Frontier Cantinas
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[Subject: Outpost Recruiting & Recreation Initiative - Frontier Cantinas 1.02]
Greetings, Barkeeps!
Sustainable outposts require more than just resource extractors and cargo links. Long term crew retention demands high quality recreation and relaxation. To address the psychological strain of deep space deployment, our engineering team is proud to roll out the Frontier Cantinas structural package: a series of fully staffed, dynamically populated recreation habs designed to keep your outposts thriving.
[Product Integration Specifications]: Use these modified vanilla habs to inject four distinct, faction themed, watering holes directly into your outpost build menu under the structures category. Tailor your settlement’s atmosphere with the following blueprints:
● Overgrown Cantina (Civilian): A neutral module engineered for the everyday pioneer. Focuses on universal comfort and standard liquid ration distribution. The perfect neutral ground for passing haulers and your civilian crew.
● UC Pub (United Colonies Navy): Built to United Colonies military grade specifications. Offers a pristine, sterile environment for off duty SysDef, UC Navy, and Vanguard personnel.
● Freestar Saloon (Freestar Collective): Designed for the harsh realities of the Freestar Collective. Durable framing, warm lighting, and a relaxed environment for Freestar rangers, administrators, engineers, and militia members.
● Crimson Dive Bar (Crimson Fleet): An off the grid dive bar module. Shielded from UC patrol scans, this hab attracts some of the galaxy's most wanted. Frequented by Crimson pirates, captains, crew, and mechanics.
[Autonomous Systems & NPC Behaviors]
● Integrated Commerce: Cantinas are deployed as fully functional commercial spaces. Each hab is staffed with a dedicated bartender for buying and selling provisions.
● Organic Traffic: Your cantinas will never feel abandoned. A rotating demographic of patrons is scheduled to visit your bar, cycling out every 48 hours UT to prevent stagnation.
● Sandbox & Pathing: Bartenders actively maintain their position behind the bar, while patrons dynamically engage with the environment.
[Deployment Briefing]
● Logistical Delay & Removal: Due to transit distances in the Settled Systems, initial staff deployment requires you to wait up to 12 hours UT post construction before your cantina opens for business. In addition to that after a bar is demolished wait 1 hour UT to clear non recruited personnel from your outpost.
● Load Order Neutral: Designed using entirely standalone records. This plugin does not overwrite existing habs and maintains maximum load order compatibility.
...End of transmission…
For bug reports and ideas for future updates, hail me on Discord:
●HolonautWorkshop Creations: https://discord.gg/cugHCBqVkR
●Darkstar HQ: https://discord.gg/aFrTbG62WN
Release notes
Xbox
-
1.02*Fixed crew clear issue caused by adding player faction. Crew will now cycle and be cleared after 48 hours UT or cleared completely after a bar is removed and waiting 1 hour UT.
-
1.00*Version 1.02
**Fixed crew clear issue caused by adding player faction. Crew will now cycle and be cleared after 48 hours UT or cleared completely after a bar is removed and waiting 1 hour UT. -
1.01* Added un re recruited crew to player faction.
-
1.00*Adds 4 fully functional faction themed bars to the outpost build menu under the structures category.
Playstation
-
1.02*Fixed crew clear issue caused by adding player faction. Crew will now cycle and be cleared after 48 hours UT or cleared completely after a bar is removed and waiting 1 hour UT.
-
1.00*Version 1.02
**Fixed crew clear issue caused by adding player faction. Crew will now cycle and be cleared after 48 hours UT or cleared completely after a bar is removed and waiting 1 hour UT. -
1.01* Added un re recruited crew to player faction.
-
1.00*Adds 4 fully functional faction themed bars to the outpost build menu under the structures category.
PC
-
1.02*Fixed crew clear issue caused by adding player faction. Crew will now cycle and be cleared after 48 hours UT or cleared completely after a bar is removed and waiting 1 hour UT.
-
1.00*Version 1.02
**Fixed crew clear issue caused by adding player faction. Crew will now cycle and be cleared after 48 hours UT or cleared completely after a bar is removed and waiting 1 hour UT. -
1.01* Added un re recruited crew to player faction.
-
1.00*Adds 4 fully functional faction themed bars to the outpost build menu under the structures category.
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
- Apr 26, 2026
- Last Updated
- Apr 30, 2026
- Platforms
- Playstation, PC, Xbox