@crimsonFlyboy Thank you so much for your exhaustive review. It is always right to show the strengths and weaknesses of these mods, at least I personally appreciate it because on more than one occasion those who reviewed have noticed things that I did not give weight to or that I had not noticed. The fact that the sail is only graspable at the base is due to its nature as a mod and the part it refers to, but I am equipping myself as you said to improve this aspect. On the other hand I have created collisions for each mast/nacelle that I wanted to keep in a "test phase" for which the masts are not yet graspable in the ship editor but in the game you can easily walk on them... a nice feature that you missed is the presence of platforms from which to shoot potentially hostile creatures positioned on the double sail and the triple sail, they have collisions so they are walkable. The sails itself have no collision, to avoid body block if someone goes too far with more creative designs allowing for any "good" glitches more easily. There is a trick in the editor that not everyone knows to make assembly easier, if you point the node with the cursor where you want to place something...for example one of my sails...and then press "add" the component will be added exactly in that position, not only will the menu filter the parts suitable for that node, so on the side you will only see the side sails and above the others, in front the bowsprits. In any case, I saw from your review that with the pad it can be slightly more difficult to grab the components, I'll put this aspect in my check list and I'll try to do something as soon as possible. You said that the light doesn't reflect well on junk sail or something, in reality the light reflects only within certain angles and it is intended, on all sails. This effect has been calibrated to ensure that the view is not "blocked" by the color of the sails and the effect on the sail during combat between ships!...i love it, check the free add-on "Of Wind And Sun Ships", read instructions carefully. Yes, the sails components are colorable using all three color slots. I already have several new designs for the sails ready for the implementation in the mod but I'm not sure if I'll be able to implement them before the holidays. I also have other parts ready for my other mod "Ace Cargo Enhanced", let's say that at most in January my mods will "fatten up". I also really like using the sails without traditional engines, I turn up the volume on my headphones and i use the boost whenever I can. I appreciate the possibility/idea of having sails related to brands like Star Wars or other sci-fi products, it is not possible with paid mods for legal implications, but I do not exclude making another free Add-on with a couple of related designs, trying to remain consistent with the main mod obviously. It is a small wish that someone like me does not mind fulfilling if possible. The Creation Kit for Starfield It is under continuous update by the devs, than the creations evolve with it. Again, thank you.
I'm posting this message while you're still accessible because not on Bethesda's Discord, the paid mods Nidaba are buggy, in terms of the movement animation and the quest which doesn't seem to start, paying for this mod disappointed me, and until this is resolved I no longer have confidence in your products
@@Exelia-Noctalia Don't worry, you did well to write to me. I'm sorry for your negative experience, especially for your expectations as nowhere have I promoted the current presence of a quest within the paid mod. I purposely removed any references to the quest in the paid mod precisely because I don't have a precise timeframe and I still have to decide which features will be free and which will be paid for in the next updates. Nidaba "premium" is a skinned version of the free mod, essentially a companion, magazines that increase the loadout and a datapad with a preview of lore and a unique sound for its voice. The only actual reference to a quest is in the free version, but in any case it speaks of "upcoming", not present. In fact I'm still working on it and it will take time to implement other functions related to the "companions" and the quest itself. Then there will be a testing phase. As anticipated in another post, I have planned the priority on the implementations to "Nidaba Genetic Program Skin" for the first quarter of 2025. It takes time, that's why I promised a date nowhere. The animations are vanilla animations, they are the ones in the game that you can see on every creature in the game, it is not possible today with the creation kit to make changes in this regard, probably you do not like the game animations in general perhaps, because they are just those. Unlike the free mod, the "premium" has a combat model, so the companion will attack enemies more and more aggressively than the basic version. Always have to read the descriptions of the mods very carefully, otherwise you risk getting the wrong idea and misjudging a product that is instead consistent with its description. Last week an user contacted me who didn't understand why the skin didn't change color with the biomes, simple... it's a feature of the free version not present in the premium one which has a skin (beautiful in my opinion and that alone is worth the 200 credits for the work I put into it) completely hand-made, as specified in the description of the free mod and not in that of the paid mod. There is nothing to fix in the current form of the mod as it is exactly how it was intended. I ask you to reconsider your point of view not only to regain confidence in my products, but because you risk missing out on other really nice mods, even those not from me, just by misreading a description.
@@tiaxtutorialandstreaming3996 the walking animation of the right hind leg jumps and breaks the animation, this at each step, this is a bug, another concept, in the ship the companion remains to follow us which often blocks the movements
Just want to let you know this mod is awesome. I spent several hours last night building my first of many ships with the sails. Also the sound effect for the boost is just a chefs kiss of awesome. I look forward to what you do with it in the future. As someone who loved treasure planet as a kid i couldnt shell out the credits fast enough lol
@@Exelia-Noctalia again, not mine bug, i've not touched anything about the animation, just cause..i can't :) . All the characters make more or less body block inside the spaceship, this is a fact due to the small door passage and other stuffs like consoles, than avoid Nidaba like the other characters, the model is an ashta creature model reduced by a 20% if i remember, to reduce the body block effect, reduce it more is worth for me and for my future purposes abaut Nidaba mod. It's just obvious if a "very big dog" run inside your ship requires some precautions to move around...Ty for your feedback. But you must know a lot of people ask me to increase the Nidaba dimension cause is too small...i'm in the middle...
As a general rule for engines in Starfield, you only go up to Class B or Class C engines if you're hauling enough mass to need the extra maneuvering thrust; usually for cargo. The Mobility stat is your rotation speed and the caps at 0 and 100 represent actual hard caps on rotation speed. The other concern, which the game doesn't list, is acceleration. For a rough estimate, try to stay at or below "total Engine Thrust divided by 45" to keep high performance. All that being said, this mod does provide a modest boost over most A Class engines, while providing a unique visual flair. It reminds me of a few other space games that go for similar looks, usually for the vessels of the 'pirate' faction.
Wouldn’t it be ultra funny, if somewhere in the future someone made a mod called just that “Treasure Planet” which actually planet. Maybe it’s overrun with every faction pirates 🏴☠️ all searching for a mysterious Eldorado treasure. But the name is hilarious.
The Author has updated this Creation with one more color variant for the old sails (blue) and multiple new sail types. Like Scallop and Sprit. They also added a new Shield Generator that looks like a nautical steering wheel. I do hope they continue to update, and I was not expecting the Shield Generator.
What we need now is to have ridiculous naval cannons in space, and then combine that with the sails and the fleet command mod so you can have a space armada. The more obnoxious the sails on each ship, the better.
I think I remember somewhere in the earlier seasons of Voyager Star Trek series they encountered another alien species that has a ship with Solar Sails. I could be wrong, but it definitely seemed like it was a Star Trek series. The mod looks and behaves cool. I think is yet another something different and unique to the game. I may not be my jam in getting the mod, but I’m all for it in adding to the overall game in what artistic and creative players can do with it all.
So, as a major Trek fan, this got me curious, because I didn't remember it. Turns out there's no species from Voyager with them, but you might have been thinking of the Bajoran lightship from S3 of DS9. We also know that the Orions used to rely on them almost exclusively, but now tend to use them for recreation and there's a race in SNW that uses an antiquated solar sailship for ceremonial purposes.
Thanks to @TiaTheItianAce for the mod and to @Crimson for the commentary. On the lore side, I wonder if it’s plausible that the Crimson Fleet ‘developed’ these sail plans because of the lack or unavailability of He3 fuel in the beginning. Please don’t tell me it’s because Greta Thunberg was shouting ‘How dare you’ to the pirates because they were using fuel guzzlers!
I’m debating about this one. While I have a few ideas..I don’t think I’d be using these that much outside of these few instances. It looks like a quality mod.
I don't know I can't see me paying for this. Now it is original for sure. Maybe if I was building a long hauler it might be interesting but not enough interest in paying for it. I do appreciate the modder's creative imagination! I'm more than curious as why you didn't demo it in space at the end???? What is up with that? One thing to see it shipbuilder but I'd think you'd want to show it off in flight???
It's very very hard, as someone who has modded previous Bethesda games extensively and experienced the length and breadth of such quality content, to justify the asking prices for mods- excuse me, "Creations", in Starfield. The closest I've come to putting money down is for the Kinggath expansions he's done for Skyrim and Starfield, and even then I'm reluctant because so much of that price goes to Bethesda (for not providing that content) themselves.
I would suggest mabye using this with astrogate for immersion, grav jumping doesn't make sense since solar sails would be hit with a laser for very long very fast traveling.
Reminds me of the TV Show from the 80s-90s “Quantum Travel” with Scott Boloka the same guy who played Captain on the Enterprise Star Trek show. But the just was at the end of the show episode he would uncontrollably quantum travel to some other random point in time for the next episode. A bit like how you would random sail travel through an Astrogate or Wormhole in space to an unknown next destination for random adventuring as a journey across the cosmos.
The mod author obviously doesn't understand how solar sails would work. They would need to be a few thousand times larger, would have a very slow acceleration and the ship could not be maneuvered. It would always need to steer in the same direction.
Yarr!! At least the raiders in this game don't target and disable ship systems through electronic warfare... But I'm sure it was chosen for 'rule of cool'.
They're SOLAR sails nitwit. They capture solar radiation movement like wind. They're not my thing but I will enjoy some builds with them on reddit, they kinda miss the aesthetic of the game for me.
@crimsonFlyboy Thank you so much for your exhaustive review. It is always right to show the strengths and weaknesses of these mods, at least I personally appreciate it because on more than one occasion those who reviewed have noticed things that I did not give weight to or that I had not noticed.
The fact that the sail is only graspable at the base is due to its nature as a mod and the part it refers to, but I am equipping myself as you said to improve this aspect.
On the other hand I have created collisions for each mast/nacelle that I wanted to keep in a "test phase" for which the masts are not yet graspable in the ship editor but in the game you can easily walk on them... a nice feature that you missed is the presence of platforms from which to shoot potentially hostile creatures positioned on the double sail and the triple sail, they have collisions so they are walkable.
The sails itself have no collision, to avoid body block if someone goes too far with more creative designs allowing for any "good" glitches more easily.
There is a trick in the editor that not everyone knows to make assembly easier, if you point the node with the cursor where you want to place something...for example one of my sails...and then press "add" the component will be added exactly in that position, not only will the menu filter the parts suitable for that node, so on the side you will only see the side sails and above the others, in front the bowsprits.
In any case, I saw from your review that with the pad it can be slightly more difficult to grab the components, I'll put this aspect in my check list and I'll try to do something as soon as possible.
You said that the light doesn't reflect well on junk sail or something, in reality the light reflects only within certain angles and it is intended, on all sails. This effect has been calibrated to ensure that the view is not "blocked" by the color of the sails and the effect on the sail during combat between ships!...i love it, check the free add-on "Of Wind And Sun Ships", read instructions carefully.
Yes, the sails components are colorable using all three color slots.
I already have several new designs for the sails ready for the implementation in the mod but I'm not sure if I'll be able to implement them before the holidays. I also have other parts ready for my other mod "Ace Cargo Enhanced", let's say that at most in January my mods will "fatten up".
I also really like using the sails without traditional engines, I turn up the volume on my headphones and i use the boost whenever I can.
I appreciate the possibility/idea of having sails related to brands like Star Wars or other sci-fi products, it is not possible with paid mods for legal implications, but I do not exclude making another free Add-on with a couple of related designs, trying to remain consistent with the main mod obviously. It is a small wish that someone like me does not mind fulfilling if possible.
The Creation Kit for Starfield It is under continuous update by the devs, than the creations evolve with it.
Again, thank you.
I'm posting this message while you're still accessible because not on Bethesda's Discord, the paid mods Nidaba are buggy, in terms of the movement animation and the quest which doesn't seem to start, paying for this mod disappointed me, and until this is resolved I no longer have confidence in your products
@@Exelia-Noctalia Don't worry, you did well to write to me.
I'm sorry for your negative experience, especially for your expectations as nowhere have I promoted the current presence of a quest within the paid mod.
I purposely removed any references to the quest in the paid mod precisely because I don't have a precise timeframe and I still have to decide which features will be free and which will be paid for in the next updates.
Nidaba "premium" is a skinned version of the free mod, essentially a companion, magazines that increase the loadout and a datapad with a preview of lore and a unique sound for its voice.
The only actual reference to a quest is in the free version, but in any case it speaks of "upcoming", not present. In fact I'm still working on it and it will take time to implement other functions related to the "companions" and the quest itself. Then there will be a testing phase. As anticipated in another post, I have planned the priority on the implementations to "Nidaba Genetic Program Skin" for the first quarter of 2025. It takes time, that's why I promised a date nowhere.
The animations are vanilla animations, they are the ones in the game that you can see on every creature in the game, it is not possible today with the creation kit to make changes in this regard, probably you do not like the game animations in general perhaps, because they are just those.
Unlike the free mod, the "premium" has a combat model, so the companion will attack enemies more and more aggressively than the basic version.
Always have to read the descriptions of the mods very carefully, otherwise you risk getting the wrong idea and misjudging a product that is instead consistent with its description.
Last week an user contacted me who didn't understand why the skin didn't change color with the biomes, simple... it's a feature of the free version not present in the premium one which has a skin (beautiful in my opinion and that alone is worth the 200 credits for the work I put into it) completely hand-made, as specified in the description of the free mod and not in that of the paid mod.
There is nothing to fix in the current form of the mod as it is exactly how it was intended. I ask you to reconsider your point of view not only to regain confidence in my products, but because you risk missing out on other really nice mods, even those not from me, just by misreading a description.
@@tiaxtutorialandstreaming3996 the walking animation of the right hind leg jumps and breaks the animation, this at each step, this is a bug, another concept, in the ship the companion remains to follow us which often blocks the movements
Just want to let you know this mod is awesome. I spent several hours last night building my first of many ships with the sails. Also the sound effect for the boost is just a chefs kiss of awesome. I look forward to what you do with it in the future. As someone who loved treasure planet as a kid i couldnt shell out the credits fast enough lol
@@Exelia-Noctalia again, not mine bug, i've not touched anything about the animation, just cause..i can't :) .
All the characters make more or less body block inside the spaceship, this is a fact due to the small door passage and other stuffs like consoles, than avoid Nidaba like the other characters, the model is an ashta creature model reduced by a 20% if i remember, to reduce the body block effect, reduce it more is worth for me and for my future purposes abaut Nidaba mod. It's just obvious if a "very big dog" run inside your ship requires some precautions to move around...Ty for your feedback. But you must know a lot of people ask me to increase the Nidaba dimension cause is too small...i'm in the middle...
The Pride of the Skies II is now buildable in Starfield? The R.L.S. Legacy? The Starlight?
...the Queen Anne's Revenge but in space?
Nice.
As a general rule for engines in Starfield, you only go up to Class B or Class C engines if you're hauling enough mass to need the extra maneuvering thrust; usually for cargo. The Mobility stat is your rotation speed and the caps at 0 and 100 represent actual hard caps on rotation speed. The other concern, which the game doesn't list, is acceleration. For a rough estimate, try to stay at or below "total Engine Thrust divided by 45" to keep high performance.
All that being said, this mod does provide a modest boost over most A Class engines, while providing a unique visual flair. It reminds me of a few other space games that go for similar looks, usually for the vessels of the 'pirate' faction.
Coffee time. Well that’s interesting. Great video, thanks for sharing.
Just brewed up a whole big pot of Tea 🍵 for morning wake-up with Crimson video and more.
Treasure planet 📽️
That was it, thanks.
Any time
Wouldn’t it be ultra funny, if somewhere in the future someone made a mod called just that “Treasure Planet” which actually planet. Maybe it’s overrun with every faction pirates 🏴☠️ all searching for a mysterious Eldorado treasure. But the name is hilarious.
@@ardentdfender4116 now that... would be quite good... i like that idea!...
This mod looks awesome. I thought it wasn’t my cup of tea but it looks great. I’m gonna have to up my ship building skills.
The Author has updated this Creation with one more color variant for the old sails (blue) and multiple new sail types. Like Scallop and Sprit. They also added a new Shield Generator that looks like a nautical steering wheel. I do hope they continue to update, and I was not expecting the Shield Generator.
Looks really nice!
What we need now is to have ridiculous naval cannons in space, and then combine that with the sails and the fleet command mod so you can have a space armada. The more obnoxious the sails on each ship, the better.
That detached ship parts mod might be good to use to get the sails positioned farther forward, for example, to make positioning these easier.
I think I remember somewhere in the earlier seasons of Voyager Star Trek series they encountered another alien species that has a ship with Solar Sails. I could be wrong, but it definitely seemed like it was a Star Trek series. The mod looks and behaves cool. I think is yet another something different and unique to the game. I may not be my jam in getting the mod, but I’m all for it in adding to the overall game in what artistic and creative players can do with it all.
So, as a major Trek fan, this got me curious, because I didn't remember it. Turns out there's no species from Voyager with them, but you might have been thinking of the Bajoran lightship from S3 of DS9. We also know that the Orions used to rely on them almost exclusively, but now tend to use them for recreation and there's a race in SNW that uses an antiquated solar sailship for ceremonial purposes.
Thanks to @TiaTheItianAce for the mod and to @Crimson for the commentary.
On the lore side, I wonder if it’s plausible that the Crimson Fleet ‘developed’ these sail plans because of the lack or unavailability of He3 fuel in the beginning. Please don’t tell me it’s because Greta Thunberg was shouting ‘How dare you’ to the pirates because they were using fuel guzzlers!
lol we need someone to make Count Dooku’s solar sailer
I’m debating about this one. While I have a few ideas..I don’t think I’d be using these that much outside of these few instances. It looks like a quality mod.
I don't know I can't see me paying for this. Now it is original for sure. Maybe if I was building a long hauler it might be interesting but not enough interest in paying for it. I do appreciate the modder's creative imagination! I'm more than curious as why you didn't demo it in space at the end???? What is up with that? One thing to see it shipbuilder but I'd think you'd want to show it off in flight???
My bad, I assumed i did. recording must have gotten effed up. It has unique passive sounds and boosts sounds. But some of the sails are hard to see
It's very very hard, as someone who has modded previous Bethesda games extensively and experienced the length and breadth of such quality content, to justify the asking prices for mods- excuse me, "Creations", in Starfield.
The closest I've come to putting money down is for the Kinggath expansions he's done for Skyrim and Starfield, and even then I'm reluctant because so much of that price goes to Bethesda (for not providing that content) themselves.
I would suggest mabye using this with astrogate for immersion, grav jumping doesn't make sense since solar sails would be hit with a laser for very long very fast traveling.
Reminds me of the TV Show from the 80s-90s “Quantum Travel” with Scott Boloka the same guy who played Captain on the Enterprise Star Trek show. But the just was at the end of the show episode he would uncontrollably quantum travel to some other random point in time for the next episode. A bit like how you would random sail travel through an Astrogate or Wormhole in space to an unknown next destination for random adventuring as a journey across the cosmos.
All I saw was solar sails and I was sold 🤣
Now this, this is cool
So you can build the Princess Cecille from Drake's RCN series.
Time to be a pirate for sure. This video was very helpful thanks
The mod author obviously doesn't understand how solar sails would work. They would need to be a few thousand times larger, would have a very slow acceleration and the ship could not be maneuvered. It would always need to steer in the same direction.
It's fantastical science-fiction
According to what century though?
Which mod are you using for all ship parts?
creations.bethesda.net/en/starfield/details/1d1ed022-0634-4a76-a84d-42a64e897d23/Easier_Ship_Building
With this mod coming ever closer to be a whaler on thr moon. Now just need space whales and a harpoon.
Are they flipable? Or are the solar sails strictly upright
Only the side ones are flippable
cool but why does it have to be in the shape of pirate ship sails
Yarr!! At least the raiders in this game don't target and disable ship systems through electronic warfare... But I'm sure it was chosen for 'rule of cool'.
They are shaped after Galleon which was the backbone of Spanish and Portuguese Navy back in the time. Junk sails are from Chinese ships.
Are people creating mods to play with, or just for photo shop? 🤷🏾♂️ this mod would make perfect sense if u had a land vehicle that needs wind.
They're SOLAR sails nitwit.
They capture solar radiation movement like wind.
They're not my thing but I will enjoy some builds with them on reddit, they kinda miss the aesthetic of the game for me.
saying free when i looked
That's the add on pack
😂
It would be cool to build a pirate ship with sails 🦜🏴☠️
I had the same thought, lol