Even More Outpost Objects V1.10

Even More Outpost Objects V1.10

Simple mod that adds ~117 objects to the build menus. Many of those items are sectional or modular pieces. There are two forks of this mod, a standard one and one optional experimental. Read below for more info. Hats off to SKK50 who added the script to dump object id’s from in game. As well as Ravageron for thier More Outpost Objects.

Update: added 68 new items and variants to build menu for standard mod and moved 3 items/added 6 to experimental.

Introduction

These objects were pulled from in game or stumbled upon in xEdit (SF1Edit). They work within the Outpost Builder (or spawned in ship decorator). The mod was made with SF1Edit and will require being added to Plugins.txt. Thanks especially to Ravageron for their mod that I was able to learn so much from!

Also large shoutout to SKK50 for their script enabling anyyone to pull Object ID’s while wandering around your playthrough. Link to SKK tools to find Object ID’s: SKK Global Utility Script (Legacy) Thanks to ‘tomsite’ for commenting this info!

What’s the difference between the two files and which ones do I want?
The standard version will be everything that has been relatively pain free and places as expected.
The experimental version will have additional objects that are either difficult to place, cannot be moved after placing, have some aspect broken in them like animations (fish tank), or they are there while I investigate reported issues from other users and see if any users report similar issues. If I can replicate an issue and am unable to fix it, the object will NOT be added to experimental.

For any playthrough the following mod is an easy recommendation, but especially if you are using expiremental fork. I recommend AutoHotKey configuration if you are going to use this fork, this way you can use hotkeys to move (as well as change size, adjust angles) of object within console commands. Checkout Fast House and Ship Builder – Object Spawner – Map Editor. This mod is really neat as I have been able to build custom ship interiors by combining console command ‘spawn dupe’, the ‘getpos’ hotkey and ‘setpost’ hotkey. That on top of manipulating any item in your outpost. BIIIIIG RECOMMEND.

Standard fork of Even More Outpost Objects
Added 9 variations of flora, all harvestable, to decorations tab.
Added 3 Serpent God Statue’s to decorations.
Added 3 Electric Generators to Power (Produces 100 power)
Added 2 Hydroponic Systems to decorations.
Added 2 small herb plants (non-harvestable). Rosemary and Sage.
Moved “Large Solar Panel Cluster” to Power, now creates 250, 100% green, power.
Changed the placement defaults and/or added auto foundation manipulation (raising/lowering after placing) to Large Foundation, Gas Storage Cluster, Large Gaseous Storage, Massive Gaseous Storage as well as the Gold Tent Foundation. These large objects should be much easier to place now and some have the ability to be raised/lowered. In a camp I struggled to find one spot for large foundation, now I am able to place several. Uploaded several photos showcasing just how much closer and easier placement should be with these large objects having enough flexibility for almost touching

Added the following Junk items categories to the build menu. These do not stay put if you shoot or run into them. Also be mindful of gravity powers or changing gravity to 0 if you clutter your ship with these items. There is a category in here with some….. fake items so convincing, it might fool any NPC willing to buy the real deal.

Added 4 desktop Alien Critter Displays.
Added 3 motorcycle miniature figurines.
Added 10 Old-Eart Antiques.
Added 5 assorted jars for countertops/bathrooms.
Added 15 Miscellaneous Decor items for tabletops.
Added 4 NASA snowglobes.
Added 8 assorted vertical notebooks.

Note: The solar panels and generators do not show their output within the build menu before placing. As a workaround, I have added their output to their description in build menu. These are fully functioning (can be wired) and do not require any fuel to run nor do they make noise. ^_^

IMPORTANT: If you have placed stairs, the ‘Fish Tank’ or the large ‘Stone Planter’ in my previous version – you will want to install the optional experimental version if you would like to keep them in your outposts. These have been moved to the experimental mod as I continue to improve and work on bug fixes for them, more below!

Experimental addon of Even More Outpost Objects
Moved stairs to experimental due to a comment from another user where they had some very unexpected glitches to Cargo Link after removing a placed staircase. I was not able to replicate this but I am still investigating for strange behavior, moved to experimental fork just to be safe. If you are going to place stairs, try placing them where you want, then deleting to see if strange behavior happens. If so, the revert to previous save should be minimal. Please report any strange behavior as soon as you notice it so I can remove them entirely.
Moved Aquarium to experimental fork as the animations still do not work.
Moved the large ‘Stone Planter’ to experimental since it can be nearly impossible to place in first person without jetpack (meaning its hard to place in interiors). As well as difficult to place on anything but a perfectly flat surface.
Added 6 plants, also all harvestable, to experimental fork. These plants cannot be moved or deleted by build menu after placement. Will need console commands (markfordelete) to remove after placing or ‘modpos’ command mapped to hotkeys to move the selected plants in console commands. (Link in introduction)

NOTES
All experimental objects will have a description in build menu outlining whats broken/if it cannot be moved after placement.
As objects are moved from experimental to the standard version, as long as you have both mod versions installed and updated simultaneously, you will be able to move and retain the objects you’ve built in experimental. If you only install or update the experimental version, any updates may remove the placed objects in your outposts, as they are moved to the standard mod.

Future Planned Updates

Continue optimizing larger objects like the large ‘Stone Planter’ for improved user experience with placement. (Ongoing)
Add storage abilities to the “Gaseous/Liquid” storage structures. (soon)
Add ability to harvest ‘structure’ components from some “Hydroponic” objects. (soon)
Enable ability to move the 6 plants that cannot be moved after placement within expiremental fork. (Soon)
Add animations to aquarium. (Near future)
Add more variants to each individual plant and break them into thier own build menu entries instead of the current shared entry for all plants. (9 or 15 total depending on mod download version)
Add a 3rd fork with more realistic resource requirements, more variability to generator power, and resource requirements to generators/harvesting. (Eventually)
Add snap points to foundations for larger builds. (Once I figure out custom snap templates/behaviors.

How to install?
Fairly simple, select your file(s) of choice and download with Vortex. Then add either or both of the following to your plugins.txt file based on mod versions you installed.
*Even_more_Outpost_Objects.esm
*EMOO_Exp.esm
Then boot up your game and enjoy!!!

If you have any object ID’s you’d like to see implemented, you can comment with the object id(s) and I’ll look into it! I want to make this as extensive as possible. Thanks to the amazing community here and I hope you enjoy my simple mod!

DISCLAIMER: This is my first mod for any Bethesda title, though I try to model my work off established mods, or xEdit registries from in game; there may be unperceived issues that I have not witnessed in my own beta testing. Please ensure you are saving frequently with large changes to outpost, so in the event you need to revert saves, you are losing minimal time.

As of most recent update to both standard or experimental versions of my mod, I have not replicated any significant issues not outlined in this page or have fixed the issues replicated (like buggy placement). But as with any mods, proceed with caution and save frequently for any required save reverts!

Credits:

MXNovaKnight

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