0 of 0

File information

Last updated

Original upload

Created by

Aurreth

Uploaded by

aurreth

Virus scan

Safe to use

83 comments

  1. aurreth
    aurreth
    • member
    • 26 kudos
    Locked
    Sticky
    It's come to my attention that certain other mods are overriding the outpost beacon in order to do things like add new categories to the build menu.  While it is my personal opinion that the beacon should only be tinkered with to remove or alter actual build restrictions, and thus remain compatible with everything, I of course can't stop people from doing what they want.

    If you install one of these mods they almost inevitably change the build radius back to the default.  To avoid this I highly recommend placing this mod after any other outpost mod in your load order.  This may not work in all cases, but should in most.
  2. aurreth
    aurreth
    • member
    • 26 kudos
    Locked
    Sticky
    Version 1.1 of this mod contains all the settings from Build In Water.  I'm not removing that mod, just looking at ways to reduce the number of mods in my load order.  Build In Water will remain available if you don't want to mess with your outpost beacon.
  3. willief23
    willief23
    • premium
    • 22 kudos
    Hi Aurreth,  is there any bugs or problems that can occur if I change the build radius value to 300 or 350?
    1. aurreth
      aurreth
      • member
      • 26 kudos
      The maximum vanilla value that any decorator sets for OutpostBuildRadius is 250.  Since that is where we start to see issues I'm guessing there
      is something in the build script that dislikes values above that."

      I originally started at 300, but there were a lot of reports of build problems, broken outposts, etc.  Testing by a number of people showed the maximum stable radius is 250.  Now, can you make it bigger?  Sure.  Make sure you edit the Activator, not the Actor Value.
  4. macrocosm144
    macrocosm144
    • premium
    • 21 kudos
    Thanks so much , this fixes the bug with the awesome OUT - Outpost Ultimate Tweaks and add-ons mod, they've not been around for a while so having this is a true saver, I suspect they did as you said, with the AV setting, but they did it via script, there's no source files though, but I can see the global variable they declared in the esm is used in the pat_OUT_OutpostBeaconAddOnScript.pex script.

    Anyhow, loading your mod below indeed fixes the problem. I installed their mod after I already had yours in & working, but noticed some of my extractors disappeared, because the radius shrunk, so I had to go hunting.
    1. aurreth
      aurreth
      • member
      • 26 kudos
      OUT does it the wrong way.  One of the things I did with this mod was to specifically override the AV setting to set it back to the default, so that it would undo the damage of other mods.  Place this mod after other outpost mods and it should fix things. 
    2. macrocosm144
      macrocosm144
      • premium
      • 21 kudos
      Yea, I noticed that in your ESM, great job on that. Their method worked for a little while, until it didnt anymore lol, just as you described, something overwrote it. They may have abandoned that mod too which is a shame, its got a ton of interesting features. Thanks for throwing a bandaid on it!
  5. macrocosm144
    macrocosm144
    • premium
    • 21 kudos
    Now that we have your breathing underwater thing, which is awesome, & I do not drown as some others are getting, I can swim down there even without a space suit, given the planet & water is safe enough lol.  One thing though, it looks pretty bad down there... we need at least increased DOF, but even better would be that plus some post process effects & a few extras to make it a true underwater feel. I will look into those things when I have the time, but perhaps others are already doing so & will beat me to it, I already have several projects going that have to be done first.
  6. Antaris
    Antaris
    • premium
    • 5 kudos
    Hey! Thank you for the very handy mod.

    For what I understood, the underwarter breathing was included in this mod. Though, I don't get it to work, I always drown after a few seconds.
    I'm on my NG10+ and I read you loose the capability when you cross the unity, but even setting the value in the console to "setgs bPlayerDivingEnabled 1" it doesn't work. I drown all the time.

    I put this mod as last in the loading order of Masters. But it still doesn't work.

    Maybe someone can help and know what the problem is. Thank you.
    1. aurreth
      aurreth
      • member
      • 26 kudos
      DivingEnabled just lets you go underwater.  There is a different setting, WaterBreathing, which stops you from drowning.  That setting is locked in the CK, because apparently Bethesda hasn't noticed that NASA has a huge swimming pool that space-suited astronauts use for training. 

      I'll take a look, something might have changed with the last update.  Honestly the mod has "just worked" for so long I haven't even looked at updating it in forever.
    2. aurreth
      aurreth
      • member
      • 26 kudos
      The Actor Value 000002F6, WaterBreathing, is not being set for some reason.  You can set it manually with the console using
      player.setav 2f6 1
      That carries over between saves, but will have to be set again for a new NG+ (which clears all variables and resets them to default).  I'll see if I can't figure out how to make all that happen under the hood.  Might need a "quest" (not something you'd have to do, just fire a script on game start).
    3. Antaris
      Antaris
      • premium
      • 5 kudos
      Thank you so much! That did it!
  7. sanyolo
    sanyolo
    • member
    • 3 kudos
    Hello @aurreth,

    The mod itself is a must-go-to for me. Just >>> how can i  turn off the becon's inbuilt 'Resizer' option, as it is interfering with another mod. All I can do is 'Turn On Resizing Mod', but clicking on it -for disabling- does not give a feedback. 'Press R' to Resize Item is still there and functioning. Any advise is helpful. Thank you in advance.
    1. aurreth
      aurreth
      • member
      • 26 kudos
      What resizer option?  I've never seen an option to resize anything in the beacon menu, or the outpost build menu.  I've always just used the command console and "setscale".
    2. wilybigdogdad
      wilybigdogdad
      • member
      • 1 kudos
      I have the same thing here, i dont see any option to do anything on the beacon that wasn't a part of the original game.
  8. gamngzackiehd
    gamngzackiehd
    • member
    • 0 kudos
    Hi where do you actually put the file?
    1. aurreth
      aurreth
      • member
      • 26 kudos
      You install it with your mod manager, just like any other mod.
    2. gamngzackiehd
      gamngzackiehd
      • member
      • 0 kudos
      so you cant manual install it if you don't use a mod manager?
    3. aurreth
      aurreth
      • member
      • 26 kudos
      Sure, be my guest.
  9. catbertz
    catbertz
    • member
    • 0 kudos
    Hi Aurreth! I'm thinking about using this mod, which is a great idea. I have a question that I didn't see asked or discussed. If you or anyone that's used this mod can answer:
    1) Will this bigger build radius affect/increase already built outposts? I ask because I have several outposts on the edge of POI locations that I wonder if they might now conflict?

    Thanks for your work and I just discovered your terraform Venus mod! Nice.
    1. aurreth
      aurreth
      • member
      • 26 kudos
      It will increase existing outposts, but it will NOT increase them over POI's.  The existing POI boundry will remain and  cause a dent in your area that you can't build in.

      I have no idea how to do away with the POI restriction.  My guess is it would require SFSE and unfortunately I'm not a programmer.
    2. catbertz
      catbertz
      • member
      • 0 kudos
      Awesome! Sounds like it'll work nicely for me. I appreciate your quick reply 🍺🙂
  10. TombKeeper
    TombKeeper
    • premium
    • 0 kudos
    Nevermind. Fixed
    1. aurreth
      aurreth
      • member
      • 26 kudos
      Hrmph.  I'll look into it, see if I can figure out what changed.  I've resisted rebuilding because you lose the waterbreathing part (CK locks that), but it may be necessary.

      In the meantime try putting the mod last in your load order, see if that fixes it.
    2. aurreth
      aurreth
      • member
      • 26 kudos
      Nevermind. Fixed

      What was the problem?  I'd like to make note of it in case someone else has issues.
  11. jamstraz
    jamstraz
    • premium
    • 4 kudos
    this no longer appears to work since the last update :(
    1. aurreth
      aurreth
      • member
      • 26 kudos
      I need more information than that.  Exactly what is not working?
    2. aurreth
      aurreth
      • member
      • 26 kudos
      Make sure that this mod loads AFTER any other outpost/building mods.  For example Better Buildable Walls and Doors includes an override of the beacon in order to add a category to the outpost build menu, which breaks my mod by undoing the expanded build radius.  The last loaded beacon override will take precedence, so you want mine below all the others.
    3. aurreth
      aurreth
      • member
      • 26 kudos
      MissOPlays has changed Better Buildable Walls and Doors to remove the beacon override, so there's no longer a conflict and it will work fine with this mod.
  12. VirtualChrisM
    VirtualChrisM
    • member
    • 8 kudos
    Is there any way to change this without using an ESM?  Like a INI setting, or a CCR TOML?
    1. aurreth
      aurreth
      • member
      • 26 kudos
      INI, no.  You can change the build radius variable value, but the beacon, home decorator panel, or ship decorator will just set it to their required value and undo your changes until you restart the game.

      I don't use CCR, because it feels to me to be an overly complicated way to do what can be done with a simple autorun batch file.

      An ESL version of the mod is possible, but the CK refuses to allow you to change the default value for WaterBreathing, which limits the ability to build in water.
    2. VirtualChrisM
      VirtualChrisM
      • member
      • 8 kudos
      Ok. Thanks. I’m up against the current plugin limit and trying to find ways to do some things without ESMs. 
    3. aurreth
      aurreth
      • member
      • 26 kudos
      I took a bunch of small mods and copied them into a new ESM.  I was able to turn like 10 into 1 that way.  Did that a few times to shrink my load order.
    4. VirtualChrisM
      VirtualChrisM
      • member
      • 8 kudos
      I might have to try that as well.  Cheers!