Is it possible to adjust the size of the outpost "zone"?
I found an AVAI which I believe is attached to the outpost called Outpostbuildarearadius which appears to default to 150 value, however changing it did nothing.
I'm pretty sure it's possible but I haven't found it yet. I'm actively looking for it so I can increase it because it's been bugging the hell out of me.
EDIT: Actually let me go take a look at that right now. I'm going to see if I can get it to increase the size. Not sure how I missed that because it was right in front of my face.
EDIT 2: Ok so I placed down an outpost beacon and get the av from it. It's set to 150. My guess is that a script is setting it somewhere. Let me look into this because I might be able to find a way to get it to expand.
There has to be a way to do it though. Starfield probably started from the fallout 76 build which allows you to place down camps. My guess is that there's a way just like in fallout 4 to increase the workshop area. In fallout 4 it's done by increasing the mesh size for the borders. My guess is that it's still the same thing in Starfield.
Thank you. The more I play this game, the more it becomes apparent how limited it is by consoles. I can't think of another reason why they would only give us 24 outposts even at max rank. It's not even close to being enough if you want to actually set up some form of automation, even though they give us all the tools to do so.
after placing the file in the root folder im supposed to modify that same file by putting "bat MaxOutpost<w.e number i want>"? not messing with the StarfieldCustom.ini
Was looking for an Outpost mod and i am glad i found this one :) and a way to actually make it work. Thankyou to the person in one of the comments that replied to how to make this work btw :) . Anyways i was wondering is there a way to delete an outpost. One of mine got bugged somehow and i cant get near it nor the landing pad for it. It just has the Outpost and nothing else built with it. I just want it gone lol. If not thats fine was just wondering :)
Has anyone limit tested this? Say you crank it up to 100, actually build 100 and have 3-5 cargo links each. I wonder if that will hit your performance somehow.
I'm currently at 40ish outposts, close to 50. Every inorganic resource automated, and half organic resources. I realized that the other half organic reosurces is gonna cost me 2-3 outposts each because they either 1) don't stay near helium to link it back to base or 2) they require fiber which I have to source from other planets 3) both. No performance issue so far, but would like to know if I'm gonna run into problems
No problem! Working on making another mod for outposts to change the amount of turrets, robots, crew, turrets, and cargo links from the default. Keep an eye out for that if you want. I'm just waiting for xEdit to finish.
I think that will need to wait until the CK or xEdit (for starfield) comes out. I haven't found the outpost border yet and it's been something that's been bugging me. I'm digging through all the papyrus and stuff using xEdit but not seeing much at all. If I can find out how to do it I will definitely be putting it up on here.
That would be most appreciated! I have seen some commands involving copying and placing tiles/terrain, as well as a few commands that imply we could generate entire PLANETS, but I have yet to even try that, as I'm a bit too cautious.
I'm just really upset with how Bethesda went about doing the outposts. I hate how ugly and unorganized it ends up being when mining for minerals.
I'm right there with you and I hear you. It sucks that the CK won't be out until next year though. Hopefully xEdit comes around quicker. Some people have found ways to get xEdit to work with starfield and I think it's just by copying the esm to fallout 4's data directory which I did.
Someone else in these comments found an AV for it and I'm currently looking in the scripts to see where it's set or if it works.
I did happen to see Pistolerio's post that mentioned the "Outpostbuildarearadius" line and I also found my specific Outpost/Workshop ID, so I used it like this: "FF0B681D.setav OutpostBuildAreaRadius 1000". The command was correctly recognized, but it didn't have any noticeable effects, no matter how much I increased the number.
The very first thing I did when loading into Starfield on the 31st was attempt to fix the shitty FOV by using the command console. Same as above, the command was correctly recognized, but it ultimately did nothing. I had to edit the ini file to fix it (thanks to modders finding that out!). I can't help but wonder if this is the same scenario. Is there some additional line we can add to our ini files to edit the Outpost radius?
On a side note, I also found mentions of "WorkshopLinkedBuildAreaEdge" and "WorkshopLinkedBuildAreaEdgeKeyword" while looking through the console. I don't know if that is important at all, but I didn't see anyone else mention it online yet, so I figured I'd put it here.
Is there anyway at all to change the outpost links, so that you can have a link from each outpost to one main base like you can do in fallout 4? right now you can only set up a max of 3 links to one outpost. I want to have all my outposts linked to one main manufacturing base.
So vanilla you can only have up to 6 cargo links total. I found where it modifies them and I found the global variables it uses. Only issue is that I can't set the globals from inside the game. The other issue that I can see is size. Those cargo links are huge. For now until I can modify the cargo links the best thing to do would be to get the perk that adds more cargo links and then use the inter system cargo links to link it to a hub.
More complex mods to that system will need to be done with the CK probably.
You mean at the bottom where it shows "Outpost (#)" with the remaining outposts left? Yes, I have 5 outposts and I used a value of 999 and it shows "994" in that box.
35 comments
I found an AVAI which I believe is attached to the outpost called Outpostbuildarearadius which appears to default to 150 value, however changing it did nothing.
EDIT: Actually let me go take a look at that right now. I'm going to see if I can get it to increase the size. Not sure how I missed that because it was right in front of my face.
EDIT 2: Ok so I placed down an outpost beacon and get the av from it. It's set to 150. My guess is that a script is setting it somewhere. Let me look into this because I might be able to find a way to get it to expand.
Event Actor.OnOutpostPlaced(Actor akSource, ObjectReference akOutpostBeacon)
Float buildRadius = akOutpostBeacon.GetValue(OutpostBuildAreaRadius)
ObjectReference attackTargetRef = AttackTarget.GetRef()
If attackTargetRef.GetDistance(akOutpostBeacon) < buildRadius
OutpostBeacon.ForceRefTo(akOutpostBeacon)
attackTargetRef.MoveTo(akOutpostBeacon, 0.0, 0.0, 0.0, True, False)
EndIf
EndEvent
And this is the only script that references it:
$ grep -r "OutpostBuildAreaRadius" *
sq_outpostattackhumansscript.psc: ActorValue Property OutpostBuildAreaRadius Auto Const mandatory
sq_outpostattackhumansscript.psc: Float buildRadius = akOutpostBeacon.GetValue(OutpostBuildAreaRadius)
There are a few scripts that reference akOutpostBeacon though:
$ grep -r "akOutpostBeacon" *
actor.psc:Function OnOutpostPlaced(ObjectReference akOutpostBeacon)
actor.psc:Int Function AttackOutpostObjects(ObjectReference akOutpostBeacon) Native
missionsupplyscript.psc:Event Actor.OnOutpostPlaced(Actor akSource, ObjectReference akOutpostBeacon)
missionsupplyscript.psc: Self.UpdatePlayerOutpostAliases(akOutpostBeacon)
outposttutorialscript.psc:Function EnterWorkshopMenu(ObjectReference akOutpostBeacon)
outposttutorialscript.psc: Alias_Outpost.ForceRefTo(akOutpostBeacon)
outposttutorialscript.psc: Self.HandleWorkshopEvent(akOutpostBeacon, None, EventType_EnterMenu, None)
outposttutorialscript.psc:Event Actor.OnOutpostPlaced(Actor akSource, ObjectReference akOutpostBeacon)
outposttutorialscript.psc: Alias_Outpost.ForceRefTo(akOutpostBeacon)
outposttutorialscript.psc: Self.HandleWorkshopEvent(akOutpostBeacon, None, EventType_PlaceBeacon, None)
sq_outpostattackhumansscript.psc:Event Actor.OnOutpostPlaced(Actor akSource, ObjectReference akOutpostBeacon)
sq_outpostattackhumansscript.psc: Float buildRadius = akOutpostBeacon.GetValue(OutpostBuildAreaRadius)
sq_outpostattackhumansscript.psc: If attackTargetRef.GetDistance(akOutpostBeacon) < buildRadius
sq_outpostattackhumansscript.psc: OutpostBeacon.ForceRefTo(akOutpostBeacon)
sq_outpostattackhumansscript.psc: attackTargetRef.MoveTo(akOutpostBeacon, 0.0, 0.0, 0.0, True, False)
There has to be a way to do it though. Starfield probably started from the fallout 76 build which allows you to place down camps. My guess is that there's a way just like in fallout 4 to increase the workshop area. In fallout 4 it's done by increasing the mesh size for the borders. My guess is that it's still the same thing in Starfield.
"bat MaxOutpost<w.e number i want>"? not messing with the StarfieldCustom.ini
Anyways i was wondering is there a way to delete an outpost. One of mine got bugged somehow and i cant get near it nor the landing pad for it. It just has the Outpost and nothing else built with it. I just want it gone lol. If not thats fine was just wondering :)
I'm currently at 40ish outposts, close to 50. Every inorganic resource automated, and half organic resources. I realized that the other half organic reosurces is gonna cost me 2-3 outposts each because they either 1) don't stay near helium to link it back to base or 2) they require fiber which I have to source from other planets 3) both. No performance issue so far, but would like to know if I'm gonna run into problems
I have seen some commands involving copying and placing tiles/terrain, as well as a few commands that imply we could generate entire PLANETS, but I have yet to even try that, as I'm a bit too cautious.
I'm just really upset with how Bethesda went about doing the outposts. I hate how ugly and unorganized it ends up being when mining for minerals.
Someone else in these comments found an AV for it and I'm currently looking in the scripts to see where it's set or if it works.
Edit: It doesn't sadly.
The command was correctly recognized, but it didn't have any noticeable effects, no matter how much I increased the number.
The very first thing I did when loading into Starfield on the 31st was attempt to fix the shitty FOV by using the command console. Same as above, the command was correctly recognized, but it ultimately did nothing. I had to edit the ini file to fix it (thanks to modders finding that out!). I can't help but wonder if this is the same scenario. Is there some additional line we can add to our ini files to edit the Outpost radius?
On a side note, I also found mentions of "WorkshopLinkedBuildAreaEdge" and "WorkshopLinkedBuildAreaEdgeKeyword" while looking through the console. I don't know if that is important at all, but I didn't see anyone else mention it online yet, so I figured I'd put it here.
More complex mods to that system will need to be done with the CK probably.