CYBER-JAMMER - Advanced Flight Intrusion System

CYBER-JAMMER - Advanced Flight Intrusion System

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CYBER-JAMMER - Advanced Flight Intrusion System This mod adds new type of EM ship module called Cyber-Jammer under Equipment Category of Ship Builder. Available in four versions, these modules have a chance of completely disabling the contraband scan.

OVERVIEW Tired of having your illicit cargo seized by planetary customs? The colonial authorities want you to believe their scanners are impenetrable. They are wrong.

Brought to you by TIG Aerospace, the Cyber-Jammer is a fully standalone, data-driven avionics overhaul that allows you to hack faction firewalls and blind orbit security sensors during your flight sequence. No hardcoded edits, no dirty overrides. Just pure clandestine engineering.

🛠️ CORE FEATURES ⠀⠀● 100% Standalone & Safe: Built as a Small-Master (.esm), it sits perfectly in your Load Order without any dependencies or dirty edits to vanilla locations. ⠀⠀● Dynamic Intrusion Logic: The intrusion process runs seamlessly in the background during your Grav-Jump or Fast-Travel sequences, calculating your success rate before the orbit security cells even load. ⠀⠀● Immersive Visual Upgrades: Includes 4 distinct, custom 3D models for the Shipbuilder, built via high-tier kitbashing of radar dishes and capacitors. Watch your ship become a cyberpunk blockade-runner. ⠀⠀● Skill Reward Integration: Find the official TIG Aerospace Operational Guidelines DataSlate inside the Lodge's library to automatically grant yourself one rank in the Starship Design skill.

📦 THE HARDWARE PROGRESSION These EM ship modules are highly illegal. You won't find them at standard Deimos or Stroud-Eklund staves. Head to the Red Mile (Porrima III), talk to Mei Devine, and Lon Anderssen will open his black market once you prove your grit on the track: ⠀⠀● 📡 Cyber-Jammer Light ⠀⠀⠀⠀Requirement: Player Level 12 + Introduce yourself to Mei Devine. ⠀⠀⠀⠀Intrusion Success Chance: 65% ⠀⠀● 📡 Cyber-Jammer Mark I ⠀⠀⠀⠀Requirement: Player Level 18 + Complete >= 1 Red Mile run. ⠀⠀⠀⠀Intrusion Success Chance: 75% ⠀⠀● 📡 Cyber-Jammer Mark II ⠀⠀⠀⠀Requirement: Player Level 25 + Complete >= 3 Red Mile runs. ⠀⠀⠀⠀Intrusion Success Chance: 85% ⠀⠀● 📡 Cyber-Jammer Mark III (The Ultimate Countermeasure) ⠀⠀⠀⠀Requirement: Player Level 32 + Complete >= 5 Red Mile runs. ⠀⠀⠀⠀Intrusion Success Chance: 95% ⠀⠀● All module requirement: Starship Design Skill Rank 2

You found these modules under "Equipment" Category of ShipBuilder once all the requirements have been met.

⚙️ HOW IT WORKS (PILOT MANUAL & FAIL-SAFE) ⠀⠀1. Install the highest-rated module on your ship hull (Avionics will exclusively run the parameters of your best active jammer). ⠀⠀2. Initiate a Grav-Jump or Fast-Travel into a sector patrolled by United Colonies or Freestar Collective customs. ⠀⠀3. The system automatically intercepts the planetary scanner routine during the jump transition. ⠀⠀4. Success (65% - 95%): Local firewalls are bypassed, encryption keys are injected, and you land in orbit completely undetected with your contraband. ⠀⠀5. Failure (Built-in Fail-Safe): If the cyber-hack fails, the module automatically defaults to its physical hull capabilities. Since all modules are structurally derived from the vanilla Multifrequency ScanJammer (Tier 3), they will still grant you the maximum passive vanilla evasion bonus if you have shielded cargo holds installed!

🧩 COMPATIBILITY & INSTALLATION ⠀⠀● Load Order: Safe to place anywhere. ⠀⠀● TSO Users: Fully compatible. The system features a built-in script lock that coordinates with Tiger Shipyards Overhaul, ensuring zero double-executions or conflicting pop-ups if you run both mods.

📞 CONTACTS You can follow me on this Discord server: https://discord.gg/jPUr6vTqdx

For discussions and help about mod you can also refer to this link on Nexus mod: https://www.nexusmods.com/starfield/mods/17599

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Mod Information

Published
Jun 28, 2026
Last Updated
Jun 29, 2026
Platforms
Playstation, PC, Xbox

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