Im hoping that Bethesda finally gives us new outpost builds. Enough to be able to have the ability to start building settlements. Elevators, and enclosed walkways, walls, stackable habs with multiple rooms with outside enclosed hallways attached to the habs so we can build up and have spaced out skyscrapers, neon signs to decorate, biodomes to build parks, entertainment building habs and various commercial habs for merchant trades. I really would love to build a settlement that can accommodate at least a hundred or more residents.
They look cool and you can see a lot of effort has been put into them (as most of the mods from this author) but it seems the structures are not navigable by NPCs. In your video, your follower is always waiting for you at the entrance. This makes these kind of structures a bit less useful and they would only work OK in a solo run where you have outposts just for yourself (without crew added). It also seems that this detail is always left out when mods like these are reviewed/showcased. I don’t think it’s intentional, most of the time you don’t think about that mechanic, but I do think it should be an important aspect of these structures (outposts and ships). If the NPCs can’t use them/navigate them, then most of their functionality is lost, IMO.
I haven't tested the habs extensively yet. But the author does state that everything is navmeshed for NPCs to navigate around. So, I'll keep an eye on that as I re-build my outpost.
@@NEON-Jai Thanks for doing that. It might be an issue with the stairs/doors. That happens with some vanilla structures (when you use the larger doorways between the standard habs) or with Bethesda’s observation hab - they stop at the entrance like there’s an invisible wall there. Also the stairs can have these issues if they’re buried in a funny way into the ground. It’s good to know that the interiors work as expected. I will test as well, I have it installed but I have yet to use it.
I use a 'spawn npcs rings' mod. Where outpost crew aren't going into a modded hab, I can still get nps in a modded hab by spawning npcs with the rings and they will also still sandbox with placed items. Because I am spawning NPCs into the buildings, they are locked into their areas where they spawned, unlike outpost crew who seem to all teleport to the outpost beacon every time u go off planet and back to your outpost.
Same issue for me - even if you spawn them in the hab the nav mesh does not work - unfortunately many of the moded player homes and structures I find the nav mesh does not work. it seems if the mod author uses a previous existing POI ( ie the fortuna - midas manor mod, dream home) the nav mesh seems to work . I really wanted this to work , same with tank girls mods - I love them but the nav mesh does not work
(havent played yet) I have been wondering if the building mechanic could be used to create "procedural dungeon crawler" locations on planets to avoid ever visiting the exact same location, right down to messages on the terminals. Im still puzzled by that. Procedural dungeon crawlers are literally as old as MUD, pun intended. At least vary the clutter. I think I heard of a mod to at least vary the enemy locations.
Yes, there is a mod called POI Variations - No More Duplicates. Not sure the extend of the changes since I haven't tried it, but at least no more identical locations.
I’m having issues with this mod. I placed one door on one hab in one of my largest outposts. Now game crashes when I just look at it from outpost editor, so can’t delete it or mod anywhere near it. Which means I can’t even delete / uninstall. I used this with the expanded Habs mod which also makes changes to Animal Barn habs, military habs. Choose one or the other!
Thanks for covering this mod, it looks like a nice improvement.
Your welcome!
Thanks for sharing Jai 👍
My pleasure 😊
Im hoping that Bethesda finally gives us new outpost builds. Enough to be able to have the ability to start building settlements.
Elevators, and enclosed walkways, walls, stackable habs with multiple rooms with outside enclosed hallways attached to the habs so we can build up and have spaced out skyscrapers, neon signs to decorate, biodomes to build parks, entertainment building habs and various commercial habs for merchant trades.
I really would love to build a settlement that can accommodate at least a hundred or more residents.
more than that, the ability for npcs to have communities there. The unrealized city-builder subplay like you have in no mans sky is absolutely insane.
They look cool and you can see a lot of effort has been put into them (as most of the mods from this author) but it seems the structures are not navigable by NPCs. In your video, your follower is always waiting for you at the entrance.
This makes these kind of structures a bit less useful and they would only work OK in a solo run where you have outposts just for yourself (without crew added).
It also seems that this detail is always left out when mods like these are reviewed/showcased. I don’t think it’s intentional, most of the time you don’t think about that mechanic, but I do think it should be an important aspect of these structures (outposts and ships). If the NPCs can’t use them/navigate them, then most of their functionality is lost, IMO.
I haven't tested the habs extensively yet. But the author does state that everything is navmeshed for NPCs to navigate around. So, I'll keep an eye on that as I re-build my outpost.
Update: I just tested this again and the companions do walk into most of the habs. The don't seem to walk into the hex habs.
@@NEON-Jai Thanks for doing that. It might be an issue with the stairs/doors. That happens with some vanilla structures (when you use the larger doorways between the standard habs) or with Bethesda’s observation hab - they stop at the entrance like there’s an invisible wall there.
Also the stairs can have these issues if they’re buried in a funny way into the ground.
It’s good to know that the interiors work as expected.
I will test as well, I have it installed but I have yet to use it.
I use a 'spawn npcs rings' mod. Where outpost crew aren't going into a modded hab, I can still get nps in a modded hab by spawning npcs with the rings and they will also still sandbox with placed items. Because I am spawning NPCs into the buildings, they are locked into their areas where they spawned, unlike outpost crew who seem to all teleport to the outpost beacon every time u go off planet and back to your outpost.
Same issue for me - even if you spawn them in the hab the nav mesh does not work - unfortunately many of the moded player homes and structures I find the nav mesh does not work. it seems if the mod author uses a previous existing POI ( ie the fortuna - midas manor mod, dream home) the nav mesh seems to work . I really wanted this to work , same with tank girls mods - I love them but the nav mesh does not work
(havent played yet) I have been wondering if the building mechanic could be used to create "procedural dungeon crawler" locations on planets to avoid ever visiting the exact same location, right down to messages on the terminals. Im still puzzled by that. Procedural dungeon crawlers are literally as old as MUD, pun intended. At least vary the clutter. I think I heard of a mod to at least vary the enemy locations.
Yes, there is a mod called POI Variations - No More Duplicates. Not sure the extend of the changes since I haven't tried it, but at least no more identical locations.
What outfit do you have Sarah in?
The outfit is from this vid: ruclips.net/video/aYb175r68oY/видео.html&lc=UgxPsO_FnHulXCFOxrB4AaABAg
I’m having issues with this mod. I placed one door on one hab in one of my largest outposts. Now game crashes when I just look at it from outpost editor, so can’t delete it or mod anywhere near it. Which means I can’t even delete / uninstall. I used this with the expanded Habs mod which also makes changes to Animal Barn habs, military habs. Choose one or the other!
Xbox platform
Are you able to disable the mod in creations menu and then load a previous save?
Idk why some of the habs don’t show for me and some do tried deleting and reinstalling still doesn’t work
Cuz its a mod he says at the beginning
@@AndrasVari I know lol I had it installed and not all showed up had to adjust load order