod applies the maximum cargo weight of the biggest cargo ship in your space ship fleet to your current home ship. It allows to overload your ship inventory beyond the ship's cargo limit up to the maximum cargo weight of all your ships.
- Permissions and credits
- Changelogs
When you change your home ship, the ship's inventory is transferred to the current home ship. And if you switch from your fully loaded cargo vessel to a light fighter, your ship is usually totally overloaded and the ship's inventory is blocked. You can remove items from the ships inventory but not add anything. Allthough your ship has no problem at all when it is overloaded. It takes off and lands as usual and maneuvers as if it were unloaded. It's perfectly fine to continue your gameplay with an overloaded ship. That's the mechanics of the game.
But if it's okay to fly around with a totally overloaded ship (when the game itself provides for the overencumbered state), why am I not allowed to add even one gram over the ship's own cargo limit? This logic doesn't make sense to me. Either you give each ship its own ship inventory and only allow a cargo transfer up to the individual inventory limit (then there will be no overloading), or you allow ships to be overloaded without distinguishing whether the game itself or the player causes this situation.
As it is, it not only makes no sense, it also disrubts the gameplay, because every time the game overloads a ship when changing ships, the ship is practically useless because you can't use the ship's inventory. So you have to either sell your laborious collected stuff or store it somewhere else (which is an even bigger problem and completely kills the gameflow).
This mod changes that - and I consider it an interim bugfix.
What it does:
The mod applies the maximum cargo weight of the biggest cargo ship in your space ship fleet to your current home ship. It allows to overload your ship inventory beyond the ship's cargo limit up to the maximum cargo weight of all your homeships.
This mod is done with SF1Edit. It comes as ESM and has quest with a quest extending script. It does not change any of the game asset and should not have any effect on the shipbuilding process as such and the calculation of cargo, mass, mobility or speed done within the shipbuilder. However, as we are in an early stage of modding, ... bla, bla, ... use at your own risk!
The mod cannot repair a broken save and probably won't help if you did already break your game, e.g. by setting ActorValues using console or comparable mods to so.
Installation and uninstallation:
Install as any other mod. Use a mod manager or google it. To activate the mod you'll have to open the shipbuilder + change home ship + exit the shipbuilder.
To uninstall deactivate the plugin + start the game + make a save + exit the game + uninstall (again, use a mod manager).
Credits:
ElminsterAU for SF1Edit and Nikitalita and Orvid for Champollion and Caprica.