Module cannot be fitted for legal reasons

Can someone explain what this is about? Went to swap a module (shield generator ) and was removed to storage just fine, but cannot install it back into ship?!
 
Trying to imagine the logistics of tracking every module that ever committed a crime ever even with ED super tech hurts to think about.

Are there devices on every module ever made?

No No it hurts too much. Best not to think about it.

Can you at least outfit in an Anarchy system?
 
You should be able to install "hot" modules onto a clean ship; you will just get a warning first because it makes the ship hot.

More details would be conducive to solving your issue.
 
So, the plot thickens.

The module in question was a 7A Shield. Enginerded of course. So I did indeed have a bounty or two on me for doing bad things to questionable people (npc).

I flew my shield tank 'Vette a couple hops without shield ( asking for trouble ) to an Interstellar Factor and paid off my sins. Back to initial station. Still "Legal Issues".

There was a new tab labeled " Clear Module ". For the low low price of 12 million spacebucks I could once again refit the module. Original enginerding still intact.

So.. I'm still having a moment with this. Read nothing of this flavor in the patch notes... Whats the story here?
 
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So, the plot thickens.

The module in question was a 7A Shield. Enginerded of course. So I did indeed have a bounty or two on me for doing bad things to questionable people (npc).

I flew my shield tank 'Vette a couple hops without shield ( asking for trouble ) to an Interstellar Factor and paid off my sins. Back to initial station. Still "Legal Issues".

There was a new tab labeled " Clear Module ". For the low low price of 12 million spacebucks I could once again refit the module. Original enginerding still intact.

So.. I'm still having a moment with this. Read nothing of this flavor in the patch notes... Whats the story here?

That's...odd. I thought they were adjusting that.
 
Here you go. Everything you wanted to know about C&P but was afraid to ask:

https://forums.frontier.co.uk/showthread.php/407608-Crime-and-Punishment-in-Beyond-Chapter-One

Aha! Thank you for the link.

Here's the applicable *Snip* for all the other CMDR's out there like myself with the attention span of a puppy who skimmed that previously.

This explains much. I suppose I should look into a cheaper ride for my nefarious contract dealings moving forward. Thx again sir!

Hot Ships and Modules
• A ship with bounties on it is hot.
• A hot ship cannot be transferred to a port in a jurisdiction where the hot ship is wanted.
• Elsewhere - ship transfer costs are increased for the hot ship.
• Modules taken from a hot ship are hot modules.
• Hot ships can be cleaned using Interstellar Factors, at a cost.
Hot modules can be cleaned in storage for a price based on the module's value.
• Hot modules cannot be placed in a clean ship.
• Hot ships and modules can be sold at a mark down.

These changes mean there are more consequences for criminals, to close off potential "laundering" exploits.

Edit: Let this serve as a warning to others. Dealings such as those lowly Skimmer Missions come with a certain.. surcharge attached to your payout. The more you know..
 
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A A7 Shield Generator costs 51+ mil Credits. A 12 mil Cr 'Cleaning' cost is about one quarter the price. (12/51 = 0.235). Does that sound right, and/or fair? I would be interested in what level of Notoriety the OP had gotten to, before taking the breather and trying to move the Hot Module.
 
So, the plot thickens.

The module in question was a 7A Shield. Enginerded of course. So I did indeed have a bounty or two on me for doing bad things to questionable people (npc).

I flew my shield tank 'Vette a couple hops without shield ( asking for trouble ) to an Interstellar Factor and paid off my sins. Back to initial station. Still "Legal Issues".

There was a new tab labeled " Clear Module ". For the low low price of 12 million spacebucks I could once again refit the module. Original enginerding still intact.

So.. I'm still having a moment with this. Read nothing of this flavor in the patch notes... Whats the story here?

Your module is still hot. You should be able to pay off the bounty in the ship storage area.
 
A A7 Shield Generator costs 51+ mil Credits. A 12 mil Cr 'Cleaning' cost is about one quarter the price. (12/51 = 0.235). Does that sound right, and/or fair? I would be interested in what level of Notoriety the OP had gotten to, before taking the breather and trying to move the Hot Module.

Never took notice of the Notoriety level tbh. But for what it's worth, the vast majority of my modules were marked with that "hot" symbol. So maybe that 12 mill cleaned them all? Total bounty in system at the end of the run was about 20 thousand. Not much. Total payout before the hot "sin tax" was about 85 mill. Best I can give ya.
 
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Did you do the "crimes" after the update or before?

I thought they were doing a one time amnesty thing and wiping all previous bounties?
 
Can someone explain what this is about? Went to swap a module (shield generator ) and was removed to storage just fine, but cannot install it back into ship?!

You should be able to fit it back onto the same ship you committed the crime with?
At least that is what I understood about how it works.
 
You should be able to fit it back onto the same ship you committed the crime with?
At least that is what I understood about how it works.

That there is a big fat negative sir. No bueno. Once removed, cannot be refitted until you pay for your crime. Of playing the game. That the mission board gave you.

I'm a bad person..
 
Meh. You're right. I was warned that I was being paid to do wrong. I did it anyway.

I mean.. look at me. I'm a flippin' criminal. Just learning the new system is all.

I have a plan. I'm still fixin' to misbehave.. ;)
Haha,love your style :)
Is it fair? Ask that of your victims first ;)
 
You should be able to install "hot" modules onto a clean ship; you will just get a warning first because it makes the ship hot.

Yeah, that's what I thought too at first. But:

• Hot modules cannot be placed in a clean ship.

As much as I like to see perps' lives made hard, this does not make any sense.

What if you take your ship for a spin, shoot a couple at the cops and land back - can you install that module?

No No it hurts too much. Best not to think about it.

Dude, dude, use the technique. You know the safe word. It'll be ok.

euIBvPL.gif
 
Even as a self-confessed member of the "lock 'em up and throw away the key" party, this seems harsh and complicated. All this tracking of "hot" modules and whether or not they can be fitted. Wouldn't it have been easier just to prevent the removal of modules from a "hot" ship? (Lore: no licensed outfitter wants to touch a wanted ship). No worrying about where they could be fitted if they can't be removed in the first place. They stay on the ship until the bounties are paid off.

Possible exception: outlaw installations in anarchic/Delaine space who will remove and clean a module from a wanted ship, for a reasonable fee. It's more logical, it's in keeping with lore, and there'd be no need to track hundreds of "hot" modules across the galaxy. It would also discourage players from committing crimes in ridiculously OP expensive ships full of top-tier modules they couldn't cheaply replace, which is what I thought C&P was all about.

I just don't get FD's logic sometimes.
 
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