Starfield
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SenterPat

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senterpat

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About this mod

Allows certain outpost modules to come prefabricated, allowing you to build modules in advance or purchase more advanced modules to use at your outposts.

Permissions and credits
The Intro
-You ever set up a beacon, go back to your main outpost to get what you need to set up, and then have to travel back to the other side of the universe because you forgot some aluminum?

-Have you ever wanted to build a Shipbuilder for your outpost without having to invest in perk points?

-Want to just carry around enough to start an outpost you find when exploring, without having to count out all the different resources you'd need to bring with you?

-Ever feel like setting up a turret wall and luring enemies into it? Or just wish you could build a turret really quick?

What is this mod?
Utilizing new matter compression technology discovered by researchers at Ryujin Industries, this mod adds new items that can unpack into outpost modules, adding a feature fairly common in survival games that I feel should have been in the base game to begin with.

Why is this mod?
-Prefabrication is a feature fairly common in survival games that I feel should have been in the base game to begin with.
-Having had to go back to another base because I forgot an ingredient for an extractor one to many times gave me the inspiration.

Where do I find the new items?
-They can be created at a new crafting station, which is available to build after finishing the new "Matter Compression" research, which is quite expensive, including several unique resources, and a bit of caelumite. You will need to have at least rank 1 of the "Research Methods" perk to access the research.
-The new crafting station is to prevent clutter on the original workbench.
-Once researched, you can compress modules that your current Outpost Engineering research allows you to build. The modules resources costs are the same as they are in the builder.
-Compressed modules weigh 25% less than their weight in raw resources. They will appear in your resources so that you can easily transfer then en masse.

Certain vendors are also stocked with the new items, usually in places that you could buy surplus crafting supplies. This allows the player to access more advanced modules without taking the corresponding perks.
The modules value is 25% higher than that of their raw resource value. While most basic modules are relatively cheap, some of them can get pretty pricey, but that's the cost of convenience. The flipside to this means that crafting modules is more profitable than selling raw ingredients.

How do I use the Modules?
The same way you would build any other item!
-If you have the appropriate module in you or your ships inventory, a second version of the item will appear beneath the original. To prevent a cluttered look, the options will stay hidden if you dont have the module.

What outpost modules can be compressed?
I've only done the more industrial modules, the current state of each category is as follows:
Extractors - 100% 
Power - Power Sources completed
Storage - 100% 
Builders - Greenhouses/Husbandries completed
Structures - 0% 
Crafting - 0%

Defense - 100%
Furniture - 0%
Decorations - 0%
Displays - 0%

Robots - 100%
Miscellaneous - Landing Bay, Landing Bay(shipbuilder), Scanners

I'm happy with the current state of available modules, I may add the builders and crafting stations, but other than that I don't think I'll be adding more, barring some valid requests or suggestions.
I do have other improvements in mind once more tools become available, mostly to do with aesthetics of the mod.

Installation
1. Use mod manager to install normally or manually extract the plugin to your mod directory
2. Add "*Outpost Modules.esm" without quotes to your plugins.txt


Requirements
Plugin.txt Enabler.

Compatibility
Outside of a few vendor leveled lists, no records have been edited.
Should be compatible with mods that edit outpost data, the modules places by the added items may or may not reflect the changes of other mods, depending on how they were done. Resource crafted modules are untouched.

Current limitations:
-I haven't been able to figure out how to get the outpost builder to display the smaller preview icons of new recipes, so for now all the new options have a (!) where the icon would be. (see images)
-The storage containers placed by modules dont have functional inventory graphs. Once SF1edit allows reflection editing they will be easily replaced, until then I would recommend building the original method in your main outposts so you have the pretty ones still. At a passing glance its not super noticeable. (see images)

Problems?
Please report any issues to the bugs section, anything you shouldn't be able to build or vice versa, placement issues, etc.