Thanks, everybody.
Yeah, the Executor crashes the game whenever it takes damage due to the size of its vox nif, but I can't compromise on the size; it would defeat the purpose of the whole thing. If I could disable or fix the damaging I would release it.
The damage can be reduced, what you need to alter is the file in the scripts/ships folder. I think setting some of the values to 0.0 disables the damage but I'm not positive as it's been a while. I think this would work for disabled damage though I can't test it.
pLODModel.AddLOD(pStats["FilenameHigh"], 4, 1000.0, 0.0, 0.0, 400, 900, "_glow", None, None)
pLODModel.AddLOD(pStats["FilenameMed"], 4, 5000.0, 0.0, 0.0, 400, 900, "_glow", None, None)
pLODModel.AddLOD(pStats["FilenameLow"], 4, 10000.0, 0.0, 0.0, 400, 900, "", None, None)
As you can see there are 6 sets of numbers on each line, each one controls something different.
1st number is the pickleafsize, no idea what this does but the value is lower on the Starbase than on a ship
2nd number is the switchout distance
3rd number is the Surface Damage Resolution, the bigger the number the lower the res I think, that's the way it looks when comparing the fedstarbase to the sovereign file. I think 0.0 disables it though.
4th number is the Internal Damage Resolution, rest same as the 3rd
5th number is the Burn Value
6th number is the Hole Value
For the 5th and 6th numbers I noticed no difference between the fedstarbase and sovereign files.