The Lodge Re-Redone - PC/Xbox
By MassRayzzur
Community Rating
I recommend deleting / uninstalling the previous version, then reload the game and install this new version to remove any remnants that could cause unwanted issues.
Completely redone in Creation Kit :) There is a slate on the table once you walk into the lodge, read that and it will tell you to go to the basement of the lodge where the Mark I case is.
The Datacore has been removed with an open storage bin filled with credsticks and 3 of the spacesuit mannequins have been reworked and fixed so that all of them can be looted.
There is no longer a teleport option for the Mark 1 case door as that I feel has caused some agony and irritation among players. There is no longer a terminal on the wall to open the basement door, instead there is an updated text dataslate with a keycard next to it. The keycard will be used to open the basement door and get into the display case room.
Release notes
PC
-
3.0Removes a stubborn terminal menu record causing blank terminals. Scripts were removed in previous release and carried over to this one, native terminal door was removed from the door properties as well.
Thanks and shoutout to jonm191 on Nexus for their assistance with pointing things out. -
2.9Removes a random mannequin from the opposing side of the wall where the Mark 1 case is, deleted any terminal remnants and their scripts from the esm and the scripts folder as well. Soon to be updated for the achievement friendly version.
-
2.8Just a quick update to raise a red carpet near Andreja's room that was apparently flickering.
-
2.7This version fixes the random credit sticks appearing on the lodge main floor (Found loads of piles and loose credits falling below the lodge floor which I didn't place nor use Havok to drop there).
This also includes the script attached to the invisible player trigger that automatically opens and closes the inner main lodge door.
Also took the liberty of reducing the armillary quest trigger size slightly as to not interfere with armillary activation (placing artifacts on the lodge armillary).
Thank you to virgo0276 for commenting on the YouTube video which reminded me to get this uploaded. -
1.00== Describe this release ==
-
2.6- Removed existing credits and replaced with flora object-based credits that have a loot level attached to them. The medium and change loot level is changed to large and change.
- AutoDoor script is in the ba2 archive attached to this esm, which is attached to the invisible trigger box which in turn, triggers the inner lodge main door for automatic operation once the player steps into said trigger box.
- Dataslate has its text updated again as well.
- The Mark 1 spacesuit display case, as well as a number of other spacesuit display cases and a bin full of credits, has a locked door of again, which the keycard will unlock. -
2.5Re-Upload with artifacts material swaps and the script (*.pex) that controls the trigger box to open the main inner lodge door when the player enters the trigger area.
-
2.4- Added a keycard and removed the wall terminal to access the basement door
- Updated the dataslate text
- Fixed 3 mannequins so that the player can loot all of the mannequins (They are set not to respawn)
- Added an open storage bin on the floor where the removed datacore is, filled with 65k valued credits
- The inner main lodge door (going into the lobby where the armillary is, it's now an automatic door that will close within 5-8 seconds on its own and open when the player enters the trigger box
- Changed the default artifacts to be aluminum (found artifacts within rock formations will also be aluminum with some red mortar in-between the layers -
2.3Removed the Datacore and placed in an open storage bin with a heap of credits valued at 65k each. The inner lodge main door is an automatic door that will close on its own within 5 seconds. The terminal on the wall has been removed and a keycard is next to the dataslate on the end table by the stairs when the player enters the lodge.
-
2.2Small edits and fixes. Teleport option on the Mark 1 case door has been removed, the dataslate has been updated to say nothing of the sort regarding teleporting to the astral lounge. The terminal text will now say "Accessed... Door Open!" since the script attached is set to unlock and open the door once the player activates the terminal clicking on Use.
-
2.1Just a quick and small edit / fix to remove the teleport option from the Mark I Case door in the Spacesuit Display Case Room.
-
2.0Completely revamped yet again, locked display case room with some goodies.
-
1..7Deleted a duplicate armillary in the lodge that shouldn't have been deleted. Fixed and final rendition uploaded here :)
-
1.6Good to go on this now. Forgot to swap mats of the door on the roof of the lodge.
-
1.5Completely done in Creation Kit. Removed a number of materials that were causing flickering within the lodge.
-
1.4Entirely done in the Creation Kit, no external mesh ba2 archives included.
-
1.2Forgot to add additional lighting. I was wondering why it seemed too dank and dreary in the lodge.
-
1.00An attempt at making a package for both Xbox and PC players on Creations. Changes were made to the interior and exterior within the same mod rather than incorporating some changes into New Atlantis Redone aka Blue Atlantis.
Xbox
-
3.0Removes a stubborn terminal menu record causing blank terminals. Scripts were removed in previous release and carried over to this one, native terminal door was removed from the door properties as well.
Thanks and shoutout to jonm191 on Nexus for their assistance with pointing things out. -
2.9Removes a random mannequin from the opposing side of the wall where the Mark 1 case is, deleted any terminal remnants and their scripts from the esm and the scripts folder as well. Soon to be updated for the achievement friendly version.
-
2.8Just a quick update to raise a red carpet near Andreja's room that was apparently flickering.
-
2.7This version fixes the random credit sticks appearing on the lodge main floor (Found loads of piles and loose credits falling below the lodge floor which I didn't place nor use Havok to drop there).
This also includes the script attached to the invisible player trigger that automatically opens and closes the inner main lodge door.
Also took the liberty of reducing the armillary quest trigger size slightly as to not interfere with armillary activation (placing artifacts on the lodge armillary).
Thank you to virgo0276 for commenting on the YouTube video which reminded me to get this uploaded. -
1.00== Describe this release ==
-
2.6- Removed existing credits and replaced with flora object-based credits that have a loot level attached to them. The medium and change loot level is changed to large and change.
- AutoDoor script is in the ba2 archive attached to this esm, which is attached to the invisible trigger box which in turn, triggers the inner lodge main door for automatic operation once the player steps into said trigger box.
- Dataslate has its text updated again as well.
- The Mark 1 spacesuit display case, as well as a number of other spacesuit display cases and a bin full of credits, has a locked door of again, which the keycard will unlock. -
2.5Re-Upload with artifacts material swaps and the script (*.pex) that controls the trigger box to open the main inner lodge door when the player enters the trigger area.
-
2.4- Added a keycard and removed the wall terminal to access the basement door
- Updated the dataslate text
- Fixed 3 mannequins so that the player can loot all of the mannequins (They are set not to respawn)
- Added an open storage bin on the floor where the removed datacore is, filled with 65k valued credits
- The inner main lodge door (going into the lobby where the armillary is, it's now an automatic door that will close within 5-8 seconds on its own and open when the player enters the trigger box
- Changed the default artifacts to be aluminum (found artifacts within rock formations will also be aluminum with some red mortar in-between the layers -
2.3Removed the Datacore and placed in an open storage bin with a heap of credits valued at 65k each. The inner lodge main door is an automatic door that will close on its own within 5 seconds. The terminal on the wall has been removed and a keycard is next to the dataslate on the end table by the stairs when the player enters the lodge.
-
2.2Small edits and fixes. Teleport option on the Mark 1 case door has been removed, the dataslate has been updated to say nothing of the sort regarding teleporting to the astral lounge. The terminal text will now say "Accessed... Door Open!" since the script attached is set to unlock and open the door once the player activates the terminal clicking on Use.
-
2.1Just a quick and small edit / fix to remove the teleport option from the Mark I Case door in the Spacesuit Display Case Room.
-
2.0Completely revamped yet again, locked display case room with some goodies.
-
1..7Deleted a duplicate armillary in the lodge that shouldn't have been deleted. Fixed and final rendition uploaded here :)
-
1.6Good to go on this now. Forgot to swap mats of the door on the roof of the lodge.
-
1.5Completely done in Creation Kit. Removed a number of materials that were causing flickering within the lodge.
-
1.4Entirely done in the Creation Kit, no external mesh ba2 archives included.
-
1.2Forgot to add additional lighting. I was wondering why it seemed too dank and dreary in the lodge.
-
1.00An attempt at making a package for both Xbox and PC players on Creations. Changes were made to the interior and exterior within the same mod rather than incorporating some changes into New Atlantis Redone aka Blue Atlantis.
Additional Screenshots Available
This mod has 8 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
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Mod Information
- Published
- Jun 19, 2025
- Last Updated
- Oct 12, 2025
- Platforms
- PC, Xbox