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Erlkönig: Starfield: Uncapturable Ships

Dammit, gimme my ship!
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Someone remarked that capturing ships on the ground now often means tracking down and killing any stray crew outside first (but after wiping out the crew inside so the ship doesn't launch).

This seems to be a new feature (assuming it's not a side effect of a mod…). If you haven't wiped out crew outside, trying to occupy the pilot's seat will tell you you're "unauthorized".

History, the game has long resisted you capturing certain ships most of the time, notably:

  • UC ships on the ground, notably those with a single Vanguard pilot in side trying to fix it
  • Some ships found near friendly POIs
  • Some ships connected to quests, that aren't themselves quest rewards
  • Many of the ships flown by people hunting you due to the Wanted trait (either that or I missed killing some final crew member outside?)
  • Intersystem shuttles
  • Damaged derelicts
  • Ships where they've blocked access to the cockpit (seats inside are often disabled)
  • Ships where they've gone further and just not even put in a cockpit (the Scow)
  • Ships where the cockpit is in a separate instance from the main ship (the Vigilance)
  • (various others)

The rejections include

  • [INACCESSIBLE] bay doors
    • if the bay is unlocked by command unlock , they're usually easily capturable
    • I'd avoid capturing the intersystem shuttles if you're roleplaying - they actually ply specific routes among major population centers, and if you capture one, that route might be lost. Great if you're pretending you're poor and don't own a ship yet (and are on PC)
  • Utterly disabled "bay" door
    • Starborn Guardian ships. While it may be a bug, their doors activate few a few seconds at the end of their landing sequence and can be entered, with the effect that you (usually) end up inside while the crew ends up outside. Very, very rarely, you end up inside with the crew. Exciting.
  • The pilot seats seem to have at least five levels of denial
    • unauthorized - removable with: CallFunction"ObjectReference.BlockActivation" False False
    • unauthorized - overridable with: TrySetPlayerHomeSpaceShip (with the ship ID) ‡
    • ship permanently disabled
    • insufficient piloting skill - using TrySetPlayerHomeSpaceShip overrides this ‡
    • utterly disabled - there isn't even a UI mention of an option to attempt to sit in them

‡ Caveat: TrySetPlayerHomeSpaceShip is quite tricky to use, and if this is a space capture, you really should be back in your first ship before using it on the new ship's ID (vanilla players should already be familiar with some of the issues from the trial of returning to their first ship after normal captures - this is easier), otherwise actually travel is going to get... interesting.

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