The Livingstone Weave
By Buffalo72
Community Rating
One crate of clothes, four owners, and eleven years of somebody's life.
Walter Stroud left something in your safe at the Lodge. He found a line in an old ledger that didn't balance - a research program Constellation paid for across eleven years and never saw the result of. The researcher is dead. The station stopped answering. And the only thing that survived the project was a crate of fabric that has been bought, stolen, recovered and sold on by four different people, none of whom understood what they were holding.
Follow it back. Somebody would rather you didn't.
WHAT YOU GET
An investigation across the Settled Systems, told through the records people left behind. Nobody alive knows what happened. You read their paperwork and work it out.
At the end of it: the complete Livingstone set - an apparel piece, a hat, a neuroamp and a rifle, all one of a kind.
The quest is fully guided, with a marker for every objective.
New players or players who want to level up fast will find the fights along the way scale to them and pay off at any level.
Wearing the Livingstone Weave gives you:
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XP Bonus: x4 experience, up to level 200
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Persuasion: +50% chance of success
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Scanner Range: +20 m
All three apparel pieces carry an environmental-protection mod, and the rifle is a unique weapon built on a vanilla frame.
THEY WILL COME FOR YOU
From the moment you take the second slate, a contractor's office decides your inquiry needs to stop.
There is no option to talk your way out.
WHERE IT STARTS
Enter the Lodge. The slate will be in your safe.
The quest is available from the moment you install it, at any point in a playthrough. It doesn't touch the main story and doesn't require any faction standing.
Don't be standing in the Lodge when you install it. Step outside, install, and walk back in.
REQUIREMENTS
Base game only. No DLC or other Creations required.
COMPATIBILITY
Checked against a 72-mod load order with no conflicts requiring a patch. If the quest never starts, the likely cause is another mod that moves, rescales or removes the Lodge safe. That's the first thing to check.
KNOWN BEHAVIOR
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The apparel layers over your existing clothing. That's by design, not a clipping bug.
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The poncho carries Chameleon. It's built in and can't be removed at a workbench. If you prefer a different stealth effect, such as the one on Starborn spacesuits, the poncho's Chameleon may take its place while you wear both.
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Perks granted by the set can persist in a save after uninstalling. This is how Starfield handles mod-added perks generally.
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The four space ambushes cannot be switched off. They're part of the quest.
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PC console: this Creation is a small master, so its FormIDs start with FE followed by its three-digit slot, not a fixed number. Starfield's console can't use Editor IDs, so to check the quest use: sqv FExxx90C, where xxx is this plugin's slot. Typing "help Surveyor 4" shows the gear's live IDs.
UNINSTALLING
Remove the Creation. The quest and its items will vanish from an existing save; granted perks may not. Uninstalling a quest mod mid-quest is never clean - finish it first if you can.
Also available on Nexus Mods, with the same content and version.
Release notes
Xbox
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1.0.2First release on Creations. Same content as version 1.0.2 on Nexus Mods. Available for PC and Xbox.
PC
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1.0.2First release on Creations. Same content as version 1.0.2 on Nexus Mods. Available for PC and Xbox.
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