as all mods that are currently here it could be. but it also can be fine, thats why i am saying backup your savefiles before messing around with such things :D you can get then 8 with skills points too so think it works fine but we cant say before testing this for many hours i can imagien performance issues may happen if you build too many which always have stuff happening in them. but in the worst case you could always reduce the number of your build outposts
you can go up to 24 with skill points, i have 19 at the moment and have nearly all resources i can farm sent around to reach one central point and i am not really noticing any performance change from when i had 0, i dont think it's a problem.
A few notes though:
1. Cargo links are quite buggy, if at any point your incoming container is too full for the cargo the ship is carrying, the ship goes into bugged mode and never delivers anything anymore, even after you clear out the container, or maybe it would be okay if the cargo ship doesnt have over 300 weight , their limit is 500 so when they reach over 300 they cant unload into the incoming container and bug out infinitely until you destroy and rebuild both cargo link buildings. All resources in the ship will get transferred to your inventory so theyre not lost though but it's a hassle to get it done properly..
2. Storage is very limited and with the bugs decribed above when your storage runs full, all your cargo links will start bugging out, so for this reason if you're looking to do this, i suggest you build one transfer container at your final central point and open your console and click it and use the command setav carryweight 2000000000 to set it's max storage to 2 billion kg , that way it wont run over for a long long time and your network will keep working. The value needs to be below the max 32bit integer value though since carryweight is a 32 bit integer (so max value is 2 147 483 647 hence why i picked 2 billion for mine)
Is there a way to riase the "common" storage containers value where your minerals go to in the outpost? Like for every new built one and not by changing each storage container by one? Its only 125 (or 127 for nickel it was one time), i think with only 125 its very low. I'd like to raise their max capacity.
When you say "you can go up to 24 with skill points", does that mean I don't need this mod because I only want 20? or should I run "bat moreoutposts20" so I know I will have 20 outposts? Or am I misunderstanding something?
I may be wrong, but it seems that I cannot connect multiple cargo links ('pads') to just one cargo link (a single designated incoming cargo pad). That is, suppose I want to build a manufacturing facility on Jemmison and then have multiple in-system resource settlements 'feed' resources to the Jemmison facility. It seems that right now it is a 'one-to-one cargo link pad setup. I would have to have a pad at jemmison for EACH of the resource planets. I am hoping that after the CK release, that this can be accomodated so that multiple resource planets can feed into one mfg. settlement. P.S. Since I believe that the Skill-Perk system in Starfield really sucks, I give myself all full skill-perks at the very beginning of the game. I would rather have the system used in FO4 than a granular, nonsensical method.
while you rooted around in the files for outposts, did you see anything about the "Dream Home" ? as I'd really like to shrink its area a large amount, to build a landing pad close to it.
Probably not to be used like this but since we got no modding tools and so much is a pain to navigate... I use this with the 200 outposts to mark the planets or moons near key stores for ships and quests and even my housing.
I just rename those outposts to be the name of the location I care for.
I love this mod, however having built lots of bases, my cargo system doesn´t seem to be able to feed everything to my main base. The problem is the interstellar cargo cap of 300, is it possible to up this?
Hmmm.. actually it might just be the interstellar cargo ship bug…. Tried to link it to some other boxes and it just transfers a couple of things at 1 mass each run
Thanks for the reply. This screenshot is taken while I am on the planet, just in the map screen to show where I am, in case that was useful information. I also tried it from space with no luck. I am launching the game using SFSE and I wonder if that's causing any issues.
You must choose a value higher than the default limit. For instance, I was doing 10, which was too low because my skills allowed me to build that many.
When I tried 30, it worked. My guess is anything over the amount that your character can build in vanilla (through base amount and skills) is acceptable, but untested.
This outcome worked in both with SFSE and without. Thanks for the mod, love it!
i mean the minium amount i provided is 50 for that reason, i assume you pasted the command into console and set your own value then, but i am glad you found out what was making the issue
41 comments
A few notes though:
1. Cargo links are quite buggy, if at any point your incoming container is too full for the cargo the ship is carrying, the ship goes into bugged mode and never delivers anything anymore, even after you clear out the container, or maybe it would be okay if the cargo ship doesnt have over 300 weight , their limit is 500 so when they reach over 300 they cant unload into the incoming container and bug out infinitely until you destroy and rebuild both cargo link buildings. All resources in the ship will get transferred to your inventory so theyre not lost though but it's a hassle to get it done properly..
2. Storage is very limited and with the bugs decribed above when your storage runs full, all your cargo links will start bugging out, so for this reason if you're looking to do this, i suggest you build one transfer container at your final central point and open your console and click it and use the command setav carryweight 2000000000 to set it's max storage to 2 billion kg , that way it wont run over for a long long time and your network will keep working. The value needs to be below the max 32bit integer value though since carryweight is a 32 bit integer (so max value is 2 147 483 647 hence why i picked 2 billion for mine)
Its only 125 (or 127 for nickel it was one time), i think with only 125 its very low. I'd like to raise their max capacity.
with this skill you can increase your outpost limit to a max of 24 but it'll take a some levels to get there though
pad).
That is, suppose I want to build a manufacturing facility on Jemmison and then have multiple in-system resource settlements 'feed'
resources to the Jemmison facility.
It seems that right now it is a 'one-to-one cargo link pad setup. I would have to have a pad at jemmison
for EACH of the resource planets.
I am hoping that after the CK release, that this can be accomodated so that multiple resource planets
can feed into one mfg. settlement.
P.S. Since I believe that the Skill-Perk system in Starfield really sucks, I give myself all full skill-perks at the very beginning of the game. I would rather have the system used in FO4 than a granular, nonsensical method.
i mean... player.setav 002a84f7 200 set the max outposts to 200
BUT why is there player.getav 002a84f7? what excactly does this?
i mean i have ONE FILE were i have a few other things
https://images.xinaru.de/index.php/s/yoFZENreHsH8kH6/preview
so my file looks
all other works, but your codes (at the end) i had must put in an extra txt and manuell activate.
is this normal?
as I'd really like to shrink its area a large amount, to build a landing pad close to it.
I just rename those outposts to be the name of the location I care for.
You must choose a value higher than the default limit. For instance, I was doing 10, which was too low because my skills allowed me to build that many.
When I tried 30, it worked. My guess is anything over the amount that your character can build in vanilla (through base amount and skills) is acceptable, but untested.
This outcome worked in both with SFSE and without. Thanks for the mod, love it!