PHK – Planetary Habitation Kits and more V1.1

PHK - Planetary Habitation Kits and more

Purchase outpost building resources in a package that is sent to ship cargo.
More crew variations, purchase crew contract and crew wanted ads.
New workshop items: Crew Stations, Crew Bunks, Guard Stations, High Mount Turrets, Bathroom.

When Starfield first released I was expecting it to be a bit more “science based” and less “space magic”.
The outpost building system seemed like space magic to me. You dig up chunks of raw materials and magically create complex mechanical and electronic devices, without any visible machinery. At least in Fallout 4 we had that red workbench…
This is an attempt to make it easier to build an outpost while making it seem more realistic. The additional crew, etc. were added to make outposts seem more alive.

Kits:
You can purchase PHK (Planetary Habitation Kits) from a computer terminal located at the Trade Authority in:
* The Well in New Atlantis
* Cydonia
* The Den
* Neon Core
* Akila City
* The Key

Kits Available:
* Outpost kits, Level 1, 2, 3 (see terminal text for details)
* Farming
* Furnishing (with luxury textile)
* Defense Turrets
* Solar, Wind and Reactor power
* Salvaged Ship Reactor
* Salvaged Ship Hab

** A free Level 1 kit is located in the Lodge basement in a white crate by the mission board. You have to carry it though, or use Vasco to help. **

The kits consist of all of the raw materials needed to build the outpost modules.
(Note that it’s hard to predict what someone will build so extra materials have been added just in case.)
The pricing is a 50% reduction of the standard cost of materials. Skill perks and other discounts are not factored in however. It’s always the same price.
The resources are sent directly to your ship’s cargo hold and will overfill it as much as needed.

These kits are made by a company that I made up. Hab-Tech. No, they do not make vaults…

Shipping Containers:
Each of the kits (except for salvaged items) comes in a “Shipping Container” that can hold the full amount of the kit.
You build these containers at an outpost from the build menu. See below.
This was done so that you have some place to put all of the resources if your cargo hold is overfilled after buying the kits.

Shipping Manifest:
The Level 1,2,3 and Farming kits come with a shipping manifest data slate that you will find in the notes section of your ship’s cargo hold.
This will give you a guide on how many of each outpost module you can build with a kit without having to leave the game to look at this mod page.
The details of the kit contents are shown in spoiler blocks at the bottom of this page.

Crew Contracts:
In the vanilla game, the number of crew your character can have is based on the “Ship Command” skill and applies to BOTH ships and outposts.
Base level is 3 Crew .

You have the option to purchase a “Crew Contract” which includes a special hat that has a built-in “Command Neuro Amp”.
The hat increases crew by 10. A Neuro Amp is also available which increases crew by 10. You can wear a hat and Neuro Amp for a total of +20 crew.
Without Ship Command skill you could have 23 crew. With Ship Command maxed you could have 28 crew.
Hats: Captain’s Hat, Adventurer’s Hat, Mercenary Hat, UC Navy Captain Hat.

You don’t need to wear the hat all of the time. Only when assigning crew or changing home ships.
This MOD does not change any of the base game Ship Command settings. I didn’t want to create a default “cheat” but only give the option to have more crew.

“Crew Wanted” messages:
In the following Trade Authority locations there is a bulletin board with a small “Comm Device”.
* The Well, New Atlantis.
* Cydonia
* Neon Core
* The Den

When you activate the “Comm Device” you can choose the type of crew you are looking for from 6 categories:
Outpost Manager, Outpost Engineer, Outpost Laborer, Ship Command, Ship Combat, Ship Engineer

Crew will be spawned at the location written on bulletin board. The number spawned varies by location.
They are only there while you are at that location and will disappear when you leave that “Cell”, unless you hire them of course.
The spawned crew will include both vanilla and new types.
There are 20 new crew types: (They are basically just the standard crew npc with different clothing and skills)

Note: I did not change the vanilla crew spawning system so it won’t conflict with other mods that do.

New Build Items:
(outpost only – most of these won’t fit or work in ships)

IMPORTANT NOTE: Some of the items, like the shipping containers, are build using a “Token” that is added to the ship cargo when you buy something.
These tokens show up in the Resources category with a name like: “PHK Shipping Container L1” and it looks like a data slate.
When you build one of the items it “consumes” the token.
When you delete one of the items it puts the token back into ship cargo.

Miscellaneous category:
Main List:
Most of these have activity markers that crew will use as they walk around.
* Shipping Containers – You must buy a PHK to build these. Workbench connected and can be linked to extractors, etc.
* Salvaged Research Hab – An old Nova Galactic 2×1 Hab set up with research lab equipment.
* Salvaged Hab Empty – Decorate it yourself.
* Salvaged Ship Reactor – Provides 30 power. Cheaper than standard fusion reactor and no skills required to build.
* Decontamination Shower – Gotta keep clean…
* Dining table – A ship table with food. Crew will sit and eat.
* Crew Bunks – 6 Pre-decorated bed setups. For those who want their crew to have beds but don’t like decorating…
* Salvaged Ship Head – A ship bathroom module with working doors.

Crew Stations:
Each of these will allow you to add 2 crew to an outpost. There is no limit to how many you can build, except for the new Computer Crew Station.
They all have activity markers which will attract crew to do things at the stations. Some have sounds and smoke effects.
They will also keep the robots out of your HABs as they seem to be attracted to the crew desks.

* Primary Builder – You must buy a PHK to build this. This is the machine that theoretically builds everything at an outpost.
It has solar panels and supplies 15 power. Has a built-in Industrial Workbench.
* Ore Processor – You must buy a PHK to build this. Crushes raw ore and smelts it into large ingots.
Use my previous mod to actually build mass qty resource ingots: Resource Organizing
* Computer Crew Station – A desk with a computer terminal and supply shelf. Same build limit as standard crew desk.
* Robot Crew Station – A robot pod with some activities to keep crew busy.
* Repair Station – A tool cage with repair activities.
* Storage Bay – One of those trapezoid shaped huts with crates, robots, etc.
* Security Guard Station – Barricades and sand bags.
* Military Guard Station – Military dirt boxes and a mini-gun.
* Nasa Punk Guard Station – Space Pouches stacked up for a barrier.

Defense Category:
“High Mount Turrets”:
I added this because I hated the vanilla turrets, and you could never see where you placed them…

At the bottom of the list there is an item that has variants for all of the turrets your character is capable of building.
Each of the turrets is placed on top of a tall mount. The base has concrete foundation.
The menu system shows/hides only the turrets that you have the skills to build.

Note: Due to the way this is done, the turrets cannot be repaired in build mode like you normally would.
You have to jump up to the turret and stand on the side of the mount, point at it and repair it.
I could not find any way around this.

Some notes about this mod:
You might still run out of some resources while building an outpost. There’s no way to predict what people will actually build.
I added extra qty of items that I ran out of while testing.

I have done a lot of play-testing but not with other mods. The only potential conflicts I can think of is if someone placed items in the same spot
as I did at the Trade Authority offices. Worst case, the objects just get mashed together.

Crew AI: I’ve done a lot of testing and adjusting to get the crew to be able to navigate to, and use the new stations and activity markers.
They are not the best at getting around things however and you will see them running into things or not able to get into an area.
They will refuse to walk onto the foundations that are automatically built by the placement system for example.
I got around this by using small foundations, rocks, etc to fill in the space underneath objects so they don’t look like they are floating, but
allows the crew to navigate on the natural terrain.

If you remove this mod you must first delete everything built with it or it will most likely cause a crash.

Credit should go to the author of the Starfield Resource Calculator, which is what I used to make the lists of resources.

Future plans: I hope to add more to the mod, once I learn how to do more complicated things. For example, there should be more of a payout
for building outposts and doing supply jobs. Maybe after doing 10 supply runs you would get some kind of bonus item. I would also like to do something more with a large pile of GOLD than just sell it for credits.

* V1.1: Added an optional patch file that drastically increases the cost of the kits. Per request.

Credits:

DoctorStrobe

Download mod

File File size
7z EAAHabitationKits.esm-1-1 1 MB
7z EAAPHK_HighCost.esm-1-0 10 KB
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