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ZeeOgre

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  1. willny4
    willny4
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    Hi
    Could you add an extractor for Caelumite? There used to be a mod that had one  but it has disappeared.
    Thanks
    1. ZeeOgre
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      Not sure that would be feasible without creating something new.
      There are two problems :
      1) caelumite doesn't "naturally" exist as a harvestable resource anywhere.
      2) There is no caelumite extractor for this reason.

      It's *possible* that Caelumite could be added as a "depositable" resource, but for how little you need of it, you're often better off running downstairs in vectera to get the 30 there with elemental pull, and then pulling 20 or so from any "gravitational anomaly" the same way.

      Caelumite isn't used in hardly anything except armor gravitic composites, and skill unlocks, and it's exceedingly rare that you could come up with a practical use case where you'd need more than about 100 of them in any playthrough.
    2. willny4
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      The lack of a vanilla extractor is a problem for sure. There have been two approaches I have seen. Eisewolf999 made one months ago callled "Freedom of Storage"which worked great but he withdrew it and even though you can still build ithe extractor you can't place it so no go. Exiadreth has a mod, "Extract or Mine Everything in One Outpost", that is still available but it does just that. All resources of say, solids, get produced including Caelumite and Aqueos Hematite. I've looked at in xedit and if I select the iron extractor and delete the other records I can just get Iron, Cal, and Aq if I place the extractor on an Iron vein. I'm trying to locate him to discuss further.

      To get to your point:Why?
      I have fun and do videos on factory building and recently I've been focusing on Meds and Chems. Using Senterpat's "OUT:Ultimate Tweaks" I can mass produce  44 of them, including Aurora, but that leaves the 6 Heart Meds: Giant, Black Hole, etc that require Caelumite and Alien Genetic Material. I may have a source for AGM in a future mod  but I need Caelumite to finish the project. The final med is Pick-Me-Up that needs Aqueos Hematite so the Mine Everything approach will work here. 

      If someone could build a custom extractor that only worked on planets with temples that would be ideal. I've written Eisewolf but have not heard back.
      I love your mods and tag them when I use them in my videos.

      My video channel is https://www.youtube.com/@willny4
  2. cn64a
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    I love your mods and the attention to detail in creating them!  Any chance you're still working on figuring out how to change the outpost module build limit (within your mods using CK)?  With the wider perimeter and the buffed number of cargo links, the module build limit is the last thing standing between us and thoroughly amazing outposts.  As per below, I don't think Evansy's CK mod actually gets this done, and its other changes are a bit problematic.  I so hope it's still on your list of stuff to work on.  (Btw, ditto that on the individual ship building budget in your other mod.)
    1. ZeeOgre
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      The NUMBER of ships you can have is greatly increased to 150, but I leave putting in the tweaks for massive class m stuff to the folks who build those mods :)

      I am actively working on an xbox compatible method to work the build limit, but I haven't quite got it working yet.
    2. cn64a
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      Very cool!  Thanks.  That would be amazing. 
  3. Celebril63
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    I’m am right on the edge of pulling the trigger on this mod, but had some questions.  The biggest one is what are the most significant differences between your and Evansy’s Outpost Limits Improved?  It looks like you both do a lot of the same things, though I like the way you take into account investment into outpost related skills.

    The other important question for me is does your mod increase the number of items I can build in an outpost.  That has become one of my biggest stumbling blocks.  I build outposts as homes/estates as well as for function.  Once you build a proper home, furnish it, and decorate it, there isn’t much left for things like building a farming operation.
    1. ZeeOgre
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      I'm trying to work through the build limit, at the moment, with the CK change to .ini file support, I can enable infinite budget here, but not over there.

      I take a more moderate approach than Evansy did -- 250 meter radius to match the flycam limits, 40 outposts max, lower limits on robots etc...

      Stuff I felt was plenty.

      Do still plan on doing some learning on how to make in-game objects to adjust some of those things dynamically, as well as trying to learn a way to add menu items directly to the outpost beacon.

      Current development on deck:
      1) fix the skill based adjustments to counts
      2) develop "repair all" capability
      3) build a "console-free" way to nuke an outpost completely.


      after those, I'll be coming back here (well to the AIO tweaks first) to try to re-break the modularity, while staying inside one mod.
    2. Celebril63
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      Awesome!  And thanks for the answer.  I guess I know who I'm going with.  And yes, that more "moderate" approach is a big part of what got me on board.  Thanks again for the contributions to the game.
  4. Ethancehs
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    I was wondering if there is any way to add to outpost/ship decoration a less limiting placement. Currently, the decoration system in both outpost and ship makes it very hard to actually place stuff where I want to
    1. ZeeOgre
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      This would be far beyond a mod of this scope. This mod makes adjustments to a few game settings, loot lists, and 1-2 scripts, what you're talking about would be basically engine overhauls.
  5. xxxVxxx
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    Great mod, the range extension is really nice and it works. Looking forward to the mod that adjusts the existing poi stuff for restricted areas. I'd love to have the big flat area near the dream home to build on.

    I am having a little issue though. The mod doesn't seem to increase the maximum amount of landing pads/turrets/etc that I can build. You mentioned in the description that it can be caused by a previous mod that changes that but I haven't had any mods before the CK and definitely none that change the max number of anything.

    Is there anything else that could be causing this. My perk for the landing pad and outpost limit was maxed out at the time of installing the mod.
    1. ZeeOgre
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      I think I got turrets in the most recent upload on this, but I don't touch landing pads -- that's always 1
      I DO touch cargo links, but if you've passed through unity the skill gets all jacked up.

      I have to learn some more scripting to fix the skill

    2. xxxVxxx
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      Sorry i meant to say cargo links instead of landing pads. I haven't passed through unity either. haven't even finished the story, I'm on the last mission. I'm wondering if i need to do a respec to have the changes take effect, if thats even a thing.
    3. ZeeOgre
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      Are you at 6 or 12?

      If you were at Outpost Management 4 before you installed, it wouldn't have made the changes in time for you to get to 12 links.


      If you open the console and run the following:

      player.removeperk 0023826F
      player.removeperk 0023826F
      player.removeperk 0023826F
      player.removeperk 0023826F
      player.addperk 0023826F
      player.addperk 0023826F
      player.addperk 0023826F
      player.addperk 0023826F

      player.removeperk 0027CBC2
      player.removeperk 0027CBC2
      player.removeperk 0027CBC2
      player.removeperk 0027CBC2
      player.addperk 0027CBC2
      player.addperk 0027CBC2
      player.addperk 0027CBC2
      player.addperk 0027CBC2


      That brings your outpost management and outpost engineering back down to zero, and then cranks it back up to 4.

      In the process, your cargo link and crew station limits should go back up to 12.

      When you pass through Unity, right now, this is the only way to get back to 6 without the mod, or to get back to 12 if you do have the mod.

      I'm still learning more scripting, and will be adding this fix in as a feature in a later version, although I have submitted it over to the Community Patch, with details, so they well may beat me to it  -- no matter which route they follow to fix it, this should be compatible.
    4. xxxVxxx
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      I'm at 6. I did the console commands and it didn't increase the limit, whats weird is that it still shows the limit at 6 for the links regardless of level 0 or lvl 4 of the outpost management perk.

      Things i've tried so far in addition to the console commands.
      -building new outpost to see if i need a fresh one for the changes to be visible.
      -removing a link and building another one
      -quicktravel on the planet
      -quicktravel to another planet and back
      -loading into an earlier save before i made the perk upgrade.

      This mod is also the last on my load order and is the only one that has anything to do with outposts with the exception of your other tweaks. Not sure if I'm doing something wrong but i know for a fact the outpost radius change is taking effect so idk lol
    5. ZeeOgre
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      let me double check again... i know the skill is squirrely :S
    6. xxxVxxx
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      Did a bit more testing and loaded into a very early save where I hadn't upgraded either of the skills at all. The last time I did it, the skill was partially upgraded. did the upgrade and was able to get the max links to go up to 12. I guess the only way this works is if you use the mod on a brand new save. Haven't figured out a console workaround yet. Removing the perks didn't seem to work. Tried it many different ways, including removing it, saving, restarting game, starting it back up and upgrading it again. Not sure if there is more I can do but thought I'd give you all the info i have :)
    7. ZeeOgre
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      Appreciated!! I'll continue looking too, and see if i can build a script to set it correctly.
  6. thorbeck
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    Hey and thanks for a what I consider very sensible adjustments to outpost related values.
    Each to their own of course, but so many mods that change aspects of the game  go way overboard.

    I love building in Starfield, and Fallout for that matter, and now I can finally chill a bit and not have to chase down those "Goldilock", biome transitioning, AMAGHERD-12-REZORSZ-LOL places.
    1. ZeeOgre
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      Try out denser outposts too! "whaddaya mean I can only drop one harvester here" (I'm looking at YOU cobalt!!)
  7. ZeeOgre
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    So there's an issue with the Outpost Engineering Perk, that it doesn't persist the change through Unity.

    I'm working on a fix to run at NG start that looks promising, but I also have to look at mid-game fix if you add this in to an in-progress save, before you've gotten the perks.

    Got a few ideas, but need to learn how to do it :D
  8. daywalker03
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    Hey man, thanks for posting these here as well as Creations.
    1. ZeeOgre
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      No prob at all! I did these as learning projects for Creation Kit, but I've been an avid Vortex "consumer" since I installed Starfield.  I definitely had to give back!!

      I'm hoping that @pickysaurus can update his tool to pull from BGS soon, so I only have to "package" the mod once.

      Got a few more planned -- a ZeeOgre AIO tweaks to help y'all keep your mod count down, as well as a few custom POI implementations.
    2. daywalker03
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      I'll chat with you more over on Discord, since we're both in WykkydGaming's server.
  9. aurreth
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    If you have another larger outpost mod (several here have a 350 meter limit), this one can override that setting, leaving you with
    "untouchable" stuff out in the 250-350 zone. Whichever one you want to
    take precedence, load that one last.

    The majority of those mods work by setting a variable, OutpostBuildAreaRadius.  This does not work, because more than one thing sets and gets the value of that variable.  Changing the default on the variable causes a lot of problems, up to and including breaking outposts completely.

    The correct way is the way this mod author has done it, and how I did it in my Outpost Beacon Override mod, which is to alter the Outpost Beacon itself, so that it sets the value you want.  Values above 250 cause placement issues.  Users of my mod have given me extensive feedback, resulting in me reducing the radius the beacon sets to 250.

    Nice work ZeeOgre.
    1. ZeeOgre
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      Thanks aurreth!!
      It was working with you on tweaking that setting that gave me enough background to know that I'd have to do it here!!