A player house with a bunker, a cave and lots of items. Plenty of rooms to build your own space. This update brings some fixes to the outpost airlock doors, plus some improvements to the player house.
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File credits
Thank you @Jenwin77 and @LjTiger69 for all their help and hints!
I would like to thank everyone that has posted videos on how to use the Creation Kit (Bethesda has not released one for Starfield yet) since they did help us a lot on making this mod. Specially, we would like to credit the following people, whose videos about the Creation Kit were a great tutorial for us to make this mod possible: @JKRamosWorks @DarkFox127 @Seddon4494 @RichardBejtlich
Thank you Bethesda for the Starfield Creation Kit, which made it easier to make mods.
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• Fixed and issue where outpost airlock doors were not functioning (Thanks for the help of @LjTiger69 to fix this issue).
• Reduced the size of the .esm, from 58Mb to 9.4Mb (thanks to @LgTiger69 for accomplishing this).
• Removed some object that were not being used (Again, Thanks for the help given by @LjTiger69 for this).
• Added a patio area with a swimming pool to the player house.
• Activated a loot box that was set as hidden by mistake.
• Added patrol routes for the warehouse and the watch plataform guards.
• Guards do not show as hostiles anymore.
Version 1.09
• Fixed the Cave Door Terminal, that was not opening the door between the Cave and the Bunker.
• Fine tuned the NavMesh. There were some areas that did not get NavMEshed in the exterior, and removed the NavMesh from odd places.
• Increased the MapMarker to make the place discoverable as soon as you get off your ship.
• Updated the MapMarker to allow for the POI to be discovered (was set to suppress discovery).
• Fixed elevator doors. Now they open and close by themselves.
Version 1.08
Removed a terminal that was conflicting with the base game (we accidentally modified a PackIn, with out making a copy of it first).
NavMeshed the exterior area. Now you can travel in and out with out any issue.
Lowered the MapMarker, so the place can be "Discovered" (we had it set too high before).
Removed some duplicate Navmeshes and items from the Base Game that were bloating up the size of the mod. We still have some depuration pending. This do not affect the base game, but do make the mod size a lot larger.
Added some clutter to the back stairs that lead outside. It looked like missing something (empty).
Fixed a flickering on the rail of the watch out platform.
Added some rocks to easily get out of the cave river if you fall into it.
Added some clutter to the tables upstairs in the Bunker Living area's Restaurant/Bar to give a more live sensation.
Two empty habs of the Victor XXIII ships were changed for fully furnished ones, to momentarily remove dependency on SFGBS006, in order to be able to work on some of the issues addressed here. They will be back in a future update. Sorry....
Version 1.07
Removed a "Garage Key" keycard that was used for testing and forgot to remove before releasing the mod
A player house that has a bunker with lots of items and areas to build on. Has custon ships, weapons and suits. Only uses vanilla items. Has overpowered weapons, suits and ships. Fight the cave creatures to get the key to the vault, which has lots of items and credits.
The bunker house is located on Bradbury IV in the Bradbury system.
This mod is basically composed of 3 mayor cells (areas): The exterior, the player house and the bunker. 1)The exterior area is where the landing pads are, and it has three basic areas; the exterior area, the storage and living area for the exterior NPCs, and the player house access hallway area. 2)The player house area is where the player house is and it is completely unfurnished, so you can decorate it to your liking. 3)The bunker has 3 levels; first level is mostly for you to decorate and let your imagination fly. Second level is where the stores, ship technician and the cave is. This level is where the action takes place. Third level is a vault full of items and credits.
I want to thank @LjTiger69 and @Jenwin77 for all the help and working very close with me to better my mods.
Again, special thanks to @LjTiger69 on this 2.10 update, where he actively helped me out to fix some issues!
Warning: It was pointed out to me by @MrDavinF (and I agree) that this mod borders on the cheat side for all the loot and overpowered things it has. If you don´t want to take that advantage in the game, either don´t loot any weapons, suits, buy the customised ships or go to the vault, or wait for a lighter on the loot side version I´m planning to release.
I would like to thank everyone that has posted videos on how to use the Creation Kit (Bethesda has not released one for Starfield yet) since they did help us a lot on making this mod. Specially, we would like to credit the following people, whose videos about the Creation Kit were a great tutorial for us to make this mod possible: @JKRamosWorks @DarkFox127 @Seddon4494 @RichardBejtlich
Thank you Bethesda for the Starfield Creation Kit, which made it easier to make mods. (this was posted in the credits, but we thought it was important and posted again!)