I have a question. Can you pls make a fully furnished Version because me and many other players dont like or dont have the talent to furnish it by ourself.
And is it possible to imtegrate the Outpost Option so that we can bring our Crew members There?
First of all, Thank you for trying out my mod, and I'm really glad you liked it. I do take all comments and suggestions very seriously, and I really appreciate every type of input on my mods. I might do a fully furnished version, but as of now, I'm fully committed for the fix/expansion of the Village Home mod, where I'm working on many new things, like assigning crew members to stations in the Village, by the way. I'm still working on it, but if I am able to make it happen, I'll take that option to the Bunker mod for sure. Also, what you can build in a player home is very limited, so I´m testing on being able to build everything that can be built in an outpost, inside the player home; another feature that if I succeed, I'll take it to the Bunker House mod.
In due time, I might offer two versions of both mods, with Player House fully furnished, and a customizable one. So far, I'll only offer the unfurnished version. There is a lot to work on the Village Home still, to make both versions at this time....
Thanks for your kind words. Actually, it isn't a bug, but since the Olivia and some other stuff in the Bunker House mod are so Overpowered, sometimes it conflicts with the progression of some Quests (as things you are supposed to get, the mod already gave it to you. The game doesn't check if you have it, but checks if you got it, in order to pass the Quest's stage. Basically that's what is happening. Thanks again for your input, anyway. Next time I'll find a way of getting around that Quest limitation....
Love the mod! Excellent design and very lavish lol. I have run into a problem though, not with the bunker, but with the ship "Olivia XXII" and ship builder. I'm doing the Crimson fleet mission and I'm on the part where it requires you to add 2 pieces of equipment onto the ship. However, in ship builder, it says there are "6 errors" and won't let me accept the modifications and move forward with it. I don't mind running the mission with a different ship, but just wanted to bring to your attention in case you weren't aware. Also, I realize this mod was made some time ago, just recently got back into starfield, so sorry for bugging about something if it's far and left behind lol. Good luck and thanks again for the creation!
Thanks for your input. Even though it's not my latest mod, I do keep track and update all my mods when something goes wrong. Ship Olivia has almost everything you can add a ship, so when you try to add, let's say, another shield to the ship, it will give you an error. The part you need to add for that quest, as long as I can remember, it's a "signal Jammer" or something like that, right? Ship Olivia has it, but since the game needs to register it to account for the quest stage, you still need to add one. When you do, you go over the limit the Ship Builder lets you have in each ship. You can go two ways: 1) Go to any Ship Services Technician (I would avoid the Crimson Fleet one, just in case), remove those elements from Olivia (just sell them to that Ship Services Technician), go back to the Crimson Flett Ship Services Technician and install those items again. 2) Grab another ship for the moment, install the items you need to install, then, when the quest recognizes you have gotten those items, grab ship Olivia again (if you want to use that ship anyway) to finish the quest. Hope this info helps, and if I got it wrong, please let me know and I will try to help you out
I appreciate you following up so fast! I went ahead with the mission on a different ship, but thank you for that tip nonetheless. I hadn't even thought of doing that lol. I switched back to the Olivia right after it was done, because just loving the ship XD. Really nice work and thank you for it! Again, thank you for taking time out to respond and addressing the problem I ran into. Just wanted to bring it to attention in case it wasn't a known problem. But the workaround you suggested makes complete sense and I'll do that on my next run through. Ty for an amazing mod creation!
V1.09, when downloaded, caused the exterior door on every outpost airlock to stop opening. The "open" letters on the door turned to illegible print. Reverting to V1.07 caused the exterior door on every outpost airlock to function again.
I'll look into that. What might have happened, is that those doors where replaced by a door I made, and mistakenly, I changed the name to the original door, instead of making a copy. On v1.09 (and on 1.08) that door was deleted (the one I have with the name I set for them) and replaced with a copy from the original door. Since I changed the door's name, when deleted removed the reference at your outpost (since it also changed the name for that door at your outpost), so that is why it stopped working. There are two possible fixes. I can reinsert the door I removed and leave it with the name I setted (the error, as well as the change are rather invisible for you, but I really don't know if it might have any consequences in the future if an update on the original doors come out) so that is why I opted for the removal, or leave it like this, which will force you to reinstall the outpost doors, but since the door I replaced is no longer there, it will install the vanilla one this time. Let me check if I can come up with a third solution, but I would rather not leave your vanilla games with a potential problem if a game update on those doors come out. I really do apologize for this inconvenience, believe me, I've been working with @LjTiger69 on a fix for this (he is a much more experienced modder than me) for two straight days, full time. I do not know how to express my sincere apology for this issue I created on you guys, but it was an honest mistake and I have tried to be as stright forward with you, instead of pretending the potential problem is not there. If you wish, you could stay with v1.07, nothing will happen so far, you cannot see the door's name and it will function just the same, and wait for a fix for this issue you just mentioned (I'mean, skip v1.08 and v1.09, anyway, v1.10 will come with the same improvements those two have). I promise I'll think and work on a fix to revert my mistake, and then produce v1.10. Thanks for letting me know the issue you are having, and I promise to keep working on fixing my mistake, that, like I said, it does not affect you at all right now, but might do, in a future, if Behtesda decides to work on those doors. Hope my attempt to explain what happened makes sense.....
FYI, I just tried creating a new outpost door in a base I just created (unfortunately I don't have any bases set where I could see the problem) and replacing the exterior outpost door, did work on my end. I'm just letting you know, should you decide to take the route of changing the doors. If not, as I told you, you can stick with v1.07 and wait for v1.10 to come out. It's up to you. I just wanted you to know I tried placing the vanilla doors on an outpost, and it worked out fine on my end. Anyway, I'll be working on a fix for that.....
I just realized that the outpost airlock doors I placed, have only the inner door. The exterior door is not being placed. This is because a PackIn (the one placed when you put the airlock to your hab) was also afected by the removal of the affected door. It does wwork, you can open and close the remaining door, but the front door (the one in the exterior) is missing. I'm currently working on this, so I would recommend you to stick to v1.07 and wait for v1.10 to come out, where I'll be fixing this. Thanks!
FYI, the outpost airlock doors has been fixed in this new update. It is version 2.10, not 1.10, as I first told you, since we brought some mayor changes to the player house, along with some fixes. Let me know if you have any other problem.
Which place do you mean by "Bunker"? The Player House is the one door that is on the landing pad's level, after going through a glass door and keep going straight, there is a wooden door (The Lodge's door), which is not locked. The other two doors that you might mean are the one to the control room, which is locked and it get's unlocked with a key that gets activated picking up a DataSlate, and the one to the Secure Storage Room, that gets unlocked by a quest.
How many Bunkers did you Place? I enter into Player House, than go to the right, i see two Doors, open the left Door, go down to the stairs, i see and old style Door, open It, It Say enter the Bunker, but game remain in loading screen
Problem solved. I should point out that even if I helped to discover some errors, they weren't significant and weren't the cause of my problem. Basically, the Bunker wouldn't load because of the high number of mods and files on my PC. I don't use mod managers, so I have full control over what I install. But every now and then I lose that control, LOL. Reinstalling Starfield and the mods solved the problem. Thanks to VMRoche for this excellent mod and for the patience and courtesy shown in our conversations.
In the latest update the computer no longer opens the tunnel for the terrormorph fights. The computer only does an animation to make it look like you are typing on the computer.
Yes, my bad! I setted the wrong item. I'm uploading a fix for that, and some other minor improvements, as of now... it will be v1.09 Sorry for that. I usually test my mods for 2 or 3 days before releasing them, but in the last update I was fixing a mistake I made and was affecting the base game. The error was hardly noticeable, but it was pointed to me by a fellow modder, @ ljTiger69, and I was in a hurry to fix that, so I didn't test it throughly and that error sliped with out me noticing it, until this morning. V1.09 is out now and fixes that issue. Thanks for letting me know, though, I really appreciate it!
When I try to purchase the Olivia ship it says "you do not have enough credits". But I have plenty of credits. Problem solved the price displayed had one digit that did not show.
Is the price shown wrong? I did not understand what you meant by "one digit that did not show". Let me know if this is an error my mod has, or was it your game, so I can fix it, if the mistake is on my end....
This is a problem of ShipBuilder, we cannot do nothing. In the widget where there are the stats of the ship, the value is showed with 6 digits, so if the prize is 1000099 the valued showed is 100009
So I might be blind, but I can't find the bunker entrance anywhere. Went all over the facility, the player home, down all the stairs. Can't find the bunker door.
Once you enter the player home, go to the right all the way back, past the kitchen, to the right back corner. You will fin two doors, the one in front of you is a bathroom, and the one to your left, leads you to some stairs that go below the player house level. Once you go down those stairs, you will enter a stone room where you will find a door which will lead you to the bunker. Once inside the bunker, in front of the Security Office, there is a locked door, that can be unlocked by computer, in that same office, which will lead you to a cave. Be aware that somewhere in that cave, you will find some high level creatures, so bring a powerful weapon (some are provided as loot in the mod) and some MedPacks. There is also another player room in that bunker, and below that room, is a vault full of loot (believe me, a lot of loot!). The vault is locked and requires a key. You can look for that key in the cave.... I hope that helps you find what you are looking for. Have fun!
111 comments
I have a question. Can you pls make a fully furnished Version because me and many other players dont like or dont have the talent to furnish it by ourself.
And is it possible to imtegrate the Outpost Option so that we can bring our Crew members There?
This would be great!
I might do a fully furnished version, but as of now, I'm fully committed for the fix/expansion of the Village Home mod, where I'm working on many new things, like assigning crew members to stations in the Village, by the way. I'm still working on it, but if I am able to make it happen, I'll take that option to the Bunker mod for sure.
Also, what you can build in a player home is very limited, so I´m testing on being able to build everything that can be built in an outpost, inside the player home; another feature that if I succeed, I'll take it to the Bunker House mod.
You can go two ways: 1) Go to any Ship Services Technician (I would avoid the Crimson Fleet one, just in case), remove those elements from Olivia (just sell them to that Ship Services Technician), go back to the Crimson Flett Ship Services Technician and install those items again. 2) Grab another ship for the moment, install the items you need to install, then, when the quest recognizes you have gotten those items, grab ship Olivia again (if you want to use that ship anyway) to finish the quest.
Hope this info helps, and if I got it wrong, please let me know and I will try to help you out
There's a mod with an indoor armillary and I'm thinking that putting that in with the terrormorphs makes fine sense :D
I really do apologize for this inconvenience, believe me, I've been working with @LjTiger69 on a fix for this (he is a much more experienced modder than me) for two straight days, full time. I do not know how to express my sincere apology for this issue I created on you guys, but it was an honest mistake and I have tried to be as stright forward with you, instead of pretending the potential problem is not there. If you wish, you could stay with v1.07, nothing will happen so far, you cannot see the door's name and it will function just the same, and wait for a fix for this issue you just mentioned (I'mean, skip v1.08 and v1.09, anyway, v1.10 will come with the same improvements those two have). I promise I'll think and work on a fix to revert my mistake, and then produce v1.10.
Thanks for letting me know the issue you are having, and I promise to keep working on fixing my mistake, that, like I said, it does not affect you at all right now, but might do, in a future, if Behtesda decides to work on those doors.
Hope my attempt to explain what happened makes sense.....
FYI, I just tried creating a new outpost door in a base I just created (unfortunately I don't have any bases set where I could see the problem) and replacing the exterior outpost door, did work on my end. I'm just letting you know, should you decide to take the route of changing the doors. If not, as I told you, you canstick with v1.07 and wait for v1.10 to come out. It's up to you. I just wanted you to know I tried placing the vanilla doors on an outpost, and it worked out fine on my end. Anyway, I'll be working on a fix for that.....I just realized that the outpost airlock doors I placed, have only the inner door. The exterior door is not being placed. This is because a PackIn (the one placed when you put the airlock to your hab) was also afected by the removal of the affected door. It does wwork, you can open and close the remaining door, but the front door (the one in the exterior) is missing. I'm currently working on this, so I would recommend you to stick to v1.07 and wait for v1.10 to come out, where I'll be fixing this. Thanks!
That is weird, that door should take you back to the exterior cell, to the Garage. Let me check on that.....Sorry, I was thinking in a different mod....! I made a new version. Let me know how did it go, and thanks for the warning with the terminal.....!
Sorry for that. I usually test my mods for 2 or 3 days before releasing them, but in the last update I was fixing a mistake I made and was affecting the base game. The error was hardly noticeable, but it was pointed to me by a fellow modder, @ ljTiger69, and I was in a hurry to fix that, so I didn't test it throughly and that error sliped with out me noticing it, until this morning. V1.09 is out now and fixes that issue. Thanks for letting me know, though, I really appreciate it!
When I try to purchase the Olivia ship it says "you do not have enough credits". But I have plenty of credits.
Problem solved the price displayed had one digit that did not show.I hope that helps you find what you are looking for. Have fun!