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One last issue that may or may not be related that I forgot to submit, people with the ship bug seem to have an issue with Ship Command perk. They get to second tier and after about the 2nd or 3rd ship destroyed for that challenge, the game stops tallying the ships destroyed. Only known fix that people have been able to get by with it is if they still own the Frontier and never modified it prior. At that point they need to go into Ship Builder, make a simple modification or extensive and use that for the challenge. They also have to add the minimum amount of crew space to the ship as well, because it obviously can't handle what the challenges request in its bone stock state. I was hit with this bug, but had already sold Frontier.
I also failed to mention that this bug can be triggered if you are fast travelling or taking off in your ship when a ship is arriving. This wasn't my case I don't think, but apparently the quest for ship landing stays open and never gets a chance to go to the next stage if you do. Only one of these can happen at a time so the quest tree stays locked. Promise, this is the last thing that I remember to tell you about this quest. Apparently, there are a ton of quests tied to this bug and they all funnel to the same result. Here's a couple, but not all of them. This got me working as far as making Starborn ships not accessible, but after a short period of time, it reverted back. This had no effect on Armillary, but I don't know if I went far enough back in the Unity questline to make a difference. Mod author listed above in posts of his mod replied to someone with a list of about 100 that are tied to it. Ugh... good luck guys, we're depending on you.
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2 playthroughs, same result for both. I did not steal or acquire any ships by commandeer during these just to narrow it down and zero console commands were used prior to needing the fix. The ship landing issue started where no one would come out and the doors are open, even on Starborn ships. The final sonic boom from engines shutting down did not occur after landing. From what I gather, the 20 something quests are accumulating when landing and the player takes off or doesn't have the cell fully loaded. If a ship lands far away, the sonic boom from engine shutting down will not happen until they fully load the cell on approach. The following are supposedly the quests that handle this behavior and need something in the script to bring them out of stagnant state. Resetting the below quests makes everything work fine again. Since I didn't steal ships I had zero problems with Armillary or moving to NG. Also, Stroud's conversation went perfect in both, with no hanging, although I did not have 10 ships at the time, and I suspect that has to do with Kepler not flagged as not counting towards total ship count which I reported at a later date. This was the only problem I had pertaining to ships.
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