Outpost Framework V1.261

Outpost Framework V1.0

This mod is an expansion to the outpost system. It adds many new things to build and make some minor alterations to the vanilla habs.
It’s my goal to make this work with my other outpost mods so some pieces can snap together. So far my Sleepcrates, Tower Hab, and Water Tower items can connect to some pieces via storage snap nodes.

Note for users of Better Habs And Doors!:
– This is an updated/overhauled version. I had to convert it to a full master so it is NOT compatible. DO NOT just remove that mod from your game unless you remove all structures built from it first or you’re ready for NG+
– Failure to do so will cause a crash when trying to build at that outpost. I currently have a dead outpost in my game I forgot about during testing.
– Unfortunately making it a full master to hold the new stuff left me no other choice.

Adds:
– New wall behavior in vanilla habs.
– Door options between connected habs.
– Greenhouse window options to science habs.
– Increased build height to 60 and allow water building added to custom and vanilla habs.
– Barn buildings turned into homes.
– New outpost hab variants.
– Door entrances for outpost habs that snap like airlocks.
– Hallways with doors.
– Airlock variants. I redid the industrial one to be more like the regular ones with a foundation and stairs. Only works with the flat walled habs because of the door.
– Catwalks.
– Concrete foundations similar to the catwalks.
– Landing pads. Shipbuilders can make any vanilla part and offer more ships for sale.
– Custom Cargo links. I increased the carry capacity of the containers to max to help prevent them from clogging but the ships still carry the normal amount.
– Fences and walls. I really like the walls and will continue developing these. They might be a nice build set like my Sleepcrates.
– Power generators. Large and small solar that should change depending on planet conditions, small generators, and some large reactors.
– Radar dish scan boosters.
– Trade Authority and Inorganic Resource trade terminals.
– Basic and Constellation mission board, and bounty clearance terminal.
– Small Light posts. An industrial one that I think was meant for outposts, and some cleaner ones from New Atlantis.
– Copies of the original storage containers with greatly increased carry weight, height control, and front/back snapping. Snapping also applies to original containers.
– Bulldoze tool. This is actually in the game already but disabled. I made a copy to avoid conflicts with other mods that re-enabled it. Recommend quick saving before use.

Where:
– In a Custom outpost build tab.

Regarding snap behavior and navmesh:
– I’m learning that snapping is a double edged sword. It can be super convenient or super frustrating.
I’m leaning more towards less is better in most cases.
To put storage containers on a pad, I snap a container to the outside, then “walk” the containers over the pad to where I want.
– Everything is navmeshed, but I keep having problems with stairs and certain doorways. I will continue to make improvements as I can.

Conflicts:
I do my best to make my mods compatible, but sometimes they may conflict with similar mods.
– Mods that alter the snap behavior of outpost habs may conflict with this mod.
– Other mods that add outpost buildings may conflict with this mod.
– This mod is not compatible with the older version “Better Habs With Doors”. Making it a full master changed it too much.

Compatibility:
– So far I’ve tested this with Wicked Workshop and Outpost Habs Expanded with no issue. I’ll continue to update if reports come in.
– Any more recent mod made in the CK should be fine. Older mods are more likely to cause problems. That has to be addressed on their end.

Known Bugs:
– If lights don’t appear, quick save and reload. If lights are floating in odd places, save and quit the game entirely and reload and they should be fine.
– Sometimes moving items messes them up. It’s usually better to remove and re-build.
– Foundations sometimes don’t spawn. Using the small mid catwalk as a spacer is my current workaround. Sometimes snapping something to the thing you want and then rebuilding it will fix it.
My Sleepcrate mod had this problem too so I’m eager to figure out why.
– Crew AI can be touchy. I think I sorted out my navmesh error, I see crew walking around sometimes and using things but then I come back and they’re standing around idle.
– The airlock and door straight stair and ramp versions don’t always go all the way down if it’s tall. They work better closer to the ground.
– Walking into bottom of the airlock stairs if there not all the way down launched me like a Skyrim giant but without damage. It was hilarious but watch out.
– Industrial airlock can only attach to flat walls that are placed first. If you build the airlock first habs won’t attach. They will not connect to the science habs.
– The custom habs aren’t perfect. I’ll keep working on improvements.

Uninstalling:
– Be sure to remove anything built from this mod before deleting it from your game! This is true for most mods that add items like this.
Failure to do so will cause crashing.

Changelog:

Version 1.261
Moved flora and fauna buildings to the bottom of the list due to reports of a mod conflict.

Version 1.26
– Fixed an error on flora pad 02. – Removed research requirements for storage containers. – Added save warning to bulldoze recipe. – Added large catwalk door options without foundations.

Version 1.231
Fixed bugged recipe for lg catwalk corner 01.

Version 1.23
– Added: New habs based on The Eye. New shelled habs and airlocks. New door options. New trade terminals.
– Balances: Lowered power output on all generators and made adjustments to the recipes. They’re still powerful, but only having to build one big solar panel felt too OP. All large storage now require lvl 3 manufacturing. Increased cost of flora and fauna buildings to better align with vanilla. Adjusted robot recipes. Trade terminals and the Med Bot now require kits to be built. Trade kits have been added to most of the Trade Authority vendor containers and some others. Robot Doctor kits should be available from doctors. Reduced available resources in terminals, but they still have x4 credits.
– Other: Adjusted placement of doors a tiny bit. Replaced a missing snap on a door. Fixed collision box on industrial airlocks that prevented placement and added shelled ones. They’re only good on the green habs or the new shell habs. (see description)

Version 1.22
Fixed foundation error on flora pad. This should fix itself automatically no need to rebuild.
Fixed missing values on catwalk 1-way foundation.
Removed build limit from custom robots.
Adjusted snap radius on round landing pads.

Version 1.21
Outpost door 11/19 broke somehow and had to be remade.
That type of door somehow also lost it’s snap template and had to be reset.

Version 1.12
Fixed missing small catwalk corner snaps.
Added click placement to all catwalks.
Added a small robot.
Fixed collision boxes on “long” science habs that prevented side snapping.
Removed interior fog on science habs – experimental.

Version 1.11
Fixed snaps on door group 01 that got messed up last update.
Fixed bad placement on New Atlantis style street lights.
Fixed missing snaps on some side attach points.
Fixed sideways stair placement and added double stair options.
Added new double long fences, wall, and rails.
Added Helium tank.
Added working greenhouse hab.

Version 1.1
Removed unused master file causing problems. (blueprintships.esm)
Changed sorting priority numbers on habs to hopefully reduce conflicts.
Fixed placement on a generator and reactor.
I couldn’t get the large airlock to work better, but I added a catwalk version.
Split up large pads, landing pads, and cargo links.
Added new smaller large pads and cargo links.
Added new versions of my Water Tower mod items.
Added new storage options.
Added local flora and fauna pads.

Credits:

Betamax76

Share mod:

Leave a Reply

Your email address will not be published. Required fields are marked *