Starfield
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ciathyza

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ciathyza

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23 comments

  1. wri7913
    wri7913
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    Any thoughts on adding unlimited outposts to the mod? I know one other mod is addressing this and they seem to be having issues with it. I would love to have ability to make more than the vanilla limit.
  2. MadMax
    MadMax
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    You must Install NEW extractors, in order to have them close to each other!

    If you install this mod, then travel to an outpost, that ALREADY has extractors, they are already stuck in their ways.
    youll have to delete those extractors, then build new ones, so you can place them side by side w/o territory issues "Too close "


    Picture shows, how i had to delete the old he3 extractors, in order to place them down, side by side of each other:
  3. ghostmaker00
    ghostmaker00
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    Since this is an esm and requires additional steps...that should be included in your description. One request? Please list the name of the esm so it's easier to add to the plugin.txt file.
    1. autoexec82
      autoexec82
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      Go to the files tab and click Preview file contents.
  4. Z3R0B4NG
    Z3R0B4NG
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    After 2 full days of messing with the outpost system, the only thing i truly NEED is that somebody fixes those damn shipping lanes (or completely replaces them with a new better shipping system).  

    I hate that you can't just plug down ONE landing pad and tell it to bring stuff to your main base, no, you got to daisy chain that crap, then just one of them breaks down for whatever glitchy buggy reason and the whole trade route before that spot of course gets stuck along with it, i literally wasted 2 days just trying to figure it out and then deleted every shipping lane pad and decided to just fast travel and grab the crafting mats myself when i need them because this entire system is just prone to braking down every 5 minutes.  

    The game can't even get the incoming/outgoing box right all the time... i want the stuff to go one direction and when it gets stuck i notice that the incoming box is filled up and the mats are all stuck in there, while that one was clearly defined as outgoing.  

    And i completely lost my patience when the green Helium-3 spot under my extractors just vanished ... yeah well no wonder my stuff isn't making it out of the system if the game randomly decides to not produce fuel anymore on the fuel planet.  

    Sorry for the off topic rant but.... had to get that out of my system, so frustrating.  
    1. deSairys
      deSairys
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      Yea, I'm right there with you on the daisy chaining.  I just want one pad at each resource outpost to deliver to my ONE pad at my home outpost, not having to daisy chain them all together. Hopefully someone will make a mod for this too.
    2. 4LN1
      4LN1
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      Here man, try this mod. Zero Weight (SFSE or ASI Loader)I've never had the cargo link break on me, but I have had a bug where they stop coming till I travel to the send location only to find it sitting on the pad, and like at work when the boss shows up, it springs into action. Plus I got tired of being encumbered all the time.

      You only need 1 small container for all your Dry, 1 for all liquid and 1 for all Gas Resources at your Outpost.
    3. masternetra
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      Agreed, the the cargo links should of just provided an access connection between the general inventories of the colonies with the ships coming and going just being a visual thing that happens when the link is active and nothing more.
    4. LuxenDM
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      Agreed, the the cargo links should of just provided an access connection between the general inventories of the colonies with the ships coming and going just being a visual thing that happens when the link is active and nothing more. 

      ^-- I definitely want THIS as a mod eventually
  5. masternetra
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    What about making turrets and robots essential so you never have to repair them? They go down, they'll just get back up later? Perhaps that will turn the repair thing for them into a more quicker way to return to them to battle if the fight is still on going?
    1. ciathyza
      ciathyza
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      Good point! I will look into it.
  6. victoriaks01
    victoriaks01
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    power supplies, how about geothermal energy? How about nuclear energy? ho9w about satellites beaming energy to the outpost? An atmospheric dome over the outpost with the ability to turn it into a settlement, hopefully in the near future! just some thoughts
    1. masternetra
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      Already have Nuclear. The Reactor is Nuclear. It's the Advanced Reactor that uses Fusion. The Satellite thing will never be a thing, at least not something that actually has satellites in space or anything like that (no way to do it like that). Geothermal I could see by adding geothermal spots. As for the dome thing, Maybe as a Massive Hab, though I dunno if would be possible to put any other habs within it, but someone would have to make the model(s) and texture(s) for it from scratch, no way around it. 
  7. GFauxPas
    GFauxPas
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    Any chance we can get just the turret/robot buff part of the mod on its own? Thanks
  8. hexula
    hexula
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    thank you man, u saved me with this mod, i had 4 reactors and now just 1. this mod is game changer for me
  9. sarcasticironyhahaha
    sarcasticironyhahaha
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    Tracking this mod fosho, liking it so far...btw is there any way to remove robots from outpost from crew list? I had to delete an entire outpost but even then there are soo many robots still on my crew list, i couldn't find them anywhere prior to deleting outpost, i think they got stuck somewhere
  10. KvanNvar
    KvanNvar
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    Any chance adding upgrades to diff levels of storage available at outposts?
    1. ciathyza
      ciathyza
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      It's planned but not currently possible with xEdit as the resource container records have reflection data parts that have not yet been fully deciphered by the xEdit dev.
    2. KvanNvar
      KvanNvar
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      Thanks for Reply that makes lot of sense  sadly