Krote IV - Class C Ship
By Gulhof
Required mods
Install these creations before using this mod on Bethesda.net.
Community Rating
v5.0 (released 8 Apr. '26, AEST)
LOAD ORDER/INSTALLATION:
- CLEANER SHIP HABS! (highly recommended - my other Creation, updated 23/7/25)
- Ship Vendor Framework (must have for this ship)
- Krote IV - Class C Ship (and/or any other 3rd-party/Creation ships built with any original game habs)
TL;DR Section...
This mod contains:
- Class C Ship 'Krote IV'
- Four (4) upgraded ship systems on 'Krote IV'; Reactor, Engine(s), Shield Generator & Grav Drive (see pic. in gallery - Engine, Shield & Grav Drive available to craft at Lvl 99+); Reactor has been disabled for Ship Builder, download my 'Pinch Z-Mk2 Quantum Reactor' Creation instead.
- One (1) edited ship hab on 'Krote IV'; HopeTech 3x3 Shielded Cargo Hall (see pic. in gallery).
- One (1) edited Shielded Cargo Module (unavailable for Ship Builder).
- 1.25 million credits and ammo loot chest in Waggoner Farm Cemetery; 'Krote IV' ship costs 1.1 million credits to purchase (unlike what the vendor price shows in-game - see pic. in gallery) .
- One (1) piece of hidden Legendary Apparel, 'Pirate Admiral Gear'; can be found in ELEVEN locations in the Starfield (locations are revealed in a Data Slate which can be found in Paradiso Spaceport and Gagarin Landing Spaceport).
Full Description...
I originally intended this Creation to just be a ship, and it has now grown into FOUR parts (not Achievement friendly).
Part One: the ship This is more like version IX or X of this ship, it has taken a few rebuilds to get the internal flow and exterior look just right. I wanted to make this Creation so that I can easily obtain it again for each NG+ and share it with all of you good folk. There is no level requirement to purchase it, though you are still restricted by the usual Skill Tree requirements for Piloting Class C ships.
With the release of 'Free Lanes' update, the ship has been slightly tweaked to now give you four (4) ship mod build slots available on this beast. This should allow for installation of the new modules, plus the addition of the 'Conduction Grid' and the 'Com Spike'. I have deliberately left these off so that you can follow that storyline to its fullest.
Stats on the 'Krote IV' are eye-watering (see pic. in gallery). This is a BIG ship, but over its inception I have been able to make moving through the vast spaces relatively straightforward - you will just need to explore the ship for yourself to see. This ship now uses upgraded modules for Reactor, Engines, Shield and Grav Drive, as well as a new 3x3 HopeTech Hab which adds massive Cargo & Shielded Cargo, and 21 Passenger slots. The new 'SAL-6990XT' engines allow for this Class C ship to travel faster in space, and the Reactor has vastly increased overall power. Shields and Grav Drive are buffed out as well.
Ship cost = 1102150 (scales down with commerce perk).
Ship is available from New Atlantis, Deimos Shipyards and your Player Outpost(s).
Part Two: the chest & credits In the Waggoner Farm, I have placed 1.25 million credits (25x 50000) in a pile atop a wooden post in the cemetery, next to this is a crate full of specifically selected ammo and fifty Digipicks (see pic. in Gallery). The purpose of this part of the Creation was to give myself a rolling start with each NG+, primarily to purchase this ship.
CredStiks and Ammo Crate are located in the Waggoner Family Cemetery on Montara Luna.
Part Three: the apparel What really bugged me about the Spacesuit/Clothing part of Starfield was that you weren't ever able to combine gear to gain excessive protection - sure there have been a couple of items which provide ok protection but I wanted something more.
I have edited one of my favourite looking pieces of apparel, which I had only managed to acquire once in about 4 play-throughs; the Grey Pirate Captains Gear. Adding enough enchantments turned this into a Legendary piece of apparel, something that I think is lacking from the game.
For stats/enchantments on the 'Pirate Admiral Gear' please see pic. in gallery:
- It has +1000 Armour and +1000 for each type of damage resistance
- ENV Resist setting increased to 100% in-game, it was originally 85%; using this piece of apparel and almost any Spacesuit/Helmet/Pack combo should push your total resistance to 100% - though it is still diminishing in nature
- Adjust your Carry Capacity setting to 'Normal' before you pick up this item (if you find it), you will get an additional 1250 Carry Weight
You will not stumble upon this piece of gear, it is extremely well hidden in-game, but can be found in eleven locations.
Part Four: the ship modules - why?
- REACTOR; after enough playthroughs I no longer wanted to choose which ship systems to power, so I made a reactor with bigger power output and repair rate.
- ENGINE(S); I don't see the logic on a ship that has SIX engines to only travel at 130, I also boosted the thrust.
- SHIELD; based on the sheer size of this ship build, I would expect the game to allow for stronger and faster regeneration of shields.
- GRAV DRIVE; I've always loved the J-52, but it was limited to 27LY and 11 Power. Grav Jump Thrust increased.
- HopeTech 3x3 Cargo Hab; using this hab added nothing to the ship specs, I felt it could be more useful. An 'empty' version is also available.
IMPORTANT: Ship Vendor Framework is required.
VERSION HISTORY
- v5.0 Adjusted ship build to give players four (4) spare mod slots. Added access for PS5 players.
- v4.2 Extra resources added to Waggoner Loot Chest.
- v4.1 Edited one incorrect location description on Data Slate, moved one keycard.
- v4.0 Additional resources added to Montara Luna Chest. Data Slate haaaacked for better locations to the 'Pirate Admiral Gear'.
- v3.19 Particle Grenades added to Waggoner Loot Chest, ammo quantities adjusted.
- v3.18 Reactor disabled for construction in-game, download my 'Pinch Z-Mk2 Quantum Reactor' Creation instead.
- v3.17 FIXED
- v3.16 BROKEN - do not use.
- v3.15.b Broken object, hopefully this will fix it.
- v3.15 Moved one location of the 'Pirate Admiral Gear' to fix a broken 'door' opening the wrong way.
- v3.11.b One location of the 'Pirate Admiral Gear' was too obvious, have hidden it better
- v3.11 Second Data Slate location added in Gagarin Landing, and four new locations added for the 'Pirate Admiral Gear', totaling eleven
- v3.9 Wanted to alter the way in which the Data Slate was presented in-game
- v3.8 Data Slate added in Paradiso Spaceport; recommend deleting older 'Krote IV - Cleaner Habs' and installing 'CLEANER SHIP HABS!'
- v3.se7en Two additional locations added for the Apparel item - download the 'Krote IV - Cleaner Ship Habs' to get the Data Slate which reveals the locations
- v3.2.c Swapped the HopeTech Companionway for the Taiyo Storeroom Mid which resolved the flow issue. Ship is back to where it needs to be for the upcoming release of my 'clean habs' mod
- v3.2 Cargo Weight on 3x3 Hab altered; Carry Weight on Apparel altered; Hope Storeroom on top level of ship switched to Hope Companionway; four extra locations added for Apparel item
- v3.0 'May the 4th' week update. New Ship modules, rebalanced Apparel, edits to the CredStik collection
- v2.5 Digipicks added to ammo chest contents and Legendary Apparel item added (hidden somewhere in the Starfield - happy hunting)
- v2.4 CredStik added and changed crate contents
- v2.3 Credits not showing up at all now - ship is perfect! lol
- v2.2 DIDN'T fix credits (Bethesda haven't made this easy - limited to 64kb per entry; i.e. max. 65,536 credits as a single line item)
- v2.1 Fixed floating credit chest and contents
- v2.0 Security credit chest added behind the large tree in the family cemetery at Waggoner Farm
- v1.1 Built in 'Ship Vendor Framework' and added player outpost as an additional purchase option
- v1.0 Ship added to game, untested
Release notes
Xbox
-
5.0Changed the Landing Gear on the wings to free up some ship mod slots, this required the removal of some other structural parts and the addition of different wing supports.
This has removed the two passageways coming off the Cargo Bay on the bottom level of the ship.
Copied the '200CM Ballast Shielded Cargo' module and upped its stats. Have removed the four existing 200CM's and replaced with only two of a new '500CM Ballast Shielded Cargo' module - I have not allowed for this to be active in the Ship Builder menu.
Added PS5 compatibility. -
4.2Lots of extra resources added to Waggoner Loot Chest for NG+ (Weapon Modification).
-
4.1One keycard too obvious after progressing down a particular Faction Quest storyline, have moved its location but kept it in the same area.
Edited one description on the Data Slate for the location of the 'Pirate Admiral Gear' as it was incorrect. -
4.0Extra resources added to Montara Luna chest.
Data Slate hacked - better locations of the 'Pirate Admiral Gear' revealed.
Issues reported with 'Adaptive Cargo' Creation (to be expected). -
3.19Updated/edited Waggoner Farm loot chest.
-
3.18Disabled custom Reactor to build in-game.
-
3.17Fixed broken file from last update (3.16).
-
3.16New .mat & .nif files.
-
3.15.bObject not working, testing a fix.
-
3.15No changes, but messed up the version numbering on previous update, this has fixed it.
-
3.2Couldn't fix the 'door' opening the wrong way - changed how one piece of the 'Pirate Admiral Gear' can be found based on the failure of this 'door'. This does not affect the Data Slate locations.
Archive file added for new .nif models. -
3.11.cEdited 'door' as it was opening the wrong way.
Moved position of key. -
3.11.bEdited one location of the 'Pirate Admiral Gear' which was too easily found.
-
3.11Most likely the FINAL version:
- Four (4) new locations added for the 'Pirate Admiral Gear' bringing the total to eleven (11)
- Second location added for the Data Slate in Gagarin Landing which reveals the eleven locations -
3.9Updated how the Data Slate could be 'found' at the Paradiso Spaceport
-
3.8Locations of the 'Pirate Admiral Gear' have been put onto a Data Slate and placed at the Spaceport in Paradiso.
-
3.se7enTwo additional locations added for the Legendary Apparel Item, 'Pirate Admiral Gear'.
My supplemental mod 'Krote IV - Cleaner Ship Habs' reveals the seven locations in a Data Slate which is aboard the ship once this mod is also installed. -
3.2.cPrevious version has messed up the flow of the ship. Changing the top-level HopeTech Storeroom to Companionway has put a ladder in the wrong place.
In this version, I have used the Taiyo Storage Mid in a hope that it will revert the flow back to having made use of the rear exit from the 2x2 Battlestation into the 3x3 Cargo Hall. -
1.00== Describe this release ==
-
3.2Rebalancing of Cargo and Carry Weights for HopeTech 3x3 Shielded Cargo Hab and the Legendary 'Pirate Admiral' gear.
Four (4) additional locations added in-game to hopefully make finding Apparel item a bit less daunting.
Switched variants of the top level HopeTech Storeroom to make it the Companionway instead. This is to allow for an upcoming mod where I am currently cleaning up the habs of 'junk' and making a few furniture/cabinet edits. The Storeroom in the lower level of the ship is now a gym and this would have been duplicated upstairs, making it a Companionway will eliminate this dupe. -
3.0**May the 4th celebration week.**
Five new ship modules copied, edited and added to 'Krote IV' ship build- getting errors in the Creation Kit but it seems to work fine. They "should" be available from the current Vendors of the same base item, but limited to player level 99.
Legendary Apparel item rebalanced to the rest of the original game - it's still hidden.
Credstik changed to CredStik pile; 25 items worth 50000 each, giving a total of 1.25 million Credits. It feels better in-game to collect a pile of loot rather than just clicking the same one over and over. -
2.5Added 50x Digipick to the Waggoner Ammo chest.
Using the 'Crimson Fleet Pirate Grey Captain Gear' model, I have built a new Legendary Apparel Item and hidden it somewhere in the game. -
1.00Update error.
-
2.4FINAL (for now)
Security crate now contains:
2500 x 40mm XPL
5000 x 3kV LZR Cartridge
5000 x Heavy Particle Fuse
7500 x .50 Caliber Caseless
10000 x .43 Ultramag
CredStik added to Waggoner Farm cemetery - a multi-lootable item which gives the player one million credits when taken/collected twenty times, it will disappear after the twentieth time. -
2.3Have copied a loot-able flora object this time with min/max settings based on a single credit - output is showing a LOT of credits, but it's better than what I was getting.
-
2.2Edited and updated the contained Credit Sticks to a lootable object (hopefully).
-
2.1Duplicated the 'Credits' item as 'MegaCredits' and gave it a value of 50000, thus only needing to add a new count of x20 to the crate. The original way of having 20 entries of the same item did not appear to work.
-
2.0Ship itself has remained the same; UCSecurity loot chest model used and added which contains 20x 50000 Credits. Chest is on Montara Luna at Waggoner Farm, behind the large tree in the family cemetery up the hill from the main house.
-
1.10Added the ship to the Player Outpost 'Landing Pad w/ Shipbuilder'.
Added 'Ship Vendor Framework' as I was unable to test without starting a new game/NG+. -
1.00Initial release of Creation.
-
1.00No compatibility issues that I can foresee - unless the quest-only engines bug out.
Ship Vendor Framework is NOT required and there were no trick flips used to build this ship.
Playstation
-
5.0Changed the Landing Gear on the wings to free up some ship mod slots, this required the removal of some other structural parts and the addition of different wing supports.
This has removed the two passageways coming off the Cargo Bay on the bottom level of the ship.
Copied the '200CM Ballast Shielded Cargo' module and upped its stats. Have removed the four existing 200CM's and replaced with only two of a new '500CM Ballast Shielded Cargo' module - I have not allowed for this to be active in the Ship Builder menu.
Added PS5 compatibility.
PC
-
5.0Changed the Landing Gear on the wings to free up some ship mod slots, this required the removal of some other structural parts and the addition of different wing supports.
This has removed the two passageways coming off the Cargo Bay on the bottom level of the ship.
Copied the '200CM Ballast Shielded Cargo' module and upped its stats. Have removed the four existing 200CM's and replaced with only two of a new '500CM Ballast Shielded Cargo' module - I have not allowed for this to be active in the Ship Builder menu.
Added PS5 compatibility. -
4.2Lots of extra resources added to Waggoner Loot Chest for NG+ (Weapon Modification).
-
4.1One keycard too obvious after progressing down a particular Faction Quest storyline, have moved its location but kept it in the same area.
Edited one description on the Data Slate for the location of the 'Pirate Admiral Gear' as it was incorrect. -
4.0Extra resources added to Montara Luna chest.
Data Slate hacked - better locations of the 'Pirate Admiral Gear' revealed.
Issues reported with 'Adaptive Cargo' Creation (to be expected). -
3.19Updated/edited Waggoner Farm loot chest.
-
3.18Disabled custom Reactor to build in-game.
-
3.17Fixed broken file from last update (3.16).
-
3.16New .mat & .nif files.
-
3.15.bObject not working, testing a fix.
-
3.15No changes, but messed up the version numbering on previous update, this has fixed it.
-
3.2Couldn't fix the 'door' opening the wrong way - changed how one piece of the 'Pirate Admiral Gear' can be found based on the failure of this 'door'. This does not affect the Data Slate locations.
Archive file added for new .nif models. -
3.11.cEdited 'door' as it was opening the wrong way.
Moved position of key. -
3.11.bEdited one location of the 'Pirate Admiral Gear' which was too easily found.
-
3.11Most likely the FINAL version:
- Four (4) new locations added for the 'Pirate Admiral Gear' bringing the total to eleven (11)
- Second location added for the Data Slate in Gagarin Landing which reveals the eleven locations -
3.9Updated how the Data Slate could be 'found' at the Paradiso Spaceport
-
3.8Locations of the 'Pirate Admiral Gear' have been put onto a Data Slate and placed at the Spaceport in Paradiso.
-
3.se7enTwo additional locations added for the Legendary Apparel Item, 'Pirate Admiral Gear'.
My supplemental mod 'Krote IV - Cleaner Ship Habs' reveals the seven locations in a Data Slate which is aboard the ship once this mod is also installed. -
3.2.cPrevious version has messed up the flow of the ship. Changing the top-level HopeTech Storeroom to Companionway has put a ladder in the wrong place.
In this version, I have used the Taiyo Storage Mid in a hope that it will revert the flow back to having made use of the rear exit from the 2x2 Battlestation into the 3x3 Cargo Hall. -
1.00== Describe this release ==
-
3.2Rebalancing of Cargo and Carry Weights for HopeTech 3x3 Shielded Cargo Hab and the Legendary 'Pirate Admiral' gear.
Four (4) additional locations added in-game to hopefully make finding Apparel item a bit less daunting.
Switched variants of the top level HopeTech Storeroom to make it the Companionway instead. This is to allow for an upcoming mod where I am currently cleaning up the habs of 'junk' and making a few furniture/cabinet edits. The Storeroom in the lower level of the ship is now a gym and this would have been duplicated upstairs, making it a Companionway will eliminate this dupe. -
3.0**May the 4th celebration week.**
Five new ship modules copied, edited and added to 'Krote IV' ship build- getting errors in the Creation Kit but it seems to work fine. They "should" be available from the current Vendors of the same base item, but limited to player level 99.
Legendary Apparel item rebalanced to the rest of the original game - it's still hidden.
Credstik changed to CredStik pile; 25 items worth 50000 each, giving a total of 1.25 million Credits. It feels better in-game to collect a pile of loot rather than just clicking the same one over and over. -
2.5Added 50x Digipick to the Waggoner Ammo chest.
Using the 'Crimson Fleet Pirate Grey Captain Gear' model, I have built a new Legendary Apparel Item and hidden it somewhere in the game. -
1.00Update error.
-
2.4FINAL (for now)
Security crate now contains:
2500 x 40mm XPL
5000 x 3kV LZR Cartridge
5000 x Heavy Particle Fuse
7500 x .50 Caliber Caseless
10000 x .43 Ultramag
CredStik added to Waggoner Farm cemetery - a multi-lootable item which gives the player one million credits when taken/collected twenty times, it will disappear after the twentieth time. -
2.3Have copied a loot-able flora object this time with min/max settings based on a single credit - output is showing a LOT of credits, but it's better than what I was getting.
-
2.2Edited and updated the contained Credit Sticks to a lootable object (hopefully).
-
2.1Duplicated the 'Credits' item as 'MegaCredits' and gave it a value of 50000, thus only needing to add a new count of x20 to the crate. The original way of having 20 entries of the same item did not appear to work.
-
2.0Ship itself has remained the same; UCSecurity loot chest model used and added which contains 20x 50000 Credits. Chest is on Montara Luna at Waggoner Farm, behind the large tree in the family cemetery up the hill from the main house.
-
1.10Added the ship to the Player Outpost 'Landing Pad w/ Shipbuilder'.
Added 'Ship Vendor Framework' as I was unable to test without starting a new game/NG+. -
1.00Initial release of Creation.
-
1.00No compatibility issues that I can foresee - unless the quest-only engines bug out.
Ship Vendor Framework is NOT required and there were no trick flips used to build this ship.
Additional Screenshots Available
This mod has 11 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
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Mod Information
- Published
- Apr 24, 2025
- Last Updated
- Apr 07, 2026
- Platforms
- Playstation, PC, Xbox