About this mod
Deploy player home decorators in (nearly) any interior to build stuff where YOU want. Starstations, mines, basements, bars, nightclubs ...
- Permissions and credits
- Changelogs
Add this to any game at any stage and the player automatically gets regenerating [ Player home anywhere deployment ] AID item activator when the mod starts up. As new game start clears player inventory, craft replacements at any Industral workbench with 1 [ Fe ] iron.
Activate the deployment item from AID inventory or assign to a favorite key to create a player home [ Decorator ] panel. To avoid trashing your game it will not deploy and pops a message if it detects issues:
(1) Not in an interior cell.
(2) In a spaceship interior, use the habs which are already configured with builder/decorators.
(3) The interior cell is not persistent (usually procedurally generated), so may be destroyed, replaced or reset any time you are not there and loose all your stuff.
(4) Another player home [ Decorator ] is already active in that interior cell and their build areas may conflict to nuke your game. If you try to deploy in the Well, Key or Ebbside this offers to unlock and remove build volume restrictions from the base game placed decorators. All 9 base game player home decorators are:
Base game placed OutpostPlayerHouseActivator "Decorate" [ACTI:00024DC7]
00024dc6 LC171StarterHome "Starter Home"
00172730 CityAkilaCityPlayerHouseNice "Player House The Core"
00172742 CityAkilaCityPlayerHousePoor "Player House The Stretch"
0017fec9 UC_NA_PlayerHouseDecoratorRef001 "Player House Apartment"
00188a2b CF08_PlayerWorkshopRef001 "The Key" (can unlock)
WARNING: this location is reset by quest LC088.Stage(10) "CrimsonSysdefFinalBattle"
001DFD8C OutpostWellPlayerHouse_Ref "The Well" (can unlock)
WARNING: this location is reset by quest MQ204.Stage(610) "High Price to Pay"
001fdf6f CityNeonTradeTowerPlayerHousing "Trade Tower: Sky Suite"
0037099a Neon_PlayerCrateWorkshopRef "Neon" (can unlock)
003d9d25 UC_NA_PlayerHouseDecoratorRef "New Atlantis"
WARNING: this location is reset by quest MQ204.Stage(610) "High Price to Pay"
You are also warned, but can choose to continue, if the location is tagged with LocTypeSettlement or OutpostPreventPlacement. These are assigned to the same 13 significant settlement locations with heaps of NPCs where building stuff is likely to affect
When the [ Decorator ] panel appears in front of the player, move it around with the [ Move player home decorator ] Miscellanious build menu option and then get building in a radius of 250 meters if the interior cell is that large. No, the panel can not be selected and moved directly.
Once deployed a [ Decorator ] panel can not be removed or destroyed, it is in that interior until NG+ reset. There is no known limit to deployment count as they don't produce resources, the cap is probably the number of valid interior cells you can find to deploy in.
===========================
(a) Install version 002 (or earlier)
The original ESM versions created with xEdit and loose scripts which works with any Starfield version.
This does not depend on anything at all (like script extenders) except your ability to follow instructions.
(1) Mod Manager Install
Folllow your chosen mod manager install instructions for ESM files and loose scripts, I'm not getting involved any more.
(2) Manual Install
(1) Extract the (not _MODMANAGER) download archive files and folders to C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data
Using standard paths will look like:
C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\SKKPlayerHomesAnywhere.esm
C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\Scripts\SKK_PHAQuestScript.pex
C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\Scripts\SKK_PHAActivatorProxyScript.pex
C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\Scripts\SKK_PHAMenuItemMGEFScript.pex
But, if you have buggered about with non standard folder paths then "wherever starfield.exe lives ...\Data folder and wherever starfield.exe lives ...\Data\Scripts folder" is the best guidance your going to get as I have no idea where you installed. If you can't work from that then best just stop now.
(2) If you are not using plugins.txt, edit C:\Users\%USERNAME%\Documents\My Games\Starfield\StarfieldCustom.ini to include the following sections and entries:
[General]
sTestFile1=SKKPlayerHomesAnywhere.esm
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
If you already have sTestFile1 in use, no problem you can have up to 10 of them from sTestFile1=FileName to sTestFile10=FileName. BUT with only 10 to fill you will clearly need to choose wisely.
(3) If you are using a plugins.txt enabler mod you should follow its instructions which are probably "add *SKKPlayerHomesAnywhere.esm to Plugins.txt"
=======================================
(b) Upgrade from 002 (or earler) to 003 (or later)
If you are updating an existing 002 or older installation to the Starfield June 2024 (or later) CreationKit ESM & BA2 edition, there are some housekeeping steps you (or your mod organiser) need to perform:
(1) Remove sTestFileX=SKKPlayerHomesAnywhere.ESM line from StarfieldCustom.ini if you have not been using plugins.txt
(2) Add *SKKPlayerHomesAnywhere.ESM to Plugins.txt if you have not been using that.
(3) Delete all SKK_PHA*.PEX loose scripts from \Starfield\Data\Scripts folder.
(4) Install update 003 or later.
(5) To test that the scripts are removed, copy and paste into the game console [ cgf "SKK_PHAQuestScript.LooseScript" ] without the square brackets. You want to see "Script SKK_FSNGQuestScript does not contain a global function LooseScript".
Note:the locations of StarfieldCustom.ini and Plugins.txt vairy depending on your install. It is *your* responsibility to find them in *your* installation.
=========================
(c) Install version 003 or later
CreationKit ESM & BA2 edition requires Starfield June 2024 (or later) update.
Install this mod at any time in any game. It is 100% new content, makes no changes to any existing content and has ZERO dependencies. As it does not touch any other stuff in your save-game, it has no load order needs.
Copy SKKPlayerHomesAnywhere.esm, SKKPlayerHomesAnywhere – Main.BA2 and SKKPlayerHomesAnywhere – Textures.BA2 to your ...\Starfield\Data directory and add to Plugins.txt, or use a mod manger or however you organise.
Even though some may get lucky, SKK does not support the removal of any CreationEngine mod from an active savegame. Those who know, know.
================================
Validate installation in a running game
In a running game copy and paste the text [ between the square brackets ] into the console:
To validate scripts console [ cgf "SKK_PHAQuestScript.GetVersion" 1 ]
To validate the ESM console [ help SKK_PHAQuest 4 quest ]
===================
Quality & Compatibility
(1) This is 100% new forms and scripts. As it does not modify any base game content at all, the likelyhood of it CAUSING conflict is zero.
(2) WARNING: It is anticipated that building and modifying starstations will be in a future Bethesda DLC. Deploying an undestroyable player home [ Decorator ] in existing Starstations may affect that functionality, needing an NG+ to clear down. You can trigger NG+ on demand with this utility.
(3) Installing mods obvioulsy disables achievements.
==========================
Known Issues & Considerations
(1) This is a scripted solution. The scripts do nothing unless you are actually deploying a [ Decorator ] but don't try and remove scripted mods from a savegame without rolling a hard d20 skill check on pure luck. SKK mods does not offer support for mod manager installs or bad luck.
(2) Whilst a player home decorator cant be deployed in non persistent cells, persistent cells may still reset and clear your built stuff. The Creation Engine 2 cell reset mechanics are still not fully understood, so you are on a voyage of discovery.
(3) If you use Universal Stash, Outpost Transfer Containers can be deployed to get all your stuff at any playerhome.