Shantytowns finally released for all platforms
▲ 60 r/StarfieldOutposts+1 crossposts

Shantytowns finally released for all platforms

I was only twelve hours late...

Mod Description:

This mod was conceived as a logical continuation of Scrappy Structures and Sleep Crate Building Kit, which were my favorite outpost mods when they were first published. This mod adds all the color variant combinations of the Akila slum shacks (see known issues...), makes them sealed environments, and adds snap points so they can be fully integrated into the rest of the kit. Sleep Crate Building Kit presented problems when trying to build twenty story towers or other ridiculousness. This mod moves a lot of the decisions or actions the player used to make onto the snap templates and snap behavior. New frames, of varying size, have static floors and dynamic walls, which can be cycled through just like vanilla hab walls. Doors are snapped the same way as airlocks; in fact, you can just cycle the walls to one of three door frames if you don't want to bother building a door...Any piece that says "connector" attaches to both catwalks and platforms, and changes rails based on connection.

The end result is less clicks for bigger buildings.

Other things this mod adds:

Clutter

Furniture

Walls

Lights (Fire! Fire!)

Crafting Stations

Outpost Storage (both large capacity resources and containers for loot sorting)

A zero capacity transfer container - this is for loot sorting, to force loot to move through your storage chain but not make you wonder where <insert awesome thing> got off to...

Some tips for using the mod (I skip instructions, myself, but highly suggest reading this...):

This functions very similar to Outpost Framework and Sleep Crate Building Kit, as far as snaps. Snaps are directional and tend to want to align on the same axis. If something isn't snapping the way you want, change your camera direction, cycle what you're trying to snap to, or both. If something is particularly stubborn, build other things with connecting snap points adjacent to where you're having difficulty, to force a certain alignment.

Not all snaps in this kit work both ways, snap to self, or snap to everything else. Platforms don't snap to catwalks, connectors cannot snap to other connectors, only walls snap to walls. Platforms can serve as roofs, but can't stack on each other.

IN ORDER FOR ROOFS TO WORK PROPERLY ON MULTIPLE STORY BUILDINGS, THE BOTTOM FLOOR MUST BE SNAPPED TO SOMETHING, i.e. a platform or something similar.

Known issues:

Akila Shack 05's color variations decided to stop working. No ETA on a fix.

There are a number of typos. The second "Small Palisade" is the wood gate, number four in the wall menu.

The navmesh is pretty jank. I was really tired when I did it, the kit won't autogenerate the mesh for certain pack-ins, and it seems like what it did generate is generally a mess.

At least one wood ramp and possibly some metal stairs do not have the appropriate keywords for the "connector" rails.

Some catwalk snap points appear to be misaligned. This is probably more an issue with inconsistent pack-in height...

Foundations can be...unpredictable...but the wood ramp is definitely the cause of some weirdness...

Future additions:

Furnished ship habs, with snap points.

More clutter and furniture.

Better pictures and/or description.

Internal stairs.

creations.bethesda.net
u/1337Asshole — 11 days ago

Finally almost done here

Alright! I finally got this mod into a (mostly) functional state. This adds a building kit similar to Sleep Crate Building Kit; however, instead of using the existing assets for that kit, I made new frames. What this means is that I made new frames in different sizes, which solves the problem of having shit all in the middle of whatever space you're trying to make. Floors and walls are integrated into the frames, with walls able to be changed with a click.

There are also two sets of catwalks and two sets of platforms. The catwalks and platforms do not connect to each other, rather they connect to a special piece that dynamically changes rails depending on what is connected to it (the last three pictures show this). This is to cut down on too many connection points bogging down the building process.

There's more stuff, as well, such as crafting stations, furniture, walls, the Akila slum shacks, shipwrecks, etc. These are ALL designed to look pretty shitty (rust, dirt, weathering...). Also, all shacks, modular buildings, and awnings are sealed environments...I may do a luxury version in the future; but, this was a huge pain in the ass and I want to move on to other things...

Will be released soon, after I fix some things, add some things that didn't make it into the build lists, improve the user experience, etc.

u/1337Asshole — 13 days ago

Bootleg Endor

This is like my last outpost, but in a forest. And smaller.

The second picture was before adding more vegetation. I don't know what happened to the nighttime overview picture, but it's like the others, just dark.

Real Fuel

Vanilla Biomes Enhanced - Aquafield Edition (or close enough...)

Fog of War (I'm just including this if you're wondering why I didn't wait for better weather to take pictures - coniferous forest climate is pretty foggy/rainy...)

Outpost Framework

Functional Decor

Better Manufacturing and Item Sorting

Betamax's Ammo Workbench

Galactic Harvest

Outpost Botanicals

ZeeOgre's Outpost Materiel Terminal

Magic Forest Framework

Shanty Towns (WIP mod, not published...)

Builder

Outpost Limits Increased

u/1337Asshole — 2 months ago
▲ 17 r/StarfieldOutposts+1 crossposts

Magic Forest Framework is reuploaded

This is technically a mod release...

Beth.net kept giving errors when I tried updating, specifically with Xbox...This is the exact same .esm, with some changes to the placement behavior for the landing/cargo pads, and I believe this update (or maybe the last...) adds the base pack-ins to the cave list. I suggest removing the original MFF by first disabling it, then exiting the game; restart, delete MFF, exit again; download this version. I tested the switch in an outpost with a decent amount of stuff from this mod, and everything is in place and working fine. Or, updating it will probably work fine...I just have unpublished versions, too, so don't play around...

creations.bethesda.net
u/1337Asshole — 2 months ago

Negotiation Village

One of several outposts I've been trying to make since the game launched. This was clearly inspired by the last three Mad Max movies (there is an arena, but it's boring, so I didn't take pictures...). It produces 150 3k LZR/minute and has all the normal outpost amenities, like crafting stations, storage, auto doc, food, ship fuel, and alchemy resources. It's also somewhat broken due to using the entire build radius of Outpost Limits Increased, and I have to force the ship to spawn at the landing pad because it's outside the default range of the beacon. Moving the beacon causes the outpost storage to not work properly with the builders, so I figured that was more important...

The oasis part didn't turn out that well, as the sparse grass decals disappeared after I crashed, and I lost interest in redoing those and continuing to decorate it for pictures...I think I can fix the decals, though...My new WIP mod is where the buildings and wood catwalk come from, as well as some storage options, some of which aren't working as intended (looking at you, physics-enabled gas storage...). I think I achieved an appropriately bootleg lighting scheme.

Mods:

Real Fuel

Outpost Framework

Functional Decor

More Manufacturing and Item Sorting

Betamax's Ammo Workbench

Argos Extractors

Galactic Harvest

Clutter

Magic Forest Framework

Shanty Towns (WIP mod, not published yet)

Builder

Outpost Limits Increased

u/1337Asshole — 2 months ago

Just taking some screenshots for Creations…

Magic Forest Framework

Argos Extractors

Fog of War

Vanilla Biomes Enhanced

I haven’t really played in two months, so wanted to take an hour to screw with some outpost ideas I had. A few bugs with the new Magic Forest update (looking at you, aleppo vine list..), but will get fixed soon.

There’s some liberal use of the new decals around the sludge pools and lava, and some fun with umbrella vines.

u/1337Asshole — 3 months ago

Help with water textures not showing in-game?

I’m making some constructible pools of water, but the textures don’t show up in-game. I can’t change the texture directly on the water activator and changing it on the pack-in doesn’t work. Lava/mud/etc. activators show their correct textures in-game, though; so, I’m sure there’s something simple I’m missing…

reddit.com
u/1337Asshole — 3 months ago
▲ 61 r/StarfieldOutposts+1 crossposts

Finally! Magic Forest Framework on Creations (all platforms)

Apologies to anyone who was expecting this to be published 6 weeks ago. This is the first time I’ve been able to sit down and fix some of the issues that I considered unplayable…

Anyway, this mod adds pretty much every plant, and every color variation of them, to the outpost menu, split into two categories (Plants and Trees…). The tree category also contains landing pads, cargo pads, and caves. There’s two sets of lights, somewhere, with shadowed and non-shadowed versions (better for illuminating foliage), as well as rocks, and maybe coral…Caves have environmental protection. Everything should be buildable in water, as well.

I’ll be adding more water/lava/etc. hazards in the future; however, time is an issue ATM…

Available on all platforms, but only tested on PC and Xbox.

creations.bethesda.net
u/1337Asshole — 3 months ago

Finally had time to test this mod on Xbox...

I was clearly watching The Lord of the Rings while working on this. Scope creep and IRL emergencies delayed the testing and release, but at least it's finally getting tested....

u/1337Asshole — 5 months ago

Quick mod preview

I got tired of using the same 60, or so, plants, so decided to make a mod with all of them. I only spent a couple minutes on this and just wanted to show off some biodiversity. Working on some bugs (apparently certain trees can't be deleted, which I found out making this...), adding a few more things, and getting the damn shrubs to build (seriously, if you know how to get those to work, I would sincerely appreciate it)...

Working name is Magic Forest Framework and should be done this weekend.

u/1337Asshole — 5 months ago

Does anyone know wtf these boxes are?

Most of the leafy shrubs in the kit have these white boxes around them, and when I try to build them I get “Cannot build item: Nothing is selected.” I can build other things from the mod.

I have tried:

Making the bush part of a list

Making the bush directly constructible

Changing the outpost category

Making a pack-in with it

Making an archive with the model

Clicking things at random

There’s clearly something I’m missing…

u/1337Asshole — 5 months ago

Modify outpost collision on structures?

I made a small, placeable cave but cannot get it to be placed on significantly uneven terrain. The pack-in pivot point is near the top, so it will clip into the ground, and I can raise and lower it, but the ground still needs to be flat enough to accommodate the footprint…

What do I need to do here?

reddit.com
u/1337Asshole — 5 months ago

I never get tired of making forests

Someone posted an outpost on a volcano in the ocean, a little while back. Since I already had outposts all over Rana III, I figured, "What's one more?" The lighting is, unfortunately, atrocious, so some of the pictures were edited by me, and I'm not very good at it, so...

Also, while creating environmental protection gets rid of the ocean grime, it returns when that protection is removed. I didn't want to redo the patios, so I just used some pictures with dimmer lighting (night, raining weather...). Also, how the lighting shows up in various programs differs wildly...

Per usual, I'm missing a few pictures of the house, including some cool stuff, but the point was the MAGIC FUCKING FOREST.

Mods:

Star Pegasus Outpost Botanicals

Star Pegasus Home and Garden

TG's Luxury Homes V1

Scrappy Structures

Better Living I and II

Star Garden

Better Buildable Walls and Doors

Functional Decor

Outpost Framework

Lambent

Modular Outposts: Argos Extractors

Nem's Deco Pack

TG's Galactic Harvest

Builder

Probably something else...

u/1337Asshole — 5 months ago

Ocean grime fix?

I’m working on an outpost that’s absolutely perfect…except I slept to change the time of day and all my outdoor stuff is covered in that ocean grime now…Does anyone know a mod that gets rid of it, know how to mod it in the Creation Kit, or have another solution? I’m hoping just building something with environmental protection around the outside areas will work…

reddit.com
u/1337Asshole — 5 months ago