Village Home
By vmroche
Community Rating
The village Home is a player home located in Feynman III, planet of the Feynman System. Both, the Player Home and the Village, have lots of vegetation. The Player Home is composed of two levels; the upper level is the spawning spot when you enter from the Living Quarters Area. In that level, there is a kitchen, and lots of areas to be decorated to your liking. In the lower level, there are two guests rooms, a master bedroom, a pool, a storage room and a stair that leads to the basement, where you access the land vehicles garage. This home is nested in a small village that is composed of a main terminal building, a hotel, a shooting range, an industrial zone, an underground farm and mine, a vehicle's garage, an old settlement and a Living Quarters area. There are approximately 70 NPCs that give life to the place, quests, lots of loot, decorated rooms for NPCs, and control tower and lots of vegetation. In the living quarter's area you can find a gym, a control room, vendors, a hospital, a restaurant and some other fun places to visit.
The Feynman system is located south east of the Lynnaeus system and south west of the Volii system. Once in Feynman III, you will see the Village Home POI. I recommend reading the DataSlates, for they have quests and clues to places to go and grab items that will give you access to other things. They also give important information about some items on the mod.
There is cave that you need to discover, which holds some creatures, an underground lake and a scientists lab. You should pay attention to the instructions given at the terminal in the security office of the main platform building to access it. There is a moving boat to cross that lake, and that boat has an activator to take you from one shore to the other.
You can assign Crew Members to the Village Home. Once they have been assigned, you can find them hanging around the underground Farm and Mine, but you need to activate the Outpost beacon for that.
Most of the loot is vanilla, and the few ones that were modified, they were upgraded just a bit. No game assets were modified, and it was created in a planet that has no quests or gameplay that could cause a conflict. It is fully compatible with the game and other mods.
This mod has been completely reworked to fix some issues with the previous versions, but it did change a lot, so I do recommend, for those who are updating the mod, to uninstall the previous one and make a fresh install with this one. By that I mean you should remove the old version, make a save with out it, exit, enter to load that save, quit and install this mod. Then you can enter and proceed to Feynman. Keep in mind that the mod changed planet and it is now on Feynman III, instead of Bardeen III. Please, do not keep both versions of the mod, they will conflict with each other and may even cause a CTD, since they both have the same unique NPCs, Quests, Items, and Cells.
This mod ended up being bigger than my "Bunker House" mod, but with less overpowered stuff than my first one. If you like a mod with lots of overpowered weapons, suits and ships, you should try my "Bunker House" mod.
I would like to thank @Jenwin77, whose enormous help and ideas have made possible a lot of things that were not included in my previous mod. I would also like to thank @LjTiger69, who has helped me a lot with the use of xEdit for some fixes. Let's not forget to thank all those modders that have released great tutorial videos on the Creation Kit. Lastly, I would like to thank Bethesda for the Creation Kit, that has made life a lot easier for us modders.
I apologize for all the time I took for releasing this long overdue update, but once you see everything done to it, you will understand why it took me this long. Hope you enjoy the mod!
If you would like to make any comments, or make a report about this mod, you can drop me some lines at www.nexusmods.com, either in the Village Home page, or by sending me a direct message there. I check for comments everyday and reply, most of the times, within the same day. Please feel free to do so, I like to hear from you and your comments (good or bad, they are all positive always). Thanks.
To report a bug or comment about this mod, please find me at Discord at: https://discord.gg/cPgMxAd9XH
Release notes
Xbox
-
3.10• Optimized mineral and farm production terminal script and UI.
• Added objects from latest update.
• Added some looting containers.
• Fixed no message when picked up Credits on consoles. -
3.09• Corrected an issue where wooden barrels were not showing up.
-
3.08• Corrected some fans that were floating in the farm.
• Added some wood barrels to the farm area.
• Improved lighting in the player house and the underground farm.
• Disabled pilot seats, as they were giving issues.
• Corrected an issue with Willy Vermont's container.
• Corrected some z-fighting.
• Corrected some typos in the mod.
• Corrected naming inconsistency for the Industrial Area.
• Deleted a floating glass in front of outside storage area.
• Corrected issue with Hotel Room 20, that could unlock multiple doors.
• Items in Piero Campanaro's Hotel store marked as owned.
• Rooms 19 and 20 markings corrected (were floating).
• Fixed some floating meal trays in Hotel food restaurant.
• Fixed floating Chems Workbench in Food Processor Plant.
• Added PlayStation support. -
2.07- Added 3 raw materials that can be produced at the farm (necessary for the incoming extension mod).
- Disabled the MapMarker option for Grav Jumping directly to it, for possible conflicts with other mods in the same planet (yet to be tested, if we find no conflict, it will be activated again later on).
- Made a better and clearer information on assigning crew to the farm/mine using the Outpost beacon. -
2.06- Fixed a backwards facing camera at the hospital.
- Renamed all "Apartment" doors, replacing the word "Department" for "Apartment" (Sorry, language thing....).
- Corrected some overriding IDs that were causing a CTD when bought a vehicle and trying to get off ship (thanks @rux616 for this fix) -
2.05- Corrected some doors that were overridden the vanilla game ones. Thanks @Aromov for the catch and letting me know....
- Moved a marker for the Information Booth lady, that made her inaccessible from the other side of the desk.
- Added some more info on how to find the cave, in the Information Booth.
- Added a little hint on hot to find the scientist's Personal Items Briefcase KeyCard, since some players were having difficulties finding it. -
2.04* Fixed some light poles at the landing pad that were slightly "floating".
* Fixed a problem accessing the MAST elevator.
* Added information to the Info Kiosk regarding the assignment of Crew Members to the Village Home -
2.03* Fixed an issue where the rented hotel room bed could not be used.
-
2.02* Fixed FPS issues
* Fixed Quests that were not working
* Added many new interior cells, NPCs, Quests, activities, and a lot of new stuff
* Changed planet to Feynman III, due to radiotion that was being produced on previous planet
* Increased the range to mark as discovered -
1.01Fixed an issue where you were not given the Credits offered. Minor decorations
-
1.00Initial release. Has issues with 4 hotel vendors and NPC sleep packages. We are working on them. This issues pose no conflict with the game or other mods.
Playstation
-
3.10• Optimized mineral and farm production terminal script and UI.
• Added objects from latest update.
• Added some looting containers.
• Fixed no message when picked up Credits on consoles. -
3.09• Corrected an issue where wooden barrels were not showing up.
-
3.08• Corrected some fans that were floating in the farm.
• Added some wood barrels to the farm area.
• Improved lighting in the player house and the underground farm.
• Disabled pilot seats, as they were giving issues.
• Corrected an issue with Willy Vermont's container.
• Corrected some z-fighting.
• Corrected some typos in the mod.
• Corrected naming inconsistency for the Industrial Area.
• Deleted a floating glass in front of outside storage area.
• Corrected issue with Hotel Room 20, that could unlock multiple doors.
• Items in Piero Campanaro's Hotel store marked as owned.
• Rooms 19 and 20 markings corrected (were floating).
• Fixed some floating meal trays in Hotel food restaurant.
• Fixed floating Chems Workbench in Food Processor Plant.
• Added PlayStation support.
PC
-
3.10• Optimized mineral and farm production terminal script and UI.
• Added objects from latest update.
• Added some looting containers.
• Fixed no message when picked up Credits on consoles. -
3.09• Corrected an issue where wooden barrels were not showing up.
-
3.08• Corrected some fans that were floating in the farm.
• Added some wood barrels to the farm area.
• Improved lighting in the player house and the underground farm.
• Disabled pilot seats, as they were giving issues.
• Corrected an issue with Willy Vermont's container.
• Corrected some z-fighting.
• Corrected some typos in the mod.
• Corrected naming inconsistency for the Industrial Area.
• Deleted a floating glass in front of outside storage area.
• Corrected issue with Hotel Room 20, that could unlock multiple doors.
• Items in Piero Campanaro's Hotel store marked as owned.
• Rooms 19 and 20 markings corrected (were floating).
• Fixed some floating meal trays in Hotel food restaurant.
• Fixed floating Chems Workbench in Food Processor Plant.
• Added PlayStation support. -
2.07- Added 3 raw materials that can be produced at the farm (necessary for the incoming extension mod).
- Disabled the MapMarker option for Grav Jumping directly to it, for possible conflicts with other mods in the same planet (yet to be tested, if we find no conflict, it will be activated again later on).
- Made a better and clearer information on assigning crew to the farm/mine using the Outpost beacon. -
2.06- Fixed a backwards facing camera at the hospital.
- Renamed all "Apartment" doors, replacing the word "Department" for "Apartment" (Sorry, language thing....).
- Corrected some overriding IDs that were causing a CTD when bought a vehicle and trying to get off ship (thanks @rux616 for this fix) -
2.05- Corrected some doors that were overridden the vanilla game ones. Thanks @Aromov for the catch and letting me know....
- Moved a marker for the Information Booth lady, that made her inaccessible from the other side of the desk.
- Added some more info on how to find the cave, in the Information Booth.
- Added a little hint on hot to find the scientist's Personal Items Briefcase KeyCard, since some players were having difficulties finding it. -
2.04* Fixed some light poles at the landing pad that were slightly "floating".
* Fixed a problem accessing the MAST elevator.
* Added information to the Info Kiosk regarding the assignment of Crew Members to the Village Home -
2.03* Fixed an issue where the rented hotel room bed could not be used.
-
2.02* Fixed FPS issues
* Fixed Quests that were not working
* Added many new interior cells, NPCs, Quests, activities, and a lot of new stuff
* Changed planet to Feynman III, due to radiotion that was being produced on previous planet
* Increased the range to mark as discovered -
1.01Fixed an issue where you were not given the Credits offered. Minor decorations
-
1.00Initial release. Has issues with 4 hotel vendors and NPC sleep packages. We are working on them. This issues pose no conflict with the game or other mods.
Additional Screenshots Available
This mod has 12 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
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Mod Information
- Published
- Feb 03, 2025
- Last Updated
- May 13, 2026
- Platforms
- Playstation, PC, Xbox
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