UC Vanguard - Expanded Presence

UC Vanguard - Expanded Presence

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I’ve always imagined the UC Vanguard as something closer to space privateers, much like historical French corsairs : independent captains with, sometimes, questionable pasts, operating under official sanction, taking risks the regular military won’t… and being paid in opportunity, rewards, and survival.

In Starfield, however, the UC Vanguard often feels strangely absent... UC Vanguard - Expanded Presence aims to fill that gap.

This mod adds ambient UC Vanguard NPCs across key locations, bringing more life, realism, and believable presence to the faction.

You are NOT THE ONLY ONE bringing order and justice to the galaxy.


🟦 FEATURES

  • 18 UC VANGUARD CAPTAINS & OFFICERS : placed in logical, lore-friendly locations (spaceports, bars, administrative areas, and civilian hubs)
  • VANGUARD COUNTER (AT THE MAST) : It has been expanded with two additional officers assisting Commander John Tuala
  • SMALL ENVIRONMENTAL ADDITIONS : to the MAST entrance hall, which felt overly empty

🟦 NPC Locations

NEW ATLANTIS :

  • 1 Vanguard Captain at the Spaceport entrance (upper terraces, left of the scanners when arriving)
  • 3 Vanguard Captains at the Newport Hotel
  • 1 Vanguard Captain on the upper Terrabrew terrace
  • 1 Vanguard Officer & 1 UC Marine Officer at Dawn’s Roost
  • 1 Vanguard Quartermaster at the UC Distribution Center
  • 2 Vanguard Officers at the MAST Vanguard counter, alongside Commander Tuala
  • 1 Vanguard Captain at Kay’s House (The Well)

CYDONIA :

  • 2 Vanguard Captains inside The Broken Spear
  • 1 Vanguard Captain at the entrance of The Broken Spear
  • 1 Vanguard Officer near the UC Office of the Governor-General

GAGARIN LANDING :

  • 1 Vanguard Captain at Lizzy’s Bar

DEIMOS STARYARD :

  • 1 Vanguard Captain waiting near the ship docking corridor exit
  • 1 Vanguard Captain in the showroom

🔶 COMPATIBILITY & PERFORMANCE :

  • NPCs are custom-built to avoid the generic NPC look, while remaining 100% vanilla (no custom assets, no external dependencies)
  • NPC placement is deliberately conservative in sensitive areas to avoid performance issues
  • Designed to be as compatible as possible, but large city overhauls (e.g. New Atlantis Awaits) may cause conflicts (not tested)
  • If a location has been fully redesigned, NPC placement may not align correctly
  • No scripts
  • Nothing is removed or replaced

On existing saves, some NPCs may require leaving the area and waiting 48 in-game hours or loading a save outside the location, to appear correctly.


🇫🇷 🇬🇧 TO CONTACT ME :

Additional Screenshots Available

This mod has 11 additional screenshots available on the official Bethesda.net page.

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Mod Information

Published
Mar 03, 2026
Last Updated
Mar 03, 2026
Platforms
PC, Xbox

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