Crater 87
By caracal5
Community Rating
Crater 87 Main Features:
- A complete quest mod with entirely handcrafted locations to explore. The mod contains three story-related locations (a very large one than two small ones) and two POI locations that are independent of the quest (but loosely connected to the story) that appear randomly in the game world.
- (New in 1.3) A new (very small) POI ("Argos Signal Tower 56") This has a small scene that acts as an intro or epilogue to the events of Crater 87, depending on whether the player finds it before or after playing the Crater 87 main quest. I intentionally set the location to be revealed from the start so the player can make his own conclusions.
- (New in 1.2) A new POI ("Sandswept Crashed Spaceship")which can spawn in Sandy Desert, Rocky Desert and Canyon biomes. It is a rare POI.
- (New in 1.2) Option to de-slime and declutter Crater 87 after beating the main quest (please read the change log further below for details).
- (New in 1.1) A completely new dynamic POI (Sandswept Starfreight Warehouse) that can be found randomly and features a very detailed dungeon with a Galbank shipping container with hefty loot. The new POI can be found whether or not you have played the Crater 87 main quest. (It appears on any planet or moon that has fauna with a 4% chance)
- Lots of dialogue with a fully voiced npc with over 330 voice assets
- The NPC is tightly integrated with the environment in detailed dialogue scenes
- Dialogue choices take into account player background, traits, skills and previous choices made in the base game. And it carefully respects Starfield's lore.
- The player can unlock Crater 87 as a player home after beating the quest. (Please note: This mod was designed as a POI/dungeon with a large quest. Using it as a house is an addition because I wanted for players to have the option to engage with the location in a different way after the quest). So it's not a player home mod with a quest, it is a quest mod with a player home.
What is the mod about? Help the man from Argos uncover the mystery of the Jonesy, a mining shuttle that took off from the Crater 87 facility on Mars and never arrived on Cydonia. The quest is a mix of complex dialogue, lore, combat gameplay, exploration and light puzzle solving.
How to start the quest? Go to the lower level of Cydonia (next to the UC Marine Barracks) and approach the man in the red space suit.
How hard is the quest? The location is leveled for level 20 to 255 . However difficulty also depends on your gameplay difficulty settings.
Note: When starting the mod for the first time, please load in from a save outside of the Sol system. This is because it adds new orbital locations and these require to fly in from another system to load in properly. (it's ok if you visisted Sol before in that save).
Contact and support If you want to contact me for feedback or tech support about the mod this is my discord channel: Discord: https://discord.gg/caWqhTkGW7
Mod trailer on youtube: https://youtu.be/8g5VDTDu8go
Changelog:
1.3
- Added a new (very small) POI ("Argos Signal Tower 56") on Mars.
- Fixed some smaller items not disappearing when desliming Crater 87
1.2
- Added new POI ("Sandswept Crashed Spaceship")
- It can spawn in Sandy Desert, Rocky Desert and Canyon biomes. It is a rare POI.
- It features a small crashed spaceship with medium-high level loot (rifles, materials, helmets and expensive wine)
- Added the (much-requested) option to de-slime the Crater 87 location. To access it, there is a new terminal in the janitor's room in the cafeteria.
- It will remove all alien slime, and it's associated lighting, fx and sound.
- It will also remove a large amount of clutter, barricades, corpses and furniture to make room for player's to decorate the locations the way they want (Some areas will retain some or all of their furniture for aesthetic purposes). Note: You may have to quicksave and reload for the lighting to correctly update after using the option.
- Fixed the engineer's corpse sometimes disappearing from view.
1.1.2
- removed accidental edit of the "The Best There Is" quest
- deleted floating piece of catwalk in the Sandswept POI
- removed navmesh from areas far away from the playable area of Crater 87 POI (reduces file size by 2mb)
1.1.1
- changed spawn of Sandswept Starfreight Warehouse to 4% (and once per landing zone max + on planets/moons with any fauna)
1.1
- Added new POI that can apepar randomly: "Sandswept Starfreight Warehouse". It is loosely connected to the Crater 87 main story, however it can be found before or after playing the Crater 87 main quest
Release notes
Xbox
-
1.31This is identical to 1.31 for PC and Xbox. The only changes are the audio files converted to PS5
-
1.31-fixed various objects floating in the signal tower worldspace (BGSC-2354)
-fixed mismatch between ingame description and creation description. (BGSC-2355)
-
1.3-Added new (very small) POI ("Argos Transmitter Tower 56") which is visible from the start (located on Mars)
-Fixed 2 remaining issues with items not being deleted when desliming Crater 87 -
1.2.1Same as 1.2
Just had to mark some pieces of geometry as obstacles for navmesh -
1.2v1.2
De-slime
Added option to "de-slime" the Crater 87 location after completing the main quest of the mod. To access the option, use the hacked janitor keycard on a new terminal (Air Filtration Control Terminal) which is located in the cafeteria's janitor room (mounted on the wall next to the other computer). Activating it will remove:
-All alien slime and associated lighting, audio, fx
-Most barricades
-Large amounts of furniture that takes up center space in rooms
Note: Some rooms still retain some or even all of their furniture for aesthetic purposes.
New POI
Added new POI (Sandswept Crashed Spaceship). This is a rare POI that can spawn in any landing zone once. It can appear in sandy desert, rocky desert and canyons biomes.
It features a small spaceship interior that can be looted for medium-high value loot like rifles, helmets, materials and expensive wine.
The worldspace name is car1DunesCrashedShip
Nothing was changed in the the Crater 87 main quest. -
1.1.2-deleted accidental basegame quest edit of the "The Best There Is" quest (CF05)
-deleted floating catwalk in airfield
-added 2 missing voice lines
-deleted unneeded nav mesh parts (reduces file size by 2mb) in Crater 87 map. These are cells that have no forms placed in them and are far away from the intended playable area. -
1.1.1-Changed the spawn probability of the new POI by adding the condition "GetRandomPercent" < 4 to its node in the PCM
-Nothing else was changed in the mod from 1.1 and the main quest is unchanged since the original 1.05 release. -
1.1-Added a new POI that is dynamic (used in the PCM)
-Name of new location ingame is "Sandswept Starfreight Warehouse"
-It can appear on any planet or moon with any type of life present (any fauna listing other than "none" on the planet overview)
-the editor worldspace name is "carAirfield"
-The storymanager is set up to only call one specific OE quest when the player finds this location ("carOE_AirfieldHiveCreatures")
-The new POI is completely independent from the main Crater 87 quest and it can be found without having to have played the crater 87 quest. The crater 87 quest and all of its related content (all worldspaces, npcs, scripts) are unchanged from 1.05. -
1.05-removed dependency on the vulture mod (sfta01.esm)
-removed debug message notification that appears shortly before boss fight
-moved rock that was protruding into staircase from outside -
1.04-fixed 3 floating chairs in cafeteria
-removed barricade in hallway on security deck and removed the cataxi ambush -
1.00== Describe this release ==
-
Beta 1.02== Describe this release ==
changelog 1.02
-fixed all blockers and most visual issues from the QA report for 1.02
I will also post a detailed listing of this in the discord post, because this field has a character limit.
Other changes:
Additional note for QA testers:
Changes from previous version (beta 1.01) to current version (beta 1.02) outside of the reported fixes from the QA report above:
- nothing was changed on cydonia
- nothing was changed in the space cell that contains the jonesy ship
- Only the mannequin on the jonesy was changed, no other changes to anything inside the jonesy
- nothing was changed in scenes
- as mentioned in 20. the outside large elevator is now deactivated and will remain on the lower floor forever and not be switched on.
- the script that controls it turning on on the security terminal was adjusted and the text message was changed to explain that it is defective.
- security office corpse moved into the airlock next to cafeteria. This is because the area below flightdeck is now open right away because of the cargo elevator being down, so there is still gameplay to unlock access to it
- the hatch in the loadmaster's office now does NOT seal shut after the main airlock switch is activated. The hatch was set up for that because
- earlier in development I did not have the airlock inside the tunnel below, so I sealed the hatch for realism. Now it is not required to be sealed anymore
- simplified the gameplay logic for unlocking main airlock. Now there is only one power cell required to solve it. And it is used on the exterior hatch.
- The interior main switch is now activated directly by pressing without requiring 2 power cells.
- Main airlock area was moved away from the cell border (which caused companion to not be able to traverse) and changed architecture -
Beta 1.01-switched over to testing the complete esm file instead of the esp file
-fixed voice lines not playing
-fixed man from argos getting stuck when examining the jonesy
-small cosmetic changes to world space
-finetuned timings on various scenes -
1.0330.10.2024
1.03
1. Crater87: Player is able to go through the window on the roof
> fixed, added collision box covering the window above the main airlock
> fixed, added collision box covering the cafeteria window
2. Crater87: Quest tracker markers are missing in certain mission tracker
> fixed, added more detailed description in the stage log to inform player that the laboratory and break room are on the lower floors
> most of the objective have intentionally missing mission trackers. Their location is hinted at via stage log, npc conversation and computer log files.
Notes for QA:
The only changes in 1.03 compared to 1.02 is the above-mentioned fixes and one very minor visual bug where the inner airlock door of the main airlock
clips through the exterior airlock shell. This was fixed by adding a piece of geometry to cover it up.
Nothing else was changed in the entire mod: No changes to gameplay areas, navmesh, quest dialogue, voice files, creature spawns, quest logic
Playstation
-
1.31This is identical to 1.31 for PC and Xbox. The only changes are the audio files converted to PS5
PC
-
1.31This is identical to 1.31 for PC and Xbox. The only changes are the audio files converted to PS5
-
1.31-fixed various objects floating in the signal tower worldspace (BGSC-2354)
-fixed mismatch between ingame description and creation description. (BGSC-2355)
-
1.3-Added new (very small) POI ("Argos Transmitter Tower 56") which is visible from the start (located on Mars)
-Fixed 2 remaining issues with items not being deleted when desliming Crater 87 -
1.2.1Same as 1.2
Just had to mark some pieces of geometry as obstacles for navmesh -
1.2v1.2
De-slime
Added option to "de-slime" the Crater 87 location after completing the main quest of the mod. To access the option, use the hacked janitor keycard on a new terminal (Air Filtration Control Terminal) which is located in the cafeteria's janitor room (mounted on the wall next to the other computer). Activating it will remove:
-All alien slime and associated lighting, audio, fx
-Most barricades
-Large amounts of furniture that takes up center space in rooms
Note: Some rooms still retain some or even all of their furniture for aesthetic purposes.
New POI
Added new POI (Sandswept Crashed Spaceship). This is a rare POI that can spawn in any landing zone once. It can appear in sandy desert, rocky desert and canyons biomes.
It features a small spaceship interior that can be looted for medium-high value loot like rifles, helmets, materials and expensive wine.
The worldspace name is car1DunesCrashedShip
Nothing was changed in the the Crater 87 main quest. -
1.1.2-deleted accidental basegame quest edit of the "The Best There Is" quest (CF05)
-deleted floating catwalk in airfield
-added 2 missing voice lines
-deleted unneeded nav mesh parts (reduces file size by 2mb) in Crater 87 map. These are cells that have no forms placed in them and are far away from the intended playable area. -
1.1.1-Changed the spawn probability of the new POI by adding the condition "GetRandomPercent" < 4 to its node in the PCM
-Nothing else was changed in the mod from 1.1 and the main quest is unchanged since the original 1.05 release. -
1.1-Added a new POI that is dynamic (used in the PCM)
-Name of new location ingame is "Sandswept Starfreight Warehouse"
-It can appear on any planet or moon with any type of life present (any fauna listing other than "none" on the planet overview)
-the editor worldspace name is "carAirfield"
-The storymanager is set up to only call one specific OE quest when the player finds this location ("carOE_AirfieldHiveCreatures")
-The new POI is completely independent from the main Crater 87 quest and it can be found without having to have played the crater 87 quest. The crater 87 quest and all of its related content (all worldspaces, npcs, scripts) are unchanged from 1.05. -
1.05-removed dependency on the vulture mod (sfta01.esm)
-removed debug message notification that appears shortly before boss fight
-moved rock that was protruding into staircase from outside -
1.04-fixed 3 floating chairs in cafeteria
-removed barricade in hallway on security deck and removed the cataxi ambush -
1.00== Describe this release ==
-
Beta 1.02== Describe this release ==
changelog 1.02
-fixed all blockers and most visual issues from the QA report for 1.02
I will also post a detailed listing of this in the discord post, because this field has a character limit.
Other changes:
Additional note for QA testers:
Changes from previous version (beta 1.01) to current version (beta 1.02) outside of the reported fixes from the QA report above:
- nothing was changed on cydonia
- nothing was changed in the space cell that contains the jonesy ship
- Only the mannequin on the jonesy was changed, no other changes to anything inside the jonesy
- nothing was changed in scenes
- as mentioned in 20. the outside large elevator is now deactivated and will remain on the lower floor forever and not be switched on.
- the script that controls it turning on on the security terminal was adjusted and the text message was changed to explain that it is defective.
- security office corpse moved into the airlock next to cafeteria. This is because the area below flightdeck is now open right away because of the cargo elevator being down, so there is still gameplay to unlock access to it
- the hatch in the loadmaster's office now does NOT seal shut after the main airlock switch is activated. The hatch was set up for that because
- earlier in development I did not have the airlock inside the tunnel below, so I sealed the hatch for realism. Now it is not required to be sealed anymore
- simplified the gameplay logic for unlocking main airlock. Now there is only one power cell required to solve it. And it is used on the exterior hatch.
- The interior main switch is now activated directly by pressing without requiring 2 power cells.
- Main airlock area was moved away from the cell border (which caused companion to not be able to traverse) and changed architecture -
Beta 1.01-switched over to testing the complete esm file instead of the esp file
-fixed voice lines not playing
-fixed man from argos getting stuck when examining the jonesy
-small cosmetic changes to world space
-finetuned timings on various scenes -
1.0330.10.2024
1.03
1. Crater87: Player is able to go through the window on the roof
> fixed, added collision box covering the window above the main airlock
> fixed, added collision box covering the cafeteria window
2. Crater87: Quest tracker markers are missing in certain mission tracker
> fixed, added more detailed description in the stage log to inform player that the laboratory and break room are on the lower floors
> most of the objective have intentionally missing mission trackers. Their location is hinted at via stage log, npc conversation and computer log files.
Notes for QA:
The only changes in 1.03 compared to 1.02 is the above-mentioned fixes and one very minor visual bug where the inner airlock door of the main airlock
clips through the exterior airlock shell. This was fixed by adding a piece of geometry to cover it up.
Nothing else was changed in the entire mod: No changes to gameplay areas, navmesh, quest dialogue, voice files, creature spawns, quest logic
Additional Screenshots Available
This mod has 11 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
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Mod Information
- Published
- Nov 05, 2024
- Last Updated
- Apr 21, 2026
- Platforms
- Playstation, PC, Xbox