ZeeOgre's Outpost Tweaks
By ZeeOgre
Community Rating
A few "light touch" modifications to the outpost, to make it a little bigger, without breaking functionality or bogging down resources too badly.
Radius 250 meters -- matching the limit of the flycam object placement -- I still occasionally get "this object is floating" right at the limits, and haven't been able to figure out a workaround there besides first person object placement -- and I hate doing that out on the fringes anyway.
Sets the workshop border height to 25 -- makes it a LOT more visible Sets the PlayerOutsideBuildArea to 9999 -- if you ARE working at the edges, you can stay in edit mode from outside the outpost longer.
*Experimental: Set Outpost Build Budget to 500 (up from 50) (doesn't seem to do anything, will remove from future version)
Tweaks to Player Skills around outposts: CargoLinks - Start at 6 CrewStations - Start at 6 Robots - Starts at 6 Mannequins - 24 Turrets - 24
Fix for the Mark 2 Laser turret attacking crew members integrated in
Management and Cargo Links - increased from 3 per level to 6 per for Robots/Turrets/Cargo Links
Planetary Habitation -- Skill buffed to give the following max outpost values: Rank 1 - 16 Rank 2 - 24 Rank 3 - 32 Rank 4 - 40
If your save has already had another limit increase mod applied, your counts wont take effect until you go through unity, or start a fresh game.
If you have another larger outpost mod (several here have a 350 meter limit), this one can override that setting, leaving you with "untouchable" stuff out in the 250-350 zone. Whichever one you want to take precedence, load that one last.
First try at re-enabling Outpost Management perks after passing through NG+ (should just set correctly at start of every game -- correctly for the values I listed here, not vanilla).
Added In-Game attempt to re-enable on load.
Discussion and Bug reporting here:
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Mod Information
- Published
- Jun 30, 2024
- Last Updated
- Jul 21, 2024
- Platforms
- WINDOWS, XBOXONE, XBOXSERIESX
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