Crew Wanted - SSNN Message Board - Starfield Unity
Crew Wanted - SSNN Message Board

Crew Wanted - SSNN Message Board

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It can be hard to find the exact type of crew you want with the base game's crew system. This mod lets you select the type of crew you want and spawns a number of variations at the local gathering place.

Quick Instructions to get you going:

  1. Install Mod.
  2. Go to The Well in New Atlantis. Look for SSNN MB lit up sign above chairs near elevator by UC Surplus.
  3. Click on the terminal. Select the type of crew you want. It will notify you to meet them in Jake's Bar.
  4. Go to Jake's Bar and see who showed up. Hire the crew as usual.

Features: 37 New crew NPC variations. Different named functions, skills and outfits. Toughened security guards will fight for you instead of running away. Message Board Terminals in 7 locations. You can pay for an increase in crew command ability. No changes to base game crew system.

Terminal Locations: Terminals can be identified by the SSNN MB sign next to them.

  • New Atlantis: The Well. On wall near elevator closest to UC Surplus.
  • Cydonia: On wall near face of mars sculpture.
  • Neon: Madame Sauvage's Restroom and Astral Lounge Restroom.
  • The Den Starstation: Ship Services.
  • Hopetown: The Pit Stop Restroom.
  • Akila City: Ship Services Hut.

You can get a dataslate with the location listing from the "Explain the Options" menu item.

When you call for crew it will show the location to meet in the top right corner of screen. The crew that show up are temporary. They will disappear when you leave that cell. Except for Akila City, all of the locations are an interior cell to keep the mod as small as possible. The terminals are sometimes located in restrooms so that you can't see the crew "teleport in"...

! There is no limit on how many crew you can call ! The location determines how many spawn at a time. Usually 3,4 or 5. I've had probably 50 in The Den without a crash so...?

Crew Types: Outpost Management: Miners, Farmers, Experienced Frontier Colonists. Outpost Engineering: Manufacturing Specialists, Mechanics, Biologists, Fusion Techs. Outpost Laborer: Miners, Farmers, Facilities Maintenance, Chef, Doctor. Ship Operations: Pilots, Explorers, Navigators, Space Truckers. Ship Combat: Weapons Techs, Shield Techs. Ship Engineering: Mechanics, Payload Spec, Fusion Techs, Dr, Chef, Janitor, Cruise Director. Security: Tough guards that won't back down in a fight.

The Crew: Most of the crew are based off of the generic crew from the base game. They have different clothing, spacesuits and skills. Some of the generic base game crew may also show up in the same location. They all cost the same to hire as the generic crew, even the security guards.

All of the crew can be killed in battle by any enemy. Most of them are very weak and will run away and hide instead of fighting.

All of the Security Guards and 7 of the other new crew types are based on a toughened NPC template. They can still be killed but they have about 2,000 hit-points and are set to have a "Foolhardy" AI profile so they will run into battle. This is not much use on a ship unless you are using a mod to allow enemies to board your ship.

Some of the crew's skills may not be beneficial to a ship or outpost. They are only around to add variety.

Some of the crew have a "Frontier" designation. This has nothing to do with the ship. It's meant to show that they are used to living out on the frontier...

Some crew are set to spawn only at a certain player character level. Just to keep things interesting.

There are no restrictions on where certain crew may spawn. It may be somewhat immersion breaking to see a Neon Punk Gunner hanging around Jake's Bar in The Well, but... oh well...

Crew Skill Increase: Rather than force an increase in the player's "Ship Command" ability, it is an option that you can pay credits for. For 10,000 credits you can permanently increase you ship command ability by 3.

Compatibility: This mod does not change any base game forms, except for the cell edits to place the terminals. The only possible conflict with other mods would be if they both added objects to the same locations, but in this case it's not likely. This mod edits the cells correctly so that it won't cause problems with the INTERIOR MAP markers of places like The Well or Neon Core. However, if a mod that breaks the maps is loaded AFTER this mod it will cause that problem. Move this mod to the end if that happens, or use "The Final Patch" mod.

Notes: This mod is based off of one of my previous mods called PHK - Planetary Habitation Kits, which I am no longer using. I liked the ability to get better crew so I split it off and added more crew and features.

V1.1: Added text in-game to better explain the crew command enhancement option. Changed text that referred to the Medic as Doctor. The crew is named Medic. Added more variations to security guard spacesuits and clothing. Changed the spacesuits of a few of the crew to something that fit better with the crew function.

Additional Screenshots Available

This mod has 11 additional screenshots available on the official Bethesda.net page.

View All Screenshots on Bethesda.net

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Mod Information

Published
Jul 01, 2025
Last Updated
Jul 05, 2025
Platforms
WINDOWS, XBOXONE, XBOXSERIESX

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