shhDownload links;
"In admiralty law, barratry is an act of gross misconduct committed by a master or crew of a vessel which damages the vessel or its cargo. These activities may include desertion, illegal scuttling, theft of the ship or cargo, and committing any actions which may not be in the shipowner's best interests.
Barratry is usually considered a crime against the ship's owner. Therefore, if the owner himself chooses to wreck the ship, no crime is committed, as the owner simply destroyed his own property, though this can still be considered a crime against any other owners. Also, harm to the crew can qualify as barratry regardless of who damaged the vessel."
Now that little shpiel is out the way, hopefully you're less (or more) confused behind what barratry involves. Hullmod Barratry adds the option to be able to apply V-Mods (Vandal mods) to your ship hull on purpose, which are halved drawbacks/benefits counterparts of the base game D-Mods. Gaining D-Mods to your ships is a mixed bag depending on your play style, but some players, such as myself, try to make as much use out of the benifits that come with them. You'll also be pleased probably to know that cross-mod funkyness with HMI junker ships and their OP increasing effect isn't a thing with V-Mods. Sorry!
Intentionally obtaining these hullmods has always been tedious in my eyes, having your ships blow up over and over, or painstakingly searching for and buying the hull you want that happens to have maybe one or two mods already existing. So, I set out to make a system that's slightly easier to abuse utilise. Visit any station that has a working spaceport and navigate to the hullmod menu in the refit screen. Then for instance, ask that the big burly guys with hammers come and beat the hell out of your flight deck for a bit and voilà!
Obtaining the hullmods:
To keep relevance in the base game's D-Mods, if you have a V-Mod equipped on your ship and that ship happens to blow up and gain the counterpart hullmod, the V-Mod will be removed and replaced with it. Afterwards just remove the conflict hullmod and you're golden. Unfortunately damage mods are no longer removable, that can only be done with V-Mods, as the workers that damaged it feel bad for you and just pay for the repair fees off their own backs!
Existing V/D-Mods:
Specialty V-Mods such as Lethargic Phase Module can also only be applied to, obviously, phase type ships, and the same goes for the carrier/civlian mods too.
This mod also adds a cosmetic type of damage mod called Scuff-Mods, which basically do what they say on the tin. Add them to your hull for that D-Mod feel without any of the stat changes!
Scuff-Mods:
And that's about it for now! Do feel free to suggest features to add to this if you feel it would fit along side the theme as I am always looking for ideas to improve upon.
Credit to the idea of using Barratry goes to TauKinth and his late night thoughts, along with many others for aiding me in this scrap heap
Credit for the banner's background at the top of the OP goes to Unknown Skies by Tartiflette
Looking for the Maintenance Revamp hullmods? They've now been split into a side mini-mod to keep them seperate from the mainstay, and will stay here for people still interested!
Check out the spoiler below for more info.
Spoiler
This mini-mod comes with a few custom maintenence cost reduction hullmods costing 0 OP to apply. This is 100% intentional, as I've wanted to be able to balance supply usage myself on a ship-by-ship basis, and now you can too!
Self-moderation required for every hullmod here of course. Comes in tiers of 30%, 50%, 75% and 95% and only one variety can be installed at one time (includes vanilla Efficiency Overhaul in the limitations). Now includes two new mods, Drive Field Stabiliser EX for when you want to go on a cruise, and High Res Sensors EX made to streamline deep sector scavving.
Efficiency Revamp: