BadTech Sub Space Warfare Ship Design - Starfield Unity
BadTech Sub Space Warfare Ship Design

BadTech Sub Space Warfare Ship Design

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The Sub Space Warfare ship designs are vintage designs from the Earth exodus era updated for the 24th century. Insipired by old Earth submarine warfare fought in the inky blackness of the sea where adversaries played cat and mouse for decades. Now you can experience the nostalgia of Submarine warfare as you engage in combat and explore the galaxy in six different Sub inspired designs. Despite being a retro concept these ships incorporate many new modules.

To obtain the ship you will have to build an outpost and then construct the Sub Space Warfare Landing Pad with Shipbuilder. There will be BadTech credits available in a crate which can also be built in the outpost builder. You may need to use the custom landing pad to access the new ship modules as well. More detailed instructions are below.

Disclaimer:

This mod adds a landing pad with shipbuilder along with a credit loot crate to your outpost menu. There are many BadTech modules added to the shipbuider menu as well.

If you decide not to keep the ship and want to remove it from your inventory there are some steps that will give you a clean save file to avoid crashes. Once you have decided to remove the ship from your inventory permanently you must revisit the Sub Space Warfare Landing Pad with Shipbuilder. You will have to change to another ship that is not part of the Sub Space Warfare ship pack before you can proceed. Once you have sold the Sub Space Warfare ship or ships back to the kiosk you may exit and head back to the ship you selected in the builder. At this point I would build and use the standard outpost landing pad with shipbuilder and select your current ship and pretend to do some modifications. Exit out and your ship should be on the standard landing pad. Now you may go into the outpost builder and remove the Sub Space Warfare landing pad. It would probably be a good idea to remove the BadTech credit crates as well. As long as you sold all of the ships from the pack you may now pilot your ship to another location. In order to make sure everything is removed from your save game I would suggest leaving the planet and at least get into orbit before saving. After you are confident you have a proper save you can exit the game. Once you are in the Main Menu you can go to Creations and uncheck the Sub Space Warfare Ship Design mod and or remove it permanently if you so choose. I wanted this option so that you didn't have to bloat your load list with ships that aren't being used. Now that the Sub Space Warfare Ship Design mod is disabled or gone you may now go back into your game and play as if you never owned the ship and should be free of any crashes. The game may ask if you want to reactivate or download the mod for you. Just decline reactivating the mod. You should be able to load the game without it at this point. If you experience crashing make sure you disabled/removed the correct mod or that you don't have a ship in your inventory from the disabled ship mod. If you are free and clear the game should run as if you never owned the ship. Of course if you want the ship back later you can enable the BSub Space Warfare Ship Design mod and it will place the Landing Pad option back in the outpost builder menu as well as the credit loot chest.

Despite many new modules created to build these ships I only used Starfield assets and the Creation Kit to develop this mod.

Enjoy!

Bay Module Instructions:

I have included in this mod two new Bay modules that use Anti-Gravity technology and require no conventional landing gear but does have Anti-Gravity landing gear for supplemental lift if ever needed. One bay is normal and the other is labeled max which lifts the ship a little higher into the air. If you use the supplemental anti-grav landing gear you must match the max gear with the max bay or the normal bay with the normal gear. You can build above and below but will be limited by the ship size unless you have a mod that removes the ship size restrictions. The only other restriction is docker must be above the ship bay unless you have a mod that removes that restriction as well. To enter the ship there is a small anomaly on the ground below the bay with a glowing orange circle providing the player with an indicator where to click to enter the bay. Once you take off the orange circle is technically still there but it is virtually invisible in flight. The bay doors on the ship are bombay style doors and close during takeoff. It's decent solution but I hope to come up with some new solutions for the vertical bay system in the future.

Outpost Instructions:

After months of learning the Creation Kit to get custom ships into the game I finally decided to experiment with the outpost ship builder landing pad and had success. So this solution gives you a custom landing pad under the miscellaneous menu and a BadTech Credits container under the decorations menu in the oupost builder. Each item will cost one credit resource so you will need to have a few credits to build these items. Once you place a BadTech Credit container it will appear empty so you will need to get into your ship and head into orbit and then land back at your outpost. When you return the container should have green lights on it showing it is active and inside will be the credits. The credits show up in batches so you can collect the credits then look away from the container and then look back at it which displays more credits. You can access the container three times to collect all of the credits. The credits are for your convenience to buy a ship but you may ignore them if you want to roleplay. Some ships can be quite expesive so I wanted the player to be able to have access to them right away without having to use other mods. The great thing about this setup is you can build this as a separate landing pad from the original anywhere you want in the outpost. Once built, you can then purchase a ship from the custom landing pad vendor. I have now left the original shipbuilder kiosk in place and placed the modified shipbuilder to the left of it so you can access both in case you want to use the vehicle menu or buy the ingame ships to build your own design with the new modules. If you don't want the landing pad taking up space you can open the ship up in the original ship builder landing pad and pretend to do some modifications to your ship, back out of the ship builder and then delete the custom landing pad. My mods moving forward will use the oupost builder to distribute so that I can keep everything as minimal as possible. I will continue improving my skills so that I can get out more polished mods in the future. Thank you for your support.

AF 1.01

Additional Screenshots Available

This mod has 12 additional screenshots available on the official Bethesda.net page.

View All Screenshots on Bethesda.net

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Mod Information

Published
Mar 04, 2025
Last Updated
Apr 23, 2025
Platforms
WINDOWS, XBOXONE, XBOXSERIESX

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