Starfield

474 comments

  1. LuxZg
    LuxZg
    • member
    • 29 kudos
    Sticky
    Check the new Reddit post and Imgur gallery of the showcase outpost made with B.A.S.E. (and OCE, Catwalks, etc)

    Comments? I'll leave this post stickied for now but allowing comments :)
    
    1. JediHonor19
      JediHonor19
      • premium
      • 0 kudos
      Some items do not load, and the load symbol just spins. If I don't switch to a new item let it continue to try and load it locks me out of decor/ builder menu (basically breaks builder, which also includes many past saves)

      Please advise

      Omega
    2. d1rkm4n
      d1rkm4n
      • member
      • 0 kudos
      This happens to me as well. I'm digging around for a solution but have nothing yet.
  2. LuxZg
    LuxZg
    • member
    • 29 kudos
    Locked
    Sticky
    Following an infringement dispute (people "borrowing" content with not even giving a credit) and issues that have been plaguing the direct donations system I have decided that this mod will NOT be getting new updates on Nexus mods.

    When CK2 is out, if I am still in the mood to mod, it will probably be published as a bundle with OCE/EMOO directly to Bethesda Creations system.

    As a side note - if you have wishes and like your mods, think about supporting mod authors. Even small regular donations go far in keeping the flames burning. In my own experience I got 3 (!!) small donations from Nov 8th (mod published) till Jan 9th (last mod update), and absolutely zero since then till now. So when mod authors stop playing and modding for themselves, they really have no incentive to keep going. Specially with content stealing going around at the same time.

    Also, I want to underscore that this mod is NOT up for grabs or more stealing (or "borrowing") of my content, if you want to mod, make your own.

    P.S. Feel free to leave a msg, or a donate to PayPal (link will be added to mod description), Patreon (coming soon) or Ko-Fi https://ko-fi.com/luxzg if you'd like to try and persuade me to change my mind.
  3. LuxZg
    LuxZg
    • member
    • 29 kudos
    Locked
    Sticky
    Please check out the gallery and new videos (or YT playlist) to see some example buildings and how I've built them!

    Read Tips and tricks article with a lot of helpful tricks to speed up your building and make it less annoying!

    Read Vanilla outpost issues and wishlist (feel free to comment on article, but read the rules).
  4. LuxZg
    LuxZg
    • member
    • 29 kudos
    Locked
    Sticky
    FAQ:
    (click spoiler to expand, was getting too long to keep without spoiler tag)
    Spoiler:  
    Show

    Q: When will we have ... ?
    A: Check what's new and coming in the development log and get the teasers in the gallery ! v1.4-1.6 just brought some crazy stuff!

    Q: When will we get doors and airlocks?
    A: Available in v1.6a onwards! Check gallery for screenshots! Note: this does not give you breathable atmosphere inside the hubs (for now)

    Q: The airlocks don't make my buildings breathable! I still need a spacesuite and helmet!
    A: From v2.0 onwards you have new item called The Dome (and Dome-mini), it will make whole outpost area safe to breathe (or 10x smaller area for the "mini" if you just want to cover one building).

    Q: When will we get icons?
    A: Available in v1.3 onwards! Check gallery for teaser screenshots and article for how to install and use!

    Q: How to install icon pack?
    A: Please read the detailed instructions in the article ! It was written to help you!

    Q: When will we get better stairs, like airlocks (habs) or landing pads have?
    A: Available in v1.4+! Check out the pictures in the gallery! :)

    Q: How about columns for foundations?
    A: Same! Since v1.4, check the gallery for showcase! :)

    Q: Will you make 2-story parts?
    A: Available in v1.5+, check the gallery and videos for showcase! :) Also includes out-corners, U-corners (double-out), and more! See the development log for more! Total of 27 pieces from hydroponics hub family, and 20 pieces of civilian hub type are now all in the builder! (even the things you've never before seen in the game!)

    Q: Does it conflict with x/y outpost mod:
    A: It should NOT, as all modules are made to be unique (unique IDs and names). That being said, if you are having issues please confirm that your game works without my mod, and with only my mod. If both of those work, but adding my mod to all other mods causes any issues, then - Please put the contents of your plugins.txt file at someplace like pastebin and link them here and I can try to help.

    Q: Will it disable achievements?
    A: Yes, all ESM mods require SFSE which will flag the save as modded. This mod included.

    Q: Is this mod save-safe.
    A: So far it was in all my testing.

    Q: What will happen if I need to remove this mod later?
    A: All custom items placed in your outposts will disappear on next game load. If you used mix of custom and vanilla items, some vanilla might stay floating in the air 

    Q: Can I build over other items?
    A: Yes! You can leave extractors and cargo links at ground level, and build foundations high over them, then build your base up there. Fun fact - cargo link ships will fly through everything, no collision (same with eg vanilla containers stacked in huge towers)

    Q: Some items don't stack on foundations or roof/floor, why?
    A: Yes, mostly items with their own foundations - extractors (needs veins), cargo links, nuclear reactors, hubs. Their own foundations require ground to snap to it. This includes misc items of my own that have foundations.

    Q: I don't like flying foundations!
    A: You're in luck! Update to v1.4 or newer and you'll have nice automatic pillars and stairs! Or just clip them onto mountainside. Btw, hint: foundations will also snap on top and the bottom of other foundations.

    Q: Stairs X don't fit height of my building exactly!
    A: Yes, model sizes are as they were made by Bethesda. Try other models, as some fit better than the others to particular situations. More modules incoming, so you'll have more choices.

    Q: Where can I find out what's coming next?
    A: Please check my development log for all up to date information.

    Q: Can I get early access?
    A: Sure! If you're ready to test bleeding edge, catch me on Discord ( username: luxzg ), and I'll send you current live version!
  5. RevanGrad
    RevanGrad
    • premium
    • 24 kudos
    Locked
    Sticky
    Spent a couple hours trying to figure out why this mod wasn't showing up all the sudden...

    Mods that use the term "sTestFile" in StarfieldCustom.ini will invalidate all mods that use Plugins.txt Enabler (such as this one)

    Per the Plugins.txt Enabler Author: 
    Notice: Plugins.txt will be ignored if any sTestFile INI variables are used

    Example:
    [General]
    sTestFile1=blah.esp
    sTestFile2=blah.esp

    Delete any lines that say "sTestFile" and subsequently their mods.
    1. LuxZg
      LuxZg
      • member
      • 29 kudos
      Glad you've noticed! :) Making it a sticky for others!
    2. LuxZg
      LuxZg
      • member
      • 29 kudos
      I have made two pages available to test and debug people's installations:

      Debugging the installation (article)

      How to check your Plugins txt Enabler installation (image crucial to the process)

      Also please look at the post from RevanGard (just above this), and the install instructions of Plugins txt Enabler.

      Any bug reports that did not confirm they passed all these steps and did not post contents of plugins.txt will be put to 24h wait for player to come up with more proof, or will be closed when 24h period passes. Thanks for understanding!

      P.S. I'd rather spend time modding and adding things to my mod, then waste 3h of my time debugging someone's install (like I did today) just to end up that you haven't followed instructions and never had Plugins.txt Enabler installed and working. Hope you understand!
  6. Robynsegg
    Robynsegg
    • premium
    • 2 kudos
    Sticky
    ENHANCED TIPS &TRICKS!
    I
    started working with B.A.S.E. at least two months ago, and have now put together at least 30 structures large and small. (I’m currentlyworking on a university of Zeta Ophi (which I call the ‘Zou’ :)withat least 5 interconnecting outposts that together form a whole. I have spent probably at least 50hrs on it already. (I’ll post new pics soon, I promise.) I don’t work with LuxZg, I’m just a fan
    of everything he’s done. I’m sure there are people that are much more knowledgeable that can redo these tricks, but in the interim I
    wanted to share the different things that have worked/not worked for me to help others.


    1.Starting out

    a.
    Make an ‘OriginTile’
    When starting a new building, drop down a 1x1 or 2x1 ceiling tile directly across from where you want yours to be created. Makesure it is of the exact same orientation that you want your building to be – this will impact every aspect of your new building, so taking a minute here to get it right can save you hours of frustration
    T
    Put a door panel facing into the origin tile. This is your building's front door, so take a moment to get it right!  If you find that difficult to land, you can always put a door tile facing AWAY from the origin tile (this is easy) then attach that doorframe to your front door.

    b. Square ceilings
    Attach the other pieces in the following order:
    -primary doorframe (if applicable, already done for first ceiling)
        -ceiling tile
           - other doorsframes (if applicable)
             - door(s)
                 - walls
                   - inner corners
                       - outer corners

                          - then add the next ceiling tile, rinse and repeat.


    c. Round ceilings

    Put a door panel facing into the origin tile, placing it where you want the building’s front door to be placed. (as above). Then attach the pieces in the following order:
    -All walls - ceiling

    If you create your buildings in this order, you should find your frustrations much reduced on creating your masterpieces.


    2. Corners

    By far the hardest pieces that you will find to fit will be the corners.

    I
    nner Corners:
    Make sure you have all the walls in place first – this should make the job easy. If you find it still doesn’t, delete one wall, put it
    back and the corner should slot in.

    Outer corners
    :
    I find these the hardest to fit in, but I’ve found that if you have the pieces filled in on either side then it is much easier.
    (sometimes it’s best to temporarily fill the corner area with a straight wall just so you can add an inner corner before deleting the temporary wall)

    3. Problem Pieces
    There may be times where pieces just refuse to go in the correct spot, even after going through all the snap points over and
    over again.Try
    multiple different starting snap points - just move your piece around and then start going through snap rotation when it clicks.
    If that still doesn't work
    , delete the piece directly below (or if there are none below, pick a side). This causes the snap points to refresh somehow, and often your ‘problem piece’ will slot in immediately.

    4. Doors
    Doors are a funny thing. Sometimes they go in, sometimes they won't. I've found a few things that sometimes help (though none of these are a sure thing).
    Your direction - Strangely, the direction from where you try and put the door in seems to sometimes make all the  difference. If you're trying from the front, go around to the  back to put the doors in.
    Connecting Doorframes - If you're trying to put in an outside door and it just won't go in, add a connecting doorframe (facing the doorframe you want.). Just remember that in this case you should always put the door in from behind it (because otherwise the door will go into the frame you are going to delete, which isn't helpful at all.
    Starting over - Sometimes the best thing to do is to just kill that doorframe and put a new one in.
    Later - If a door/frame drives me even more nuts I may just leave it and come back later, after I've done more building elsewhere. And that sometimes is all it takes - it must reset something somewhere. :)

    5. Free(Mouse)wheeling:

    Binding the mousewheel to run through the snap points makes it somuch easier.Things that once took 15 min now take 30 seconds...

    Mainmenu (ESC onPC) > Settings> Bindings
    Thendown to [Outpost]> RotateObject Left
    I left the primary alone (as Mouse1)) and just added MouseWheelUpas the secondary
    Do the opposite on the next one down (
    RotateObject Rightand MouseWheelDown)andyou're off to the races!

    Please also note that this comes with some changes. You won't be able to scroll through the lists with your mousewheel - use the direction keys instead.
    -------------------------------------

    6
    .The Dome: This handy little gadget isn't just for protecting you from any inclement weather. It's also great for showing you a visual representation of your outposts boundaries! If you're like me and have a hard time with this (because most outposts aren't laid out in dead-flat prairies), it's a truly great little aid for spacing.

    Just remember that for it to work in this role, you have to keep it as close aspossible to the centre of your outpost, where your beacon was originally plopped down (I'm constantly moving it to get it out of the way).
    --------------------------------------

    Final note: I still find some doors to be a total pain in the … to fit in. I wish I had some tips on this, but unfortunately I have yet to find a trick that works consistently. :P

    1. Robynsegg
      Robynsegg
      • premium
      • 2 kudos
      Wow, that was really long. Sorry. Please let me know if you find my tips helpful or just a waste of your time?
    2. LuxZg
      LuxZg
      • member
      • 29 kudos
      These are all great tips, and worded nicely. Tips and tricks are also in my articles with some additional stuff, but these are all great. If you have more, feel free to add them here. I made it sticky post, but unlocked it for replies.

      As for doors, that's no1 on my to-do list, probably a small movement few millimeters here or there would make it easier to snap with all door frames. But it's mostly guesswork. And a lot of it is related to vanilla bugs and how engine works. A lot of what you're describing in point 2/3/4 are simply irrational game engine behaviors. To pile on it, if you use round wall, and want to snap another one to its left or right side, if you stand and point from the one side you'll be able to snap to the other side, or vice versa, and even if you snap several walls, it will always allow for snapping to all but ONE snap point. You walk over to the other side of structure, and you can now snap to that "missing" snap point, but some other snap point will start to get skipped. So yeah, I hate the game engine for that, cause me so much debugging for nothing, when in fact game is just randomly ignoring one snap point. Your description of placing door from front/back sounds a lot like that. Placing corners is another kind of issue, but pretty much in the same style. I build from the "fly camera" build mode usually, and switching to "first person" sometimes makes item placeable, or just moving few steps left/right, or if in "fly" mode than just zooming in our out. There are also situations where game "locks" the item with "collision" warning, and you can just move to the next item and back to one you had in your "hands" a moment ago, and suddenly its snapping fine, no collision.

      Sadly, I also have a huge list in my other wishlist/bugs article with 30+ vanilla / engine issues, but still, not a single got fixed in past almost 6 months.

      Keep up the good work, and if you remember anything, feel free to post more below (or use EDIT if it allows you, and add more points to the original post, which would be great if Nexus doesn't have a time limit for edits)
  7. heirflick
    heirflick
    • premium
    • 47 kudos
    door frames on separate walls wont connect to habitats
  8. sanyolo
    sanyolo
    • member
    • 0 kudos
    Hello Mod-Man,

    currently I am using this mod under Starfield version .32 / specifically because of the sorter. My Incoming Cargo-Link contains: Adaptive Frames, H3O Al, Fe and Be. Following the diagram> Cargo Link Incoming > Sorter > Container i connected it to 3 Solid-Sorter (Al, Fe, Be). All Sorter seem to work - as far i can tell - BUT i can/t connect the sorter to any type of Solid Cargo Container i can choose of. Every time I try to establish a link from sorter to any type it says: Output not allowed in this Storage Container.

    So how do I store the sorted goods, where do they go? Have tried various methods, looked up and down the mod description. Can you please provide a solution of how this is suppose to function?

    https://pasteboard.co/5lgR0Log0aY4.jpg

    Am also not sure why the Adaptive Frames not show up in my storage box (the 40 Foot one). With kind regards,
    1. willny4
      willny4
      • premium
      • 1 kudos
      I can't speak for the mod author but this excellent mod is focused on building structures not outpost production. The mod Magnus the Magnate provides sorters, universal storage and a selling system. Works perfectly with this mod
    2. sanyolo
      sanyolo
      • member
      • 0 kudos
      Thanks for commenting. It's not about "excellence" or about to increase outpost production It is simply about functionality and how to set up the sorter, so it sorts incoming material AND stores it > as supposed in the mods description / otherwise it would be purely cosmetics and this mod is not.

      "Works perfectly with this mod."  guess u already figured that this helps exactly zilch. But thanks again for commenting. *face palm*
    3. sanyolo
      sanyolo
      • member
      • 0 kudos
      OK, rolling back and apologize / figured i wrote about my issue in the wrong mod tab.

      But one thing I like to know related to this mod > how can I adjust brightness, since some free floating modules have lights but quite dark upon entering. Mainly the round hydro hubs. tried to attach a light-source from the menu but it is still dark inside the hub.
    4. willny4
      willny4
      • premium
      • 1 kudos
      Only trying to help
  9. Hexbug586
    Hexbug586
    • member
    • 0 kudos
    Pardon me if this is a dumb question, but is this mod still active? I can't tell, to be honest, but it looks like everything I've wanted from a Starfield Outpost mod, to match the Fallout 4 style Wall/Floor/ceiling building style.
    1. LuxZg
      LuxZg
      • member
      • 29 kudos
      This mod is functioning fine, and people keep using it. I haven't updated it on Nexus in a while because of some issues with people "borrowing ideas", and Nexus being totally ineffective at protecting my work. I left the latest version online so users can keep playing.

      Latest game patch broke some custom models, but user Allnarta was kind enough to post a fix for mesh issues in a post further bellow, you can use his link to replace models/meshes with the fixed variants: https://drive.google.com/file/d/13cePGirBmHgqNFuffqCgphoUR2GWhO4D/view?usp=sharing

      Other than that, mod is working, and brings a lot of happines to players still into Starfield.

      And in the meantime I've started to work on a mod again in the last couple days, with plans to remake and re-release the mod once Creation Kit is released, but that probably won't be on Nexus due to issues mentioned, and if Bethesda Creations will work fine for Starfield, then this mod or a variant of this mod will be published there on the official modding platform for Starfield.

      Until that happens you can download latest version from Nexus, v2.5, then download models/meshes from Allnarta's link on Google Drive, and have some fun with building in Starfield.

      To everyone else still following, sorry for being active so little, and I hope to see you around whenever these Bethesda Creations become a thing for Starfield, looking forward to start building together again! :-)

      EDIT: Uploaded v2.51 that includes the fixed assets
    2. Howknight
      Howknight
      • premium
      • 1 kudos
      have heard the same of betesda
      the eula sayes that everythig u up load belons to THEM
      hope that has changed
  10. mattdamnjohnson28
    mattdamnjohnson28
    • member
    • 0 kudos
    This mod is very cool and I appreciate your work, but I just wanted to post my issue here so others can see and potentially avoid having this happen to them.

    I uninstalled this mod to troubleshoot another issue I was having and since then  now whenever opening the outpost builder menu at the outpost in which I had placed objects from this mod, the game will crash. I tried reinstalling the mod but still whenever opening the outpost building menu the game continues to crash at the outpost where objects from this mod were placed. It crashes before I am even able to remove the items from the mod. I would have to now load an old save where none of these items were place at the outpost or just build an entirely new one.

    I'm probably going to choose the latter unless someone here or the mod author has a fix? But I think it may be a good idea to post a warning or proper uninstall directions on the description page as I'm not seeing one there currently. 
    1. LuxZg
      LuxZg
      • member
      • 29 kudos
      This is because game remembers last item used, and when mod is removed the menu is trying to find that item, fails because mod is gone, and crashes. If you install the mod back into game, load a save game, maybe an earlier hard save (don't try loading automatic exit saves as those might be broken with mod missing while you were trying to fix things). Then pick a vanilla item, anything, like some furniture, place that, and exit the builder without touching anything else. Make a hard save, remove the mod, reload that hard save, and you can now open the builder menu without crashing. Game will remove all items with custom models, and rest you can delete using the normal UI.
  11. Allnarta
    Allnarta
    • premium
    • 199 kudos
    Seemingly works with latest game update.

    More so, new items appear in newly added ship interior decorator (official one, not the one this mod provides), which was a big surprise to me.
    1. davidkslack
      davidkslack
      • member
      • 0 kudos
      Not completely. Seems the glass parts at least have become invisible, settlement parts seem to work though.
      Shame someone took some parts of this mod and ruined it, was one of my favourites :( 

      Edit: Apologies Allnarta, I read LuxZg would not be updating the mod here, and one of the reasons was people "borrowing" content and no credit. I feel this is a shame as this is a great mod and adds so much to the outpost building. 
      Anyway, thanks for clearing it up
    2. Allnarta
      Allnarta
      • premium
      • 199 kudos
      Noone ruined anything. Devs are not responsible of people rushing things before official mod support is out, i.e. in period when devs have full right - and have to - prepare game the most before reaching mod support point.

      Meshes should be easy to patch with new nif patcher though. They just use old vanilla geo path that has to be updated.
    3. Allnarta
      Allnarta
      • premium
      • 199 kudos
      UPD:

      Here's updated resources that should properly work with latest game version. If author wish to include it for mod update - it would be great. :)

      It's only resources, main .esm isn't included.

      https://drive.google.com/file/d/13cePGirBmHgqNFuffqCgphoUR2GWhO4D/view?usp=sharing
    4. Chronepsys
      Chronepsys
      • member
      • 52 kudos
      Hi there,

      You can fix by yourself the invisible issue with the following :  Starfield .nif Mesh Path Migration Tool for SF 1.11.33 by JMPZ11

      it is very easy to do and can help waiting for our beloved mod author to release an update.

      Hope it will help.
    5. LuxZg
      LuxZg
      • member
      • 29 kudos
      @Allnarta thanks for this. I need to update my game and SFSE and will test with your fix for assets. I was warned this is breaking change in all mods that use custom NIFs but haven't had time to check myself, so big thanks tor helping fellow modders & gamers. If it works in my tests I'll update mod and will give you credits for the fix.

      @ others please try fix from Allnarta until I get time to setup my game again. Chime back with how it went so others know too!
    6. Allnarta
      Allnarta
      • premium
      • 199 kudos
      No problem! Basically, neither nif's or geometry or morphs themselves break - format was updated but all V1 assets are fully compatible.
      What changed is paths for all vanilla geometry files, thats why nif's that refer to vanilla geo's will break, because of wrong geo path. Thats what nif update tool do, updated geo paths for geometry nodes. 
    7. Kamithra
      Kamithra
      • premium
      • 0 kudos
      Confirmed. Fixed the issue for me (and other mods as well :) )
  12. Deremis7
    Deremis7
    • member
    • 0 kudos
    Hi, awsome mod, but I have bad day of snnapping pices, is there option to make it more usable or other mod for better snaping?
    1. DRN24
      DRN24
      • member
      • 0 kudos
      +1 Snapping is unbearable.
  13. Alexbuilder
    Alexbuilder
    • supporter
    • 1 kudos
    for those annoyed abour possibely mod being broke, here is the savior: https://www.nexusmods.com/starfield/mods/9234 
  14. TennesseeTuxedo
    TennesseeTuxedo
    • premium
    • 3 kudos
    I installed the BASE container snapping mod along with this mod and the container snapping mod caused serious issues with my game, making many interiors not load properly.  I put a bug in on that mods page.  It's very likely it's a conflict with the many other outpost mods I have.  Posting in case anyone is seeing this issue.  For me the Lodge is the first place I noticed it.

  15. BruceG
    BruceG
    • premium
    • 0 kudos
    Did everything the directions called for, still doesn't work. I have starfield version 1.9.51.0 so this mod must be for the ridiculously expensive version.
    1. ghostmaker00
      ghostmaker00
      • premium
      • 8 kudos
      uh what? IS this guy saying he pirates...and wants support? Or am I understanding this wrong. 
  16. nikoligrim
    nikoligrim
    • premium
    • 116 kudos
    I'm impressed with the work you've done, but when building in rough terrain the inability to place the foundations with even a mm of the surface covered by the planets landscape means you either have to find an existing flat surface that will accommodate the entire surface area or elevate everything and have stairs everywhere. The npc's have enough issues walking in a straight line, stairs are beyond them.

    The 'can't build here' clipping warning for the foundations needs to be toned down a lot, they should be able to intermix with the ground, that's what foundations are for.