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JMPZ11

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jmpz11

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About this mod

Improved and more flexible dockers and bays, including the Hope-11 Rear, OmniDock all-orientation; Stroud Fore Docker, Stroud Stability-Pro top-loader and more! Build the ship of your dreams. Only at WorthlessTech

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WorthlessTech (Formerly One-of-A-Kind Ships) - Flexible Ship Dockers and Bays
Versatile landing bay and docker modules. We put the doors where they they should have been in the first place!

If you weren't aware, Worthless is a moon in the Delta Pavonis system with ideal conditions for such delicate work. Also Gel thought it would be funny...

These modified modules aren't exactly factory certified...
and all products are sold as-is with no warranty or guarantee inferred or implied; all sales final; caveat emptor. Buyer takes sole responsibility for any and all liabilities - including any boots they may find wedged in the packaging... But are largely improved! Better positions and flexibility will enable you to finally put that docker wherever the heck you want!


Updates:
V1.1: Mod is now completely independent and should have no conflicts. It is safe to upgrade from 1.0 - only the menu placement has changed.

V2.0: Major update - added 6 modules! Still shouldn't have to worry about load order. New plugin file added - hope-11 docker file left as-is to avoid upgrade issues. Files are independent.


Hope-11 Aft Docker module


The ultimate docker module for a grand entry is now also perfect for an elegant exit. ALL docker positions are now available.


This is a rear/aft version of the Hope-11 Fore docke
r. It works exactly like you Hoped (lol) when you first saw that hungry-looking docker-mouth-ring:

This thing would be really handy in the back.
I expect innuendo in the comments 🤣.

What is the catch: Purely cosmetic. I had to remove the lights and decals, and the docking animation is backwards but honestly I've seen worse during vanilla gameplay. Also, this is my first Bethesda mod.



NEW! Stroud Connect-Pro Docker Fore Edition

HopeTech no longer has the monopoly on front dockers! Here at WorthlessTech we can't stand seeing the industrial hope-11 docker on the clean lines of a Stroud-Eklund ship.. So we did something about it!
Comes in normal, and an XL version that can clear the Deimos Ares Bridge (Using experimental Spukhafte Fernportal technology, there is a negligible chance of accidental quantum dismemberment - It's only happened once, and the guy totally deserved it. Probably more karma than anything really.

NEW! OmniDock any-direction, minimalist docker
One Docker to rule them all. Top, bottom, port, starboard, fore and aft (that's all of them folks). Low profile, minimalistic. Nothing but a docking tube attached to a door. Checkout the example photos or better yet - give one a try!


NEW! OmniDock Thruster
Haven't you ever stared into the concentric rings of the docker hardware and thought "Dang, this kinda looks like an engine!"
"Kinda" no more. The OmniDock Thruster is both a docker, AND an engine / gear / thruster booster. Comes in two variants. The aft version looks and feels like a real engine because it is! Just not a main engine. (Yet) You will either need another engine, a special invisible engine, or to ignore the ship builder's "suggestion" that you need an engine. Hah!

The bottom unit functions primarily as a landing and take-off thruster. (Note that the bottom module uses the same Spukhafte Fernportal tech as the Stroud Fore XL. Don't worry - it only looks like the dockers aren't touching. They say quality science is indistinguishable from magic.

NEW! Screendoor Landing Door
Some things must be seen to be truly understood. The WorthlessTech Screendoor is revolutionary in it's simplicity. It is a door to enter your ship with no bay. Most captains aren't cargo haulers, and can make due with a few boards and a hand-truck. And at the end of the day - you still have to pass through the same size door to get from the bay to the ship... so FORGET THE BAY! Make your perfect ship with the exit exactly where you want it. Only at WorthlessTech.
(Only available in Port, Starboard and bottom)




NEW! NG-6 "Viper" Ground-level Landing Bay
If there's one thing the Va'ruun Zealots have figured out, it is large, classy looking labyrinthine war ships... Almost exclusively Stroud-Eklund. Stroud has the cleanest lines and tightest integration... but there's just nothing particularly serpent-like about them. Maybe it's because the most serpent-like landing bay - the Nova Galactic NG-6 - is a top-loader, and the moment you put something on top of it, it looks like a lizard, not a serpent at all.

Out of respect for the members of House Va'ruun who are not murderous zealots (no offense of course if that's you're thing) we plugged that top hatch, cut a hole in the back, and custom fit a ship-bed door in like a glove. Now it truly looks like Viper, hence the name.



NEW! Stability Pro Port-Stbd Ceiling-hatch Landing Bay
Last but certainly not least (effort wise anyway) is the Stroud-Eklund Stability Pro Port-Stbd landing bay with a ceiling hatch instead of a side door, exiting directly to the second level of your ship. The stock Stability Pro is designed to pair with the Connect-Pro Docker visually, but the connect-Pro goes on the second floor (above the landing gear). If you wanted a pristine exterior Stroud-Eklund ship, you had a mandatory ladder.

Here at WorthlessTech, we despise using ship ladders, but we love Stroud-Eklund Ships. I personally have never understood why the Stability Pro wasted so much space by only having a side door.
The Stability Pro interior is not readily amenable to a ceiling hatch... So we gave it a new interior! I think it looks good enough I may try to pitch the design to Walter Stroud himself!





How to install:
Use Vortex or something.
Otherwise, it is just a couple .esms - drop them in the Data folder and add
"*Hope-11_Aft.esm" and
"*Worthless_FlexiPorts.esm" to your plugins.txt file. Gotta enable plugins.txt, and whatnot. There should be a generic guide...


# Plugins.txt always starts with a pound everyone knows that
*Hope-11_Aft.esm
*Worthless_FlexiPorts.esm

Known Compatibility:

Everything! mod is completely independent with zero master overrides.

BetterShipPartFlips
Decorative Engines
TN's Ship Mods, Hab Shells, Class M
DerreTech
Place Doors Yourself
Ship Builder Categories
Ultimate Shipyards Unlocked
Habz


Safety / Uninstall:

Unlikely to result in stability issues, nor should it require updating for game patches. If there are any stability issues it would be during docking or undocking, but vanilla crashes during such events often enough who can tell, eh?

Uninstall is typical - for best results remove any instances of the modules before removal. If you remove the mod while the parts are on your homeship, they will disappear.


Background (written for the Hope-11 Aft):
Most mirrored modules in-game use completely separate 3d models for each orientation; then each and every little packed-in part is rotated and translated independently - and after two painful attempts I was ready to give up. Then I discovered that the Taiyo top-bottom docker reuses the same model... and the starborn docker is rear facing. Using those as references I finally hit paydirt in the builder... but the door wasn't being punched out.
The processes that carve out door holes have special conditions for docker snaps... on fore, port, stbd, top and bottom facing doors... but not aft. They do however have the aft-handling conditions for the Taiyo Aft Ship-Bed Bay... so I could have tried to update the rules (the technically "correct" way, but beyond the scope of my motivation), or just flag the thing as a bay. As far as I can tell, the only difference is the label of the inner door when not docked.


Sorry if anything goes wrong - I'll do my best to help and you may also feel free to contribute. I consider this work open source so feel free to tinker away. Don't expect commitments from me, and expect me to break those I do make. I may do nothing more; I may continue, idk. I'm getting bored with the game, hence the modding lol. Here goes the lists


Todo / WIP (Some of these will be in separate mods; just trying to get it down)
* OmniDock should be recessed a bit as all ship modules have "buffer" space between the hull and the walls - sometimes substantial. The bottom one is already recessed by about 0.2 to clear ground-level landing bays - need to make it consistent.
* Fore and Aft Screendoor variants.
* Reduce the size of the landing offset marker for the screendoor to more resemble a doormat.
* Find a suitable immersion-friendly visual for the extended reach dockers (If I could scale the existing tube in a single axis I'd have a solution, but scaling is fixed to be the same in all dimensions. Boo.) I have a couple ideas to fill the immersion-risking gaps between extended reach dockers.
* Connect-Pro Docker with built-in companionway (Did one side, forgot how I did it... but that one side is freaking awesome IMO). No more wasted 1x1 space. Not well tested but I'm still sharing cause it works, and I didn't expect it to lol.
* "Decorative" versions of the OmniDock Thruster - assuming there is demand.
* Deimos and Stroud Front Docker / combo braking thruster.
* Trying really hard to fix (or at least hack around) the VANILLA Vasco surfing / showing up inside the ship and blocking your way issue.
* "Ship Decorator" snap-on door that replaces the interior wall with a wall containing a decorator panel and some other goodies. (idea)
Snap on doors that do other interesting things on the interior.
* Modified Ares bridge with a bottom hatch, because glitch-fitting 1x1 habs is fun, but deleting all the unwanted pieces isn't.
- Variant of Ares Bridge with addition of bottom hatch, decluttered (functionally complete)
- 'proper' Stripped-down habs (i.e. all hatch plugs work, all walls
maximize space, reduced fog, doesn't sound like you are outdoors...)
(Stroud nearly-complete)
- Stripped down versions of Port-Stbd Stroud storerooms for your flying hotel (nearly complete)
- Habz tweaks - Stroud workshop variant, stroud storeroom variants
- Hammerspace (term is used to describe starborn "pocket dimensions" in the data files anyway) drivetrain (need to work out visuals)
- Crimson Fleet CredSeeker EM-Pulse Laser (waaay too OP ATM...)
- Find a way to create (for example) a grav drive with built-in He3 storage, or a Reactor-Engine. Presently, it seems the ship validator uses the category from the constructible object... Not sure what would happen if it had more than one such category (as this determines menu placement)
* I still want a landing bay that exist out the roof of the ship lol
* I want to try making a habitable landing bay, where the ramp is the airlock instead of the door. I feel like it should be possible; I'm just not sure if it is worth the effort. Open to feedback.


Known Issues:
* None Haha, just kidding
* Docking and undocking animation is reversed. The camera is in the right place pointing the right way (I think), but rather than approaching and docking, the ship passes through the station / other ship, coming to rest correctly. My son thinks it's awesome.... But I get that camera clipping is immersion breaking for some.. so I'll keep at it. I'm certain it is possible if someone is familiar with Maya and extracting the animations and such. Or if someone could extract them for me I could possibly figure it out.
* The bottom OmniDock Thruster's take-off and landing jet isn't perfectly centered, nor is the orientation perfectly vertical. Take-off and landing "thrusters" aren't real thrusters - it is an animation sequence with associated VFX. I borrowed the VFX from the only lander I could find with a single jet... but in the wrong position at the wrong angle... baked in. That is, positioned at 0,0,0, with 0,0,0 rotation, it is to port and at an angle. AND, I'm not aware of a way to pause the takeoff sequence to adjust it realtime... I did my best so far. I'll see what I can do to improve.
* The bottom Screendoor seems to have an invisible platform under the ladder, and if you stand under it and jump, you are pulled up almost like an alien abduction. For the time being, I'm calling it a feature lol (Probably just need to move some of the deck markers IF i decide it is a problem.
* The screendoor has similar Vasco relocation issues to the Taiyo ship-bed. Like I said, I'm working on it...



Thanks for stopping by, and stay safe out there!