Starfield

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MadisonMods

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  1. MadisonMods
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    I have had a lot of people asking about the airlocks. I decided on adding an optional file that overrides the foundation height on the vanilla airlock. This is more or less a stop gap until I get the next mod update out. After thinking about this for a few minutes I have decided I will instead release an optional file that adds an additional airlock. I don't want people experiencing crashes due to already having vanilla airlocks built, which I don't think will happen, but better safe then sorry.

    The new height is actually higher than the foundations in my mod so if you are on an incline you will still be able to build the airlock. Of course it is missing an icon because of the way I have to override the build height. Pack Ins are a little weird and cannot allow direct overrides and instead I have to create a new pack in, copy all of the attributes from the vanilla airlock, copy the form list as an override and point the overridden form list to the new pack in. We are slightly limited currently due to xedit being experimental. I will be redoing this mod when creation kit comes out.

    This is a temporary fix for people to enjoy while I get the next update ready. I am getting a stable version done, with testing, instead of a hasty release 

    KEEP IN MIND!
    If you use the optional mod you cannot remove it until you remove all of the airlocks that you place using the tall airlock. The vanilla airlock is unchanged

  2. MadisonMods
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    First of all, Thank you for your kind words and support. Seeing y'all enjoy the mod makes me want to do more. I appreciate all the comments I have gotten and I plan on updating this to include a multitude of other things.

    Update v1.0
    I have added the Landing Pad with Shipbuilder to the tall structures category. I modified it for a 2 click build. Click once to set it in place and then drag up for height. It will also go up to 50m high and can be built on slopes.

    I wanted to add a no foundation one but when testing it it would be floating above the ground and would not let me place it. So for now it is not included but I intend to get it working for the next update.

    If you think of anything that you would love to see included, drop a comment. Don't forget to endorse the mod if you love it!
  3. MadisonMods
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    UPDATE 1.2 is out - See Changelog and Enjoy!

    -Madison
  4. MadisonMods
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    Fist I would like to apologize for delays in adding features. As this is my first mod, I am still learning and trying to figure out why I am getting crashes to desktop (CTD) when trying to add items to the menus. I am working on figuring everything out and appreciate your patience.

    1.2.1
    Removed the airlocks from the Foundation Engineering mod. In some cases it was causing CTD and instead I have included an optional file that modifies the airlocks in the Catwalks mod to only have one door. The benefit is you still have a door you can shut if you want but with the outside door removed you can leave the inside door open and walk through without waiting. Eventually I will be adding "shield doors" that have no collision (you can walk through them) but have a blueish transparent hue.
  5. MadisonMods
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    1.2.2
    Removed a menu oversight from the Tall Foundation category (Airlock) causing a CTD in some cases.. Cleaned up files and removed unused entries.

    Remember: If updating from 1.2 remove any airlocks that have been placed before updating. Airlocks from 1.2 are no longer supported and have been the reason for many CTD issues.
  6. MadisonMods
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    Ok a little update.

    First off: I cannot make overrides of the vanilla storage containers due to limitations with xedit and reflection data. I am able to add new storage containers, that look identical, minus the reflection data.

    Second: After a few days of testing I cannot figure out the snap nodes/templates for the containers. The vanilla snap nodes also make the item only be on the ground. In order to place them on other objects, I had to remove snap nodes and everything works fine. I have tried a lot of different snap nodes, even creating my own, and without more knowledge the best I can do is add standalone versions that have no snap data. They must be placed by hand like any other piece of furniture/decorations. 

    I am going to finish up adding all of them, clean up some menus, and push an update within a few days. Life is crazy, as I have three kids and am a single parent. I appreciate your support and patience

    The 1.3 update includes:

    • Added all storage/warehouse containers that can be placed on other objects and without foundations
    • Added Watchtower with tall foundation
    • Added greenhouses with tall foundations
    • Added animal husbandries with tall foundations
    • Added reactors with tall foundations
    • Added cargo links (both types) with tall foundations
    • Added small landing pad with tall foundations

    If anyone thinks of anything else please comment below and I can see if I can add it in!
  7. fire8007
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    is this mod out of date bc i cant get it to work
    1. Morvos
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      its never worked for me, ive had it installed for a couple weeks now. Tried a bunch of different things. 

      I REALLY hope the Author comes back and updates it. 
  8. Centisco
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    I have downloaded the mod because I would really like to have improved outpost building, yet the menu and categories do not appear for me. For me it is the vanilla menu with a few extra buildings. Can anyone tell me how to fix this please? thanks in advance
  9. Caedwyn
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    can anyone help me with this please ?
    i cant adjust the height of things... the game chooses it automatically and i cant make things taller 
  10. Cheslia
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    I just got this mod and am excited to start working with it.  I've already loaded B.A.S.E. and now I don't know which categories are your mod, but I can't find the landing pad with the shipbuilder in the tall category (which I'm pretty sure is yours).  But did your foundations get merged into the foundations for B.A.S.E.??  Thanks building in this game has been a total challenge.   Also as a suggestion and totally a different track....it would be great if someone would make it so that placing objects you've dropped and then have to use "E" (on PC) to grab them and hold them and rotate them and try like hell to place them without them falling over or knocking over the last one you placed ... would be great!  Thanks again.
    1. MadisonMods
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      The tall landing pad is in structures > tall menu. I saw that hase had added some things that were in my mod but they are in the misc category. So my mod has a few different menus. One in builders, storage, and misc and also two in structures. They should be near the top due to the sort order I used. 
    2. MadisonMods
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      The foundations in base are unique. The foundations my mod refers to is the foundation heights for structures. It alleviates the "foundation too tall' message 
  11. MadisonMods
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    1.3 is out! Many new additions and changes. If you have any suggestions or issues please let me know. Thank you for being patient. This was a ton of work and I am not done yet.

    Highly recommend the Build in Water mod for building ocean bases with my mod. Download link in the description

    I have a lot I still want to add so back to work :)
    1. tihe20
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      Very nicely done. You've added a lot in a short amount of time. Really great mod since the beginning. And today I also found out about Building on water mod. Tnx. I tried to donate but it says the donation system is broken. When they fix it I'll donate.

      Btw, may I aks what's the problem with Large landing pad with no foundation? You said somewhere that you having trouble with this from the beginning? I was bored and started to play with xedit. Lol. Just learned the absolute basics. 😛 maybe I could help? And will the Creation Kit next year really help that much?

    2. MadisonMods
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      Ok so I think the donation thing was my email address wasn't saved for my paypal. I have fixed that.

      As far as the landing pads I am actually working on that right now. Part of the issue I was having was after removing the foundation the placement would hang in mid air and no matter what I did I couldn't get it to snap to the ground. I have started on a landing pad that I am making from scratch instead of modifying the original. I plan on having a bunch of features for the new landing pads
    3. MadisonMods
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      I just remembered the problem with the foundationless landing pads. Because they are so big it is hard to find flat ground to put them on. The game won't place them because they need support. When an item is that big during placement the highest terrain becomes the floor of the object and then it is floating and cannot be placed

      The way around that is to have a snap point in order to place it in midair. The new landing pads will have a couple of snap points
    4. tihe20
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      Oh. Didn't know that. But that's the solution I was hoping for. Awesome. Snap points so you first make some really really tall airlock then add foundationless landing pad and then remove or even leave that airlock and put another one without foundation to the next snap point so you have one access to the ground and one access to the foundationless habs. I mean with mods like yours building an outpost has limitless possibilities and has become a joy. As everything in Bathesda's games should be.

      I like everything foundationless because I also use B.A.S.E. mod concrete foundations for flat ground and walls. I like the size of them so I don't need to put a lot of them to cover the whole area. And they also expand up so they are great walls.
  12. someoneyouknow
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    Thank you so much for making this near useless pain in the ass building system actually usable... Some of the limitations on the vanilla objects just leave me scratching my head on how the settlement content ever passed any kind of play testing. Even if you don't want to make a 5 story high base, all too often you can't even place something because of the terrain being slightly too high or low in an area, and this mod is a god send in alleviating this headache.
    I can't wait to see what you add next, keep up the good work!
    1. someoneyouknow
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      It's funny really. I downloaded this some days back, but was still running into a few very problematic structures in the game. I just happened to think to myself, "I wonder if the person who made that mod has any plans to add watch towers and greenhouses". I check back today, and wallah. You've already done both. lol
    2. MadisonMods
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      Thank you so much for the kind words. This is what keeps me motivated to get more things added and I am actually working on another mod that adds some things to the Outpost Builder as well. Thank you for your support!
  13. Felrhin
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    Thank you for your great work !
    Just a stupid question i assume : before updating we must remove airlocks from v1.2, does it mean v1.2.2 too ?
    Merry Xmas my friend :)
    1. MadisonMods
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      Nope! Just 1.2 airlocks for anyone who is still on 1.2. those airlocks were removed in 1.2.1 and 1.2.2. If updating from 1.2.2 nothing is required other than updating!
    2. Felrhin
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      OK, that's what i did. But now i'm experiencing issues (crash my game) when scrolling in the Misc construction section...
      Must be another mod creating a conflict, or mb the Plugins order (i'm using Vortex for that and it seems to put your mod in the last line, don't know the implication). I can't figure it out.
      Well, anyway thank you for your last answer dude
    3. MadisonMods
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      When you scroll through misc what entry is causing the crash? 
    4. Felrhin
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      Misc>Tall Cargo link (1st item of the section)>Crash
    5. MadisonMods
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      I will give it a look when I get back home. I don't know why it would be crashing with that. All of the things I add are standalone items. Can you take a screenshot of your plugins txt file and submit it to user images? I will be able to see it then and I can just not approve it so it won't show up publicly 
    6. MadisonMods
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      Also what version of the game are you on?
    7. Felrhin
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      Screenshot posted.
      Game version is 1.8.88.0
    8. MadisonMods
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      I will look into 1.88.8.0 as well - I tested this on the previous version

      The screenshot post never showed up though
    9. Felrhin
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      The screenshot has been uploaded in my profile pictures. You should be able to see it. 
    10. MadisonMods
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      Ok after a cursory investigation the root cause is actually OutpostAddons, though I did look through it and the only thing I see is they modified the vanilla entries for Cargo Links and Landing Pads (also not compatible with my tall airlock file because it modifies the same entry) I am going to try to figure out what is causing it but if you remove outpost addons it should work. Try testing that for me. Did you install my mod and that one at the same time?

      I am investigating the cause still so I want to stress I am making a guess here. I know everything works if I don't boot OutpostAddons but it also works if I don't boot FoundationEngineering. I am investigating and seeing if I can fix it and post a hotfix that makes them compatible

      I found the issue. My tall cargo links and small landing pad reference the vanilla items. OutpostAddons modifies the vanilla items and overrides them. When both are installed my mod makes a call to the vanilla item and due to  it being overridden, an error occurs. This is because I am making a call to an item that is no longer present.

      Best practice is to not modify vanilla entries as it can create mod incompatibilities. Issuing a patch for this would require modifying their mod substantially so I would suggest asking that mod author to create standalone versions of his misc entries and to not modify vanilla entries. 
    11. MADMAX1200
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      Im haveing the same issue. I go to misscellaneous items and the game crashes. Has there been any fix for this yet?
      I know there's limitation's until CK comes out.
    12. MadisonMods
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      Not compatible with Outpost Resources Complete. Mod author needs to fix vanilla overrides. 
    13. Felrhin
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      Thank you, you rock !
      Keep making SF a better game 
  14. BadProtagonist
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    Have been using since day 1 of being uploaded or so, I think. Great mod. Amazing job. Forgot to but finally endorsed. Kudos'd. Thanks for all your work.
  15. catbertz
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    *second attempt to comment, it seems my first disappeared lol*

    Hi and I love your mod, especially the tall options! On that note, I used the tall airlocks a LOT, and it seems you've removed them after 1.2, because of ctd issues. I didn't understand if you will return them, or was Catwalk supposed to give that option. I have that mod, but don't see them there. Please can you help me keep my precious high airlocks, or tell me how to recreate them in catwalk? :)
    1. MadisonMods
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      The airlocks that removed doors were causing issues so instead what I did was add an optional file that modifies the airlocks in the catwalks mod. If you have the catwalks mod the airlocks are just above the catwalk in the menu. The optional file doesn't add any airlocks, it just modifies the airlock from the catwalks mod to only have one door. With only one door you can leave it open and have it function the same way as the previous airlocks that were causing issues
    2. catbertz
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      Hi again, I know you've said that stuff in your description as well, so I booted up 1.22 and right above the catwalk in menu I see "Airlock-Foundation AC", which has 4 airlocks with no stairs. I looked everywhere else in all menus for a tall airlock with stairs. Is the plan now to make our own stairs instead? BTW, in 1.2 I was using your tall airlock with both doors present. That option is gone for good? Sorry for bugging you about this. 😊
    3. MadisonMods
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      I do have plans on fixing the airlocks and will probably either add them back in after extensive testing. Out of curiosity were you wanting the vanilla foundation but tall and to have both doors?
    4. catbertz
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      yep! I used a bunch of the tall airlocks, which have the stair and both doors. They look and act just like the games vanilla airlocks, but very tall.

      I think I'll stay on 1.2 until you decide what you want to do with them. I could build stairs with catwalk, but I'm lazy and some of my airlock towers are like six stories. Too much stair building lol.

      I appreciate you btw. The foundation height limit was one of my biggest complaints about this game. Hey Beth...Let me build cool stuff in the mountains!
    5. MadisonMods
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      I am working on testing a version with new airlocks. If everything pans out I will have an update soon. I honestly didn''t want my mod causing issues and I would rather take them out until i figured out what was happening rather than hurting people's saves and causing crashes. Knee-jerk, yes but also overly cautious. 
    6. catbertz
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      Understandable caution is appreciated. Crashes and lost saves can suck. Take your time until you fell confident that my precious tall vanilla's are safe. lol
    7. MadisonMods
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      New Optional File is out. Read the sticky post up top

    8. catbertz
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      Good morning! The picture of the tall vanilla airlock looks cool! That would be my dream option for sure.

      ok, so the download contains one file called "FEAirlockTall.ini", which vortex placed in the starfield root folder (which contains starfield.exe). Using 1.22, I searched all menu options in Structures tab, but couldn't find any new tall airlocks with stairs, only the 4 tall stairless options in "Airlock-Foundation AC". I feel like a doofus bugging you about this lol.

      Any advice? 
    9. MadisonMods
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      Vortex should install it in the data folder.

      The new vanilla airlock is under the top vanilla airlock menu. It doesn't have its own menu as I decided to add it under the vanilla airlock for convenience. So structures>airlock>airlock and tall airlock
    10. MadisonMods
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      Listen,
      Sleep deprived me uploaded the ini and not the esm. It is fixed now and should show an update. Sorry about that!
    11. catbertz
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      You...are an AWESOME person and mod dev. Fix works and kudos given (does anyone care about those?)

      To conclude my pestering questions: when you update your mod with new stuff, will I be deleting all these fabulous tall vanilla airlocks, or are they now a separate "asset" because they're in the vanilla tab of menu? 
    12. MadisonMods
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      I decided to leave the airlocks in a separate file to avoid any issues with crashes. Keep your tall airlock optional file :)
  16. domi29
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    Always loving this mod! Any way you could add the watchtower into the extended foundations bit? 
    1. MadisonMods
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      I actually have a working version that will be in the next update!
    2. domi29
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      Nice! Looking forward to it!
    3. MadisonMods
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      Added in 1.3 :) Enjoy!