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SimplySinjian

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  1. SimplySinjian
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    Version 2.01: Patched to eliminate the problem with items resetting in the Compound locations.

    Added a standalone patch file download in the Optional download list. Make sure it's loaded AFTER your location file(s) in your load order.

    Version 2.0: This update REQUIRES a clean installation, or it will corrupt your save. It WILL reset any items you've placed, and you will have to place them again. I sincerely apologize for the inconvenience, but it was done now to avoid having to do it EVER again in the future. Going forward all changes and additions will be made in modular format and shouldn't EVER again need to cleanse your saves, unless fixes force a change to a medium ESM file type (which I don't foresee happening).

    Follow the instructions!
    1) Remove or disable the current version of Survivalist Compound then log into Starfield.
    2) Load your save file.
    3) Once the load is complete, immediately save your game again.
    4) Load the save you JUST made and wait for the load to complete.
    5) Log out of game when that load is complete. You are now free to download and enable the new file.

    The FOMOD installer contains everything needed to install either Survivalist Compound (Eridani-II AND/OR Leviathan-IV) but I AM leaving those same versions listed as optional files for a short time in case there're folks who are currently uncomfortable with them. You will, eventually, have to use the FOMOD version.

    The Leviathan Compound has been updated, yet again, with lowered lighting on the surface platform, as well as adding the needed ammo to the loot crate. I've also placed a bounty clearance terminal in Security.

    V 1.06 - Added a bounty clearance terminal in the Security Office, and a bunker Safe at the bottom of the bunker ladder which acts as unlimited storage for the bunker workbenches. Feel free to drop whatever mats you like in the safe.
    This is the final update to this mod file excepting bug fixes. Any new content will be released here as modular, optional and in FOMOD format. You MUST follow the instructions in the changelog to avoid corrupting your save when installing this update.

    V1.05 - Pathing corrections. Should fix w/e was blocking one door in the crew compartment.
    The ownership of the items in the Security office has been corrected.
    The Trade Authority kiosk has been moved slightly, and a light added above.
    It's possible your save-game will be shown in an unknown location at the load screen if you saved at the outpost prior to this update. Don't worry, it shouldn't affect your base or any placed decorations and should return to normal once you log in. There was an overlap of map information that was patched. The information was exactly the same, but the overlap was removed with this update.

    V1.04 - Final NavMesh passes. Added some light to the area around the vendor kiosk. Still no fix for the crew assignment issue(s).

    v1.02 - Included terrain file and updated outpost beacon interaction.


    Changed out the stairs for something more fitting to the motif.

    Initial release.

    Includes a new static player home located on Eridani-II. A bunker location that you are fully able to decorate with a surface area that is fully outpost buildable, already set outpost that does NOT affect your outpost build limit.

    Also contains a full set of armor and a clothing item and a set of overpowered weapons.

    Currently known issues being worked on:

    • Crew assignment not currently working.
    • Cargo links, and their associated landing pads, not yet tested.
    • Some NavMesh/pathing issues, specifically on the fenced-in bunker entrance area.

    Restricted Area limits make it extremely unlikely that crew assignments can ever be properly fixed without a patch/fix from Bethesda.
  2. SimplySinjian
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    For everyone who asked about it... I've added an article to this mod page that explains how to make a POI with a functional Outpost Beacon with the Creation Kit. Little easier to do it that way than try to explain in forum posts.

    As a side note, I'll be using the example mod file I created for that post as an optional primary/secondary location that will include the location in this mod. A lot of the same word there, but... I'll link the master here when I get it finished.
  3. Dimitell
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    This is a fantastic mod!! the file name SGC is that a reference to Stargate Command? (I'm a fan)

    so with the new update today 08 11 2024 I've got a warning in MO2 that states the home on Eridani is flagged as both a medium and light. I am wondering if that was as it should be. I have had a no load black screen while this mod is loaded with this warning. I've adjusted load order manually and with LOOT, no avail for loading. Any suggestions on what is happening. I am about to NG+ with a fresh install to see if that works. I did also do the suggestion to reinstall i had just a landing pad at each deleted and followed the rest. still got the black loading screen.

    Thankyou
    ~D

    edt:

    same result loading into the Unity and i uninstalled tried to load same save and got the black infinity load screen also. fyi i downloaded the file from yesterday and that did work and was able to interact with both places.

    ~D
    1. SimplySinjian
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      That's a new one on me... I suggest looking in your Data folder for the old Terrain file and removing that, if it's there. It would def cause a conflict with the ba2 file conversions.

      Data\Terrain\sgcplanetaryoverlayflat.btd
      AND\OR
      Data\Terrain\SGCLeviathanSurface.btd

      Just delete them.

      The file flag on MO2 that says it's both a small AND a medium is something I have seen in my edit files pretty much all along, with no ill effects. I've never figured out why and will easily fix that issue when I'm able to use XEdit again.

      Have you tried installing JUST Leviathan?

      And yes, but also no... about SGC. When I was coming up with my original brand back in the day, I was watching Stargate regularly and used the acronym for Sinjian Gaming Creations.

      Good eye!

      LMK if you still have the problem loading, and whether or not it may be a conflict!?

      **EDIT** Reading comprehension IS a thing... didn't notcie it was fixed with the latest file-set. Glad to hear it!
    2. Dimitell
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      Ah i see now about the SGC! 
      So i did try only Leviathan and that does work fine. I also looked and there is no residual files. when i first installed this was yesterday which was the 2.0 then upgraded to this one today. I did NG+ (was already thinking of going anyway and futz around till the next update) uninstalled and did a clean install. i am going to just install the Leviathan one. I will dig deeper into my mod list it may be one conflicting. There were no warnings in MO2 conflict checker but that doesn't mean there isn't, I'm assuming. 

      thankyou for a quick response
      ~D
    3. SimplySinjian
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      I had a thought: did you check the load order in the in-Game Creations menu? Both of the locations are available for d/l in Creations (In older versions), and on the off chance that that would somehow effect your saves/load, maybe make sure Eridani isn't in the list twice?

      Other than that I'm out of ideas but I will dig around in the file structure and see if I find something. I'll lyk here if I do and provide a fix.
    4. Dimitell
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      I did check Creations as well. I try not to use many from there. Less control in my opinion, with Creations.

      ~D
    5. SimplySinjian
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      I have one more thought. I've uploaded just the Eridani-II terrain file in Miscellaneous to test an assumption that I hope is not correct.

      It may be possible, somewhere in the wibbly wobbly, that expected terrain information got baked into your game... That your game is looking specifically for the terrain folder as an overwrite to the ba2. I'm nowhere near qualified about those intricacies to give a specific answer, and maybe someone with more knowledge can help with that, but it could be possible? Maybe?

      It could be in the save or in some backyard shenanigans that don't see the light of day often, like something in MO2 related to my mod (not MO2 itself. I use it and love it and have never had similar issues), or maybe some form of quantum entanglement, who knows, but I've uploaded JUST the terrain file if you want to test that.

      In MO2, go to the SGC_SurvivalistCompound_Eridani-II listing on the left side of the MO2 window. Right-click and choose 'Open in Explorer' (It's almost at the bottom of the pop-up options window). Open the file I uploaded with just the terrain info and drop the terrain folder into the MO2 location that opened. Just leave it in the terrain folder in the MO2 explorer window that's open. It should look like this in that folder:

      Terrain (Folder)
      SGC_SurvivalistCompound_Eridani-II - Main.ba2
      SGC_SurvivalistCompound_Eridani-II.esm

      Don't worry about the overwrite. MO2 is defaulted to allow it anymore.

      With all of the possible weak links like specifics about how MO2 handles that kind of thing when using a FOMOD installer (which seemingly is when this issue came up since I converted to a FOMOD installer), possible save game baking, file structures, overwrites, loose file conversions, etc. I don't know if I can be more specific about the cause/effect, although I would HIGHLY doubt anything about your save has been effected since you just NG+'d and the chances of that happening are near impossible since you followed the instructions on how to clear the possibility.

      In the end I just don't know and can't find any factor that may explain it in my (I would say VERY thorough) review of MOD structure in Creations. I expect it will be a simple thing to fix once I can use xEdit again.

      Oh, and, more to the point... having both the ba2 and the loose file won't cause any conflicts, so feel free to leave them both in the MO2 folder if it works.
    6. Dimitell
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      Ok, so after some testing with the extra file the btd file, I have found out i can install either one fine. Then i did further investigation with the FOMOD issue and I've found if i try to install merge only the first one shows up ( i started with Eridani). Then I tried with both with the extra file then i get the stop on loading (black screen). Then i tried the drop down on the FOMOD to Survivalist Compound with the extra file and BOOM it works both locations show up and normal smooth loading. So all that to say and agree MO2 gets weird with FOMOD install. I did get it work and all is well. 

      Thankyou so much for taking the time with working on this!
      I am looking forward to what comes next!!

      ~D
    7. SimplySinjian
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      Ah, that means I must have forgotten something, or placed the wrong ba2 files in the dual install option, or the FOMOD creation tool or MO2 got confused.

      Thanks! I'll be updating that as soon as possible (probably tomorrow).

      Looking into this further, to see if it was a possible issue with the FOMOD installation or how MO2 handles installing FOMOD files... it occurred to me. I think the problems associated with the terrain not loading are directly related to some changes in filenames.

      That makes the issue 100% my error.

      The Eridani file has gone through 3 total filename changes, and 2 terrain filename changes, since its inception. All of them happened before they were hosted on Nexus, but there were 2 times when the files were hosted under different download names here on Nexus. What does that amount to? It means that mod managers like MO2 and Vortex most likely installed them under different addon (and, btw terrain) filenames, and that those who installed it manually most likely missed removing the proper files when updating.

      Different filenames pointing to either missing or different versions of my mod and containing the same information as the current version, literally begs for conflicts.

      I apologize to you, and everyone that's been affected by my error in naming conventions. Be assured that I'm very well aware of that now and will upload with much greater care moving forward.
    8. Dimitell
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       Absolutely no worries at all. I'm just glad the persistence paid off on working on it.

      Thankyou very much

      ~D
    9. SimplySinjian
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      Sorry, mis-posted here.
  4. SimplySinjian
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    I would like to sincerely apologize to all of you who've been affected by terrain issues.

    I think the problems associated with the terrain not loading are directly related to some changes in filenames.

    That makes the issue 100% my error.

    The Eridani file has gone through 3 total filename changes, and 2 terrain filename changes, since its inception. All of them happened before they were hosted on Nexus, but there were 2 times when the files were hosted under different download names here on Nexus. What does that amount to? It means that mod managers like MO2 and Vortex most likely installed them under different addon (and, btw terrain) filenames, and that those who installed it manually most likely missed removing the proper files when updating.

    Different filenames pointing to either missing or different versions of my mod and containing the same information as the current version, literally begs for conflicts.

    I apologize to everyone that's been affected by my error in naming conventions. Be assured that I'm very well aware of that now and will upload with much greater care moving forward.

    I'm not 100% sure of which of my development files were released here on Nexus (although none of them were misnamed on the in-game Creations versions), so I'm going to list them all here to make it possible to visually check for, and remove, 100% of all previous versions of this mod.

    Listed by installation folder, so it doesn't get too confusing:

    Starfield\Data\SGC_BugoutLocation_Eridani2.esm
    Starfield\Data\SGC_SurvivalistCompound.esm
    Starfield\Data\SGC_SurvivalistPlayerHome_Leviathan-IV.esm

    The Terrain folder is a bit more complicated, so I would suggest filtering anything in it by sgc and filtering that group by the words planetaryoverlay or terrainoverlay. Unless other mods you have also added loose terrain files and contain the letters sgc, this folder should be mostly empty. It should be pretty easy to see anything that might conflict.

    NONE of the current versions have loose files so you should completely remove any files that match the above criteria; however, it might be prudent to copy either the entire folder itself or the specific files that meet that criteria before removing them, in case any other mod is negatively affected.
  5. SimplySinjian
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    I haven't played much since I started making this mod, but figured I would share this here... since I actually spent a little time on it today!

  6. Rezlus
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    Unfortunate on Eridani II It is not on top of the terrain you have to use tcl and it is floating underground would love to check it out if you can solve that problem.
    1. SimplySinjian
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      There is a terrain file either in your Data directory in a subfolder named Terrain, or a ba2 file with the same name as the mod that will be named "SGC_SurvivalistCompound_Eridani-II - Main.ba2" that would be in the Data directory without being in a subfolder.

      It depends on the version you have installed, but I would suggest removing the previous version(s) and installing the latest here. If you do that in a mod manager, just remove it and follow the instructions in the changelog on the main page here so as to not affect your save files. If you do it manually then be sure to remove both the "SGC_SurvivalistCompound_Eridani-II.esm" and  "SGC_SurvivalistCompound_Eridani-II - Main.ba2" (and/or "sgcplanetaryoverlayflat.btd" file from the Terrain subfolder in your Data directory, if you have an older version), then be sure to follow the instructions in the changelog on the main page for this mod to remove them properly so your save file(s) are not impacted.

      If you are installing manually then be sure to have the .esm and the .ba2 files in the current version installed in your Data directory without being in a subfolder.

      If you installed this mod for XBox and did not use the version available on the in-game creations menu, then neither the current .ba2 file nor the older terrain file ("sgcplanetaryoverlayflat.btd") would work and you would not see the terrain properly. XBox uses a different format for the ba2 files.

      Please note: as of this response, the StarbornSurvivalist version (Leviathan-IV) is not yet available on Creations in game so unless you know how to fix that for XBox, that version is currently unavialbe for XBox.
  7. wyllravengard
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    Hey SimplySinjian love this mod and thanks for your updates - the doorway and ownership on items.  This is a great spot of flat land that is good for a ship landing pad and everything just looks good.  I'm hoping you'll be able to get crew assignments working here eventually, because it is a great base of operation.  I know you have other plans for it as well.

    Keep up the great work!
  8. jrJ0hn
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    For me, I had large hills and valleys for terrain.  No trees.  Have a marker, border, a bit of a gold patch inside boundary. It will let me build inside of the boundary.
    I think you have to figure out a way to lock on to a static map.  I don't think you want to drop your outpost on any old procedurally generated map.
    A flat piece of terrain would allow for a landing pad close by within the boundary.  
    I am keeping an eye on this one.  No other player housing thought of including an outpost anchor.  We could have the best of many things.  Inbound storage links, tons of storage and an underground base.
    1. SimplySinjian
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      You should have a terrain file in your data directory which includes the needed terrain. If it's not there, you should make sure you're in space or in another location, remove or disable the mod, log in without the mod enabled and save your game, immediately reload that save to clear out any possible issues, then log out of game.
      That should clear out any possible issues in your save and then you are free to re-download the latest file and enable it.
      The first couple of uploads did NOT have the terrain file. My apologies.
    2. jrJ0hn
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      will do.  just to check
      `\Starfield\Data\terrain\sgcplanetaryoverlayflat.btd  7/26/2024 11:27a
    3. SimplySinjian
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      Sounds right, yeah. Let me know if the terrain is still wonky for you?
      If it isn't working, you may have to remove/reinstall the mod. I had an issue with disappearing parts and pieces in my save game, due to testing continually, and had to go back several saves myself... but I was expecting it might happen and had 3 saves specifically from before I loaded the mod the first time, to go back to.

      • If you do have to remove/reinstall: Log in and move to a safe location; I would suggest planet orbit. 
      • Log out and remove the mod from your mod manager, or manually from your data directory (be sure to remove the terrain file as well!)
      • Log in and immediately save the game. Once saved, re-load that very save, then log out.
      • Reinstall the mod. Log in and make sure it's active in your Creations load order, if you don't use a mod manager, and load your game.
      If you're still having trouble with the terrain, check to see if you use a mod, or other conditional, that alters Eridani-II. I remember an ini setting from last year that pre-set a specific condition so that everyone used the same loads for POI's and planetary layout. That would definitely affect the terrain cut in this mod!
  9. wyllravengard
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    Really cool place and cool features.  I like the workbenches - reminds me of an FO4 mod :)

    It will be great if you find a way to assign crew, but still a good place to operate out of in general.

    The weapons downstairs in security show that I would be stealing them - is that intended?  And, just one other thing that I encountered - when walking from the "crew quarters" to the bathroom, I actually had to run to get through the doorway - it seemed to have a blockage when only walking.
    1. SimplySinjian
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      I'll definitely look into the pathing issue in the bunker. I've done several NavMesh passes, and may have missed something. The weapons downstairs are an easy fix, and something I most certainly missed. Thanks for making me aware!
      You may also have noticed that you can't interact with two of the beds in the crew quarters. Also on the list of 'to-do' items.
    2. wyllravengard
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      I didn't notice the beds, but you're doing a great job of staying ahead of things and solving issues that are hard to catch.  Much appreciated - it's a nice place!  And, it sits right on a gold mine too ;)
    3. SimplySinjian
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      I scouted the area longer than it took me to mod it...
      You may have noticed that you can find all of the resources, and all of the fauna and flora in the biome, on the way to the compound from the original landing site. You may have to take a few small detours, but not many and not far from the direct route.
  10. Leboa24
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    Great starter mod dude, Eridani should've had a lot more considering how habitable it is. But I have to ask, how the hell did you get a working outpost workshop? I followed the same videos and I can't get past the restricted area issue when building. 
    1. SimplySinjian
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      I don't know, honestly. I tried to recreate an outpost POI with a workable builder and wasn't able to find out w/e combination I used. When I figure it out, I'll post a 'how-to'. I think it had to do with a combination of different activators and reference links.
    2. Leboa24
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      That would be awesome to use if you figure it out, I tried using the same videos you used, built myself a whole player home, and when I open up the build menu in-game it just says the area is restricted. It was the only barrier that stopped me from releasing it on nexus cause it's basically useless if you can't build.  But hey we all have to start somewhere on this new creation kit lol. 
    3. SimplySinjian
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      Ok, from the top: either delete, or ignore, adding a Map Marker and XMarkerHeading to your location.

      • Rename and place an OutpostBeacon packin w/e you want it to be.
      • Edit the OutpostMapMarker to use your POI Location information, instead of the Outpost Location.
      • Edit the OutpostBeacon itself and override the location information, changing it to your POI location.
      That should allow you to build where your POI is located, but it most likely will NOT solve the ability to assign crew to it. I'm still working on that part.

      EDIT: Actually, I think I may have stumbled on a possible answer to the crew assignments while I was re-reading what I answered here. Loading the mod to edit it now and see if I'm right. If so, those instructions aren't 100% accurate.
    4. Leboa24
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      I tried that on my current custom build in the kit and yeah It did not seem to work for me, maybe i'll just have to start from scratch, but hey glad you might've figured out the crew problem, if you figure it out please let us all know!
  11. CerazOzza
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    The outpost is underground.  Something similar happened to this mod: https://www.nexusmods.com/starfield/mods/10641  where the author noted that the "terrain didn't get packed in".  Look forward to fix. :)
    1. SimplySinjian
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      I'm not at all sure what you're saying here?
    2. CerazOzza
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      When i land on the marks the base is not there.  It's just a mound of dirt.  if i type TCL in console i can walk through the ground and see it under the gourd but cannot get to it under otherwise normal circumstances.  It appears (at least on my end) that the terrain changes you made didn't get packed into the mod.
    3. pturner6
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      That is the way I see it too.
    4. SimplySinjian
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      You don't land at the location, you land near it. Open your scanner and look for the POI marker, run there. I did this so there wouldn't be overriding landing sites and so you can build a landing pad when you get there.
    5. SimplySinjian
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      I got you. Working on some outpost beacon stuff and I'll include the terrain data with that update, when it's finished.
    6. CerazOzza
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      All is working well love the updates entry hatch. Cheers, mod endorsed, and kudos to you!
  12. Abbadon70
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    Love this. I had to TCL to get down there but great layout and feel to it. 

    Great job! Endorsed.
    1. SimplySinjian
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      Posting an update shortly to fix that.