I'm not entirely sure how to do that. I did add hullmods as built in to some vanilla hulls and marked all of them as "merc" so high end bounties should be using them occasionally.
If you know a better way doing this please let me know.
What I did was add
Spoiler
{
"knownHullMods":{
"hullMods":[
"carriersafetyoverrides",
"swarmcarrier",
"bastioncarrier",
"rushbcarrier",
"rtscarrier",
"carrierloadbalance",
"fatfighters",
"fightermorebomb",
"emergencyfighters",
"fighternoarmor",
],
},
},
to world/faction/.faction files for all the factions (except pirates, or black markets will be swamped with them). This is for the last version so bastion is in there and fighterecm isn't. This will make it possible for factions to randomly select the mods for sale and for fits.
I also added tiers and increased prices in hull_mods.csv. I made the cores tier 3 so they feel rare, the others 1 so they appear in open market.
Edit: I forgot to mention you have to remove unlocked:TRUE in hull_mods.csv if you want mods to be sold/found. I kept Fighter Command Overclock as automatically unlocked. Removing unlocked:TRUE & giving the mods a tier automatically adds the hullmods to exploration lists.
Also: If you want factions to use the hullmods more often, you can make variants and add them to default_ship_roles.json. If they randomly select the variant (I'm not sure how to affect the probability) it'll force the hullmods onto generated fits. This is somewhat intrusive, but much less intrusive than building hullmods into hulls. You can also use variantOverrides in .faction files so different factions prefer different cores or hullmods.