Tower Hab 2
By Betamax76
Community Rating
Adds 6 towers to the structures tab: Each one has switches next to the door that can toggle the shell and top deck. They all snap to each other with connecting top decks and fence doors. The stairs will block snapping if already built, but otherwise snap back to front. So build the front one first, or build a hab and then connect a tower to it to get it to front snap.
All 6 are navmeshed and crew and followers can use them: Crew may stand around sometimes, but they like the top deck so I put animation markers up there. I tested all 6 with a few different companions and put crew stations all over and they pathed to them fine They don't like the fence doors for some reason and avoid them, I tried to force it without luck, but they'll go through them into habs just fine which is strange. They'll eventually teleport if there's a crew station and path around everywhere else just fine aside from a few hiccups on connected decks.
Known Bugs:
- If built during weather effects like rain, it will show through the hab. Re loading the game will fix it.
- If lights don't appear, re loading the game should fix it.
- Sometimes workbenches on or in the hab won't work, or stop working. If anyone knows a fix please let me know.
Uninstalling: All towers built should be removed before uninstalling the mod or updating! If you don't, there's a good chance the game will crash when you try to build at that outpost after uninstalling. This is true for any mod that adds custom buildable objects to the game world.
Updating: 2.56: Minor changes to containers to let them transfer. Removed possible stability issue. 2.5: The most recent update overhauled all the towers, adding top deck options, improved lighting again, and another rework of the navmesh. I highly recommend emptying hab containers and removing any built towers before updating, or using a fresh world. However, I did load and old save to check. The hab was a bit weird looking but I was able to delete and rebuild it just fine.
FAQ: Q: Why is it so tall? A: It's a tower. Towers are tall.
Q: Elevator? A: I haven't figured out moving platforms for a buildable object yet. I saw a tutorial but so far it didn't work for me in a packin cell. Normal teleport doors in a buildable cell broke the mod so bad the CK didn't recognize it as a file anymore. But it would be really cool to add at some point.
Q: More decorated versions/colors? A: I added new options in 2.5.
Q: Different habs? A: No. I'll add new stuff to my Better Habs mod though.
Q: Combine with my other mods? A: My upcoming outpost mods will snap together.
Report bugs or make suggestions to: bjcBetamax76@gmail.com https://paypal.me/Betamax76?country.x=US&locale.x=en_US https://ko-fi.com/betamax76
Release notes
Xbox
-
2.561Added For Playstation.
-
2.56- More containers can transfer, and I removed the item filter aside from the liquid tank.
- Removed unused master file dependency. (Blueprintships.esm) -
2.55Made all the containers and random decorations craftable.
-
2.112.5 Upload Error.
-
2.5UPDATE WILL REQUIRE REBUILD!
Added snap behavior to the fences and top deck.
Improved lighting in habs, added exterior lights, and all light fixtures are switches that control them.
Added hab shell and top deck options controlled by switches next to the door.
Replaced crates in "cluttered" hab options to be containers, some can transfer. No or very high storage limit.
Added a few decorations.
Regular habs snap to the fence doors with spawning doors.
Various minor tweaks and improvements. -
2.1Just a quick update to set the recipe order and straighten them up.
-
2.0- Fixed navmesh issue. Crew and Companions should be able to use them now.
Please note they sometimes stop and stand around because of the default AI.
I tested with different crew on different planets.
- Added door versions.
- Replaced the foundation with a custom fitting one.
- Put bottom floor tiles facing the same way.
- Replaced omni light with regular hab lighting. It bothered me how it could be seen from outside.
- Replaced gate stairs with spawning airlock type stairs so you can build it tall if you want.
Crew may stall on these, but they can use them. They're the exact same stairs as the default airlock.
- Made the black hab the darker variant. It was a little bit green and I didn't like it.
- Removed all remaining clutter from empty versions.
- Added a top deck to all of them.
- Replaced the railings with covered versions.
I left the decorated version rails alone because they kinda match the cluttered look. -
1.6Fixed the issue of rain coming through the roof. Restored the collision boxes I somehow deleted.
Built all three in freezing rain and they checked out. -
1.5Added stairs for the gate.
Resealed airlocks.
Moved the crates a tiny bit to not clip with the fence. -
1.21I was told it didn't update on xbox. Re-uploaded just in case.
-
1.20Tightened up fence and added two empty versions.
Any already placed towers will need to be rebuilt, but should be safe otherwise.
-
1.10Fixed floating Bales on the ground.
-
1.00== Describe this release ==
Playstation
-
2.561Added For Playstation.
PC
-
2.561Added For Playstation.
-
2.56- More containers can transfer, and I removed the item filter aside from the liquid tank.
- Removed unused master file dependency. (Blueprintships.esm) -
2.55Made all the containers and random decorations craftable.
-
2.112.5 Upload Error.
-
2.5UPDATE WILL REQUIRE REBUILD!
Added snap behavior to the fences and top deck.
Improved lighting in habs, added exterior lights, and all light fixtures are switches that control them.
Added hab shell and top deck options controlled by switches next to the door.
Replaced crates in "cluttered" hab options to be containers, some can transfer. No or very high storage limit.
Added a few decorations.
Regular habs snap to the fence doors with spawning doors.
Various minor tweaks and improvements. -
2.1Just a quick update to set the recipe order and straighten them up.
-
2.0- Fixed navmesh issue. Crew and Companions should be able to use them now.
Please note they sometimes stop and stand around because of the default AI.
I tested with different crew on different planets.
- Added door versions.
- Replaced the foundation with a custom fitting one.
- Put bottom floor tiles facing the same way.
- Replaced omni light with regular hab lighting. It bothered me how it could be seen from outside.
- Replaced gate stairs with spawning airlock type stairs so you can build it tall if you want.
Crew may stall on these, but they can use them. They're the exact same stairs as the default airlock.
- Made the black hab the darker variant. It was a little bit green and I didn't like it.
- Removed all remaining clutter from empty versions.
- Added a top deck to all of them.
- Replaced the railings with covered versions.
I left the decorated version rails alone because they kinda match the cluttered look. -
1.6Fixed the issue of rain coming through the roof. Restored the collision boxes I somehow deleted.
Built all three in freezing rain and they checked out. -
1.5Added stairs for the gate.
Resealed airlocks.
Moved the crates a tiny bit to not clip with the fence. -
1.21I was told it didn't update on xbox. Re-uploaded just in case.
-
1.20Tightened up fence and added two empty versions.
Any already placed towers will need to be rebuilt, but should be safe otherwise.
-
1.10Fixed floating Bales on the ground.
-
1.00== Describe this release ==
Explore more Starfield creations for Homes. Browse all Homes mods →
SKEA
SKEA is the place to be for your original decoration needs. More then 8.000 unique buildables are waiting for you to use in your ships, outposts and homes.
BNW Static Clutter
BNW Static Clutter automatically prevents ordinary loose clutter and miscellaneous world objects from being knocked around by physics.
Sanctuary - Home and Outpost Habs.
A F04 lightly inspired player home and outpost hab set; with working/animated features: Showers, Bathtub, Jukebox, Kitchen Appliances, Auto-Doc, Shooting Range, Pool House, ect.
Parenthood: Child Adoption
Adopt one or both of two fully-voiced kids and welcome them aboard your ship. Travel the Settled Systems together, share stories from your adventures, and grow closer over time.
Explore more Starfield creations for Outpost. Browse all Outpost mods →
SKEA
SKEA is the place to be for your original decoration needs. More then 8.000 unique buildables are waiting for you to use in your ships, outposts and homes.
Digital Clocks & Widget
Buildable, customizable decoration items that can show Local Time and Universal Time (UT).
Shantytowns
This mod adds a snapping build kit that allows the player to make anything from a post-apocalyptic shanty town to a pre-apocalyptic slum.
Mercury Atelier Ship Habs Vol.2
Mercury Atelier Themed Ship Habs are designed by an Old-Earth designer group from parallel universe “Mercurius”, who brings creative visual language for spaceship modules.
Modulated Harvesters
Selectable 1x, 2x, 5x, 10x, and 20x outpost harvester rates with matching power scaling, optional outpost calibration, and persistent increased-rate production accounting.
Explore more Starfield creations for Immersion. Browse all Immersion mods →
Craftable Gear Upgrade Modules
Build upgrade modules for ranged weapons, melee weapons and spacesuit defenses at the industrial workbench.
SKEA
SKEA is the place to be for your original decoration needs. More then 8.000 unique buildables are waiting for you to use in your ships, outposts and homes.
Digital Clocks & Widget
Buildable, customizable decoration items that can show Local Time and Universal Time (UT).
BNW Declared Contraband - Lawful Turn-In
Changes UC and Freestar Collective declared contraband from a base value of 5,000 credits to 100 credits.
Working Benches for Galbank Kiosks
Makes the benches and one of the terminals in the large Galbank Kiosks in New Atlantis usable by passing NPCs.
Nova's Loot Overhaul
Heavily reduced ammo, aid items, chems, food, drinks, and legendary items throughout the game. Comes with Gameplay Options to configure the percentages.