r/StarfieldOutposts

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
▲ 7 r/StarfieldOutposts+1 crossposts

Outpost Armilary

I never did this option until just this very second. I build some solar arrays and a bunch of turrets around the armilary.

So how often will starborn attack and will I have to haul ass back to my base to defend it?

reddit.com
u/AnxiousConsequence18 — 11 days ago

Am I doing it wrong?

I have the absolute worst time positioning objects in homes and outposts. I mainly use k/m but have an Xbox offbrand controller that I use. Could amazing reddit peeps point me in the direction of a mod(s), setting or ini edit, hell, even a k/m setup different than what im using lol. Maybe its just the old age helping my fingers not press the mouse buttons gently enough to rotate? Does my mouse suck that much? Using a Logitech G502 Hero and G910 keyboard. But yeah, decent mouse. Old enough to he surprised it still works lol. Poor thing has some miles. Do I need to retire it and try to snag one with all the money I don't have? Thoughts, ideas, unsolicited opinions, please and thank you!

Edited to add m/k

reddit.com
u/th3dude404 — 13 days ago