but if a make then scanneable, even if i scan it, the only thing that gona happend is a "scanned" msg...
I try this, is even happen with a Satis Freighter...
What I mean is:
-Player scans non-cargo/transport ship
-"not scanned" becomes "scanned"
-triggers message from #command saying "Huh, according to your scans, that ship is carrying four dozen boxes of donuts"
The result is the same, it just means that you have to scan the ship to find out what its carrying, rather than knowing by simply targeting it. Unfortunately, my impression is that you'd like to be able to identify the cargo of the ship simply by targeting it rather than scanning+message. Therefore, I think you'll either have to change the class of the ship(s) in question, or do the objecttypes.tbl thing.
If you're interested, this should do the trick for the objecttypes.tbl thing. Since the entire thing is hard-coded by default, you really only need the following in a modular table file to enable cargo:
#ship types
$name: escapepod
+nocreate
$Scannable: Yes
#end
Name your file something like "carriescargo-obt.tbm" and drop it in your mod's tables folder. You can also make a similar edit to the freighter class in the same file, so your Satis can carry cargo.