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.
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.
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.
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.
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.
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!
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.
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.
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.
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).
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.
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".
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.
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.
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.
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.
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.
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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.
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.
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.
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.
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.
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).
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) 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.
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.
In the meantime try putting the mod last in your load order, see if that fixes it.
What was the problem? I'd like to make note of it in case someone else has issues.
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.