Betamax's Outpost Framework
By Betamax76
Community Rating
Betamax's Outpost Framework: This mod is an expansion to the outpost system. It adds many new things to build and make some minor alterations to the vanilla habs. It's my goal to make this work with my other outpost mods so some pieces can snap together. So far my Sleepcrates, Tower Hab, and Water Tower items can connect to some pieces via storage snap nodes.
Note for users of Better Habs And Doors!:
- This is an updated/overhauled version. I had to convert it to a full master so it is NOT compatible. DO NOT just remove that mod from your game unless you remove all structures built from it first or you're ready for NG+
- Failure to do so will cause a crash when trying to build at that outpost. I currently have a dead outpost in my game I forgot about during testing. It wont kill your whole game, just that outpost.
- Unfortunately making it a full master to hold the new stuff left me no other choice.
- You can remove ALL items from the old mod from ALL your outposts and uninstall it safely.
- Never used "Better Habs And Doors"? Ignore this and install whenever.
Load Order:
- Despite the name this is not a "framework" type mod. It is an outpost mod, and should be grouped with other outpost mods.
- It should be lower down the list than other outpost mods unless they make changes you'd rather have over mine.
- This mod increases build height on habs. If you have a mod that raises them higher than mine, put that mod below mine.
Adds:
- New Habs.
- New wall behavior in vanilla habs.
- Door options between connected habs.
- Greenhouse window options to science habs.
- Increased build height to 60 and allow water building added to custom and vanilla habs.
- Barn buildings turned into homes.
- New outpost hab variants.
- Door entrances for outpost habs that snap like airlocks.
- Hallways with doors.
- Airlock variants. I redid the industrial one to be more like the regular ones with a foundation and stairs. Only works with the green flat walled habs, and my new shell habs, because of the door.
- Catwalks.
- Concrete foundations similar to the catwalks.
- Landing pads. Shipbuilders can make any vanilla part and offer more ships for sale.
- Custom Cargo links. I increased the carry capacity of the containers and ships to help prevent them from clogging.
- Fences and walls. I really like the walls and will continue developing these. They might be a nice build set like my Sleepcrates.
- Power generators. Large and small solar that should change depending on planet conditions, small generators, and some large reactors.
- Radar dish scan boosters.
- Trade Authority and Inorganic Resource trade terminals.
- Basic and Constellation mission board, and bounty clearance terminal.
- Small Light posts. An industrial one that I think was meant for outposts, and some cleaner ones from New Atlantis.
- Copies of the original storage containers with greatly increased carry weight, height control, and front/back snapping. Snapping also applies to original containers.
- Ceiling Lights.
- New storage containers.
- New versions of my Water Tower mod items.
- Local flora and fauna buildings. These have the same build requirement as the level 3 greenhouse and barn (horticulture 2, domestication 2) These can be built anywhere, but only produce locally available resources.
- Bulldoze tool. This is actually in the game already but disabled. I made a copy to avoid conflicts with other mods that re-enabled it. CAN CAUSE A CRASH ALWAYS SAVE BEFORE USE!!!
Where:
- In a Custom outpost build tab.
Regarding snap behavior and navmesh:
- I'm learning that snapping is a double edged sword. It can be super convenient or super frustrating. I'm leaning more towards less is better in most cases. To put storage containers on a pad, I snap a container to the outside, then "walk" the containers over the pad to where I want.
- Everything is navmeshed, but I keep having problems with stairs and certain doorways. I will continue to make improvements as I can.
Conflicts: I do my best to make my mods compatible, but sometimes they may conflict with similar mods.
- Mods that alter the snap behavior of outpost habs may conflict with this mod.
- Other mods that add outpost buildings may conflict with this mod.
- This mod is not compatible with the older version "Better Habs With Doors". Making it a full master changed it too much.
Compatibility:
- So far I've tested this with Wicked Workshop and Outpost Habs Expanded with no issue. I'll continue to update if reports come in.
- Any more recent mod made in the CK should be fine. Older mods are more likely to cause problems. That has to be addressed on their end.
Known Bugs:
- If lights don't appear, quick save and reload. If lights are floating in odd places, save and quit the game entirely and reload and they should be fine.
- Sometimes moving items messes them up. It's usually better to remove and re-build.
- Foundations sometimes don't spawn. Using the small mid catwalk as a spacer is my current workaround. Sometimes snapping something to the thing you want and then rebuilding it will fix it. My Sleepcrate mod had this problem too so I'm eager to figure out why.
- Crew AI can be touchy. I think I sorted out my navmesh error, I see crew walking around sometimes and using things but then I come back and they're standing around idle.
- The airlock and door straight stair and ramp versions don't always go all the way down if it's tall. They work better closer to the ground.
- Walking into bottom of the airlock stairs if there not all the way down launched me like a Skyrim giant but without damage. It was hilarious but watch out.
- Industrial airlock has to be placed onto already built habs. Because of the door they only fit right on the green habs and my new shelled ones.
- The custom habs aren't perfect. I'll keep working on improvements.
Perk Requirements:
Station Habs: Starship Design 1, Outpost Engineering 1.
Shell Habs: Outpost Engineering 1.
All large Storage: Manufacturing 3.
Large Wind And Solar: Power Generation 3.
Small Solar: Power Generation 2.
Small Generators: Power Generation 1.
Reactor: Power Generation 2.
Super Reactor: Power Generation 3.
Double Reactor: Power Generation 4.
Robots:
Drone And Manager: Robots 2.
Vendor and Medic: Robots 1.
Security: Robots 1, Outpost Defense 1.
Uninstalling:
- Be sure to remove anything built from this mod before deleting it from your game! Failure to do so will cause crashing! I'm trying to learn how to prevent this.
Email: bjcBetamax76@gmail.com Donations: https://ko-fi.com/betamax76 https://paypal.me/Betamax76?country.x=US&locale.x=en_US Discord: betamax76. Reddit: Betamax_76
Release notes
Xbox
-
1.263Added For Playstation.
-
1.262Small update to address issues building more than 5 flora/fauna pads.
A limit of 5 total has been set. Vanilla structures are unaffected.
Cleaned some records. -
1.261Moved flora and fauna buildings to the bottom of the list due to reports of a mod conflict.
-
1.26- Fixed an error on flora pad 02.
- Removed research requirements for storage containers.
- Added save warning to bulldoze recipe.
- Added large catwalk door options without foundations. -
1.25- Removed research requirements from large storage. (Sorry Tommy)
- Replaced missing snap on catwalk angle 02. (These seem to reset sometimes when I edit the mod.)
- Added fancy catwalk variants. -
1.24Read Before Updating!
- Fixed an issue that prevented building on or in the furnished station habs.
- Fixed a few other minor issues with the station habs.
- This will require them to be rebuilt.
- Lowered the small concrete foundations as much as I could to still have them be placeable.
- This will require them to be rebuilt.
- Existing ones will be lower on loading in!
- Putting them lower made them unplaceable.
- Fixed an issue that caused crashing when moving the wind farm.
- Fixed a missing catwalk snap.
- Added a list of decorative antenna.
- Added a boat.
- Added another fancy airlock. -
1.2311Accidental re-upload, Oops. Still 1.231
-
1.231Fixed bugged recipe for lg catwalk 01 foundation.
-
1.23== Habs and Balance ==
- Added:
New habs based on The Eye.
New shelled habs and airlocks.
New door options.
New trade terminals.
- Balances:
Lowered power output on all generators and made adjustments to the recipes.
They're still powerful, but only having to build one big solar panel felt too OP.
All large storage now require lvl 3 manufacturing.
Increased cost of flora and fauna buildings to better align with vanilla.
Adjusted robot recipes.
Trade terminals and the Med Bot now require kits to be built.
Trade kits have been added to most of the Trade Authority vendor containers and some others.
Robot Doctor kits should be available from doctors.
Reduced available resources in terminals, but they still have x4 credits.
- Other:
Adjusted placement of doors a tiny bit.
Replaced a missing snap on a door.
Fixed collision box on industrial airlocks that prevented placement and added shelled ones.
They're only good on the green habs or the new shell habs. (see description)
-
1.22Fixed foundation error on flora pad. This should fix itself automatically no need to rebuild.
Fixed missing values on catwalk 1-way foundation.
Removed build limit from custom robots.
Adjusted snap radius on round landing pads. -
1.21- Outpost door 11/19 broke somehow and had to be remade.
- That type of door somehow also lost it's snap template and had to be reset. -
1.2Nerfs:
- Lowered all weight limits on all containers from 999999 to 9999 due to performance issues. The original was way to high and was causing issues.
- Lowered vendor credits to prevent possible loss of player credits bug.
Foundations:
- I changed all the buildings and foundations to remove the side edges so they tile together cleaner.
- This was done in a way that ALREADY BUILT STRUCTURES SHOULD UPDATE ON THEIR OWN.
- The large square landing pad with shipbuilder might be missing a connecting piece due to a small error I made and may require a rebuild.
- I added standalone small edge pieces, but the foundations don't like to spawn like some other objects. I'm still trying to find a solution.
Changes/Fixes:
- Fixed placement on Hydroponics hab so the terminal faces the player when selected and added an arrow on the roof to mark it.
- Added a floor under the animal barn to hopefully prevent them spawning underground.
- More items (not all) should count towards outpost objects built.
Added:
- Large catwalks with doors and a few alt direction pieces.
- Round He3 tank.
- Proper rail corners.
- standalone ceiling lights.
- Large wind farm tile.
- Local fauna cage option.
- Wall signs.
- Standalone cargo crane.
- More outpost robots including a working doctor that can be built on ships.
Cargo Transfers:
- As stated above I lowered the container carry weight to improve performance, but it's still quite high at 9999.
- I attempted to increase the carry weight and speed of the vanilla cargo ships. It seems to have worked but I haven't extensively tested yet. -
1.12- Fixed missing small catwalk corner snaps.
- Added click placement to all catwalks.
- Added a small robot.
- Fixed collision on "long" science habs that prevented side snapping.
- Removed interior fog from science habs - experimental. -
1.11- Fixed snaps on door group 01 that got messed up last update.
- Fixed bad placement on New Atlantis style street lights.
- Fixed missing snaps on some side attach points.
- Fixed sideways stair placement and added double stair options.
- Added new double long fences, wall, and rails.
- Added Helium tank.
- Added working greenhouse hab. -
1.1- Removed unused master file causing problems. (blueprintships.esm)
- Changed sorting priority numbers on habs to hopefully reduce conflicts.
- Fixed placement on a generator and reactor.
- I couldn't get the large airlock to work better, but I added a catwalk version.
- Split up large pads, landing pads, and cargo links.
- Added new smaller large pads and cargo links.
- Added new versions of my Water Tower mod items.
- Added new storage options.
- Added local flora and fauna pads. -
1.00== Describe this release ==
Playstation
-
1.263Added For Playstation.
PC
-
1.263Added For Playstation.
-
1.262Small update to address issues building more than 5 flora/fauna pads.
A limit of 5 total has been set. Vanilla structures are unaffected.
Cleaned some records. -
1.261Moved flora and fauna buildings to the bottom of the list due to reports of a mod conflict.
-
1.26- Fixed an error on flora pad 02.
- Removed research requirements for storage containers.
- Added save warning to bulldoze recipe.
- Added large catwalk door options without foundations. -
1.25- Removed research requirements from large storage. (Sorry Tommy)
- Replaced missing snap on catwalk angle 02. (These seem to reset sometimes when I edit the mod.)
- Added fancy catwalk variants. -
1.24Read Before Updating!
- Fixed an issue that prevented building on or in the furnished station habs.
- Fixed a few other minor issues with the station habs.
- This will require them to be rebuilt.
- Lowered the small concrete foundations as much as I could to still have them be placeable.
- This will require them to be rebuilt.
- Existing ones will be lower on loading in!
- Putting them lower made them unplaceable.
- Fixed an issue that caused crashing when moving the wind farm.
- Fixed a missing catwalk snap.
- Added a list of decorative antenna.
- Added a boat.
- Added another fancy airlock. -
1.2311Accidental re-upload, Oops. Still 1.231
-
1.231Fixed bugged recipe for lg catwalk 01 foundation.
-
1.23== Habs and Balance ==
- Added:
New habs based on The Eye.
New shelled habs and airlocks.
New door options.
New trade terminals.
- Balances:
Lowered power output on all generators and made adjustments to the recipes.
They're still powerful, but only having to build one big solar panel felt too OP.
All large storage now require lvl 3 manufacturing.
Increased cost of flora and fauna buildings to better align with vanilla.
Adjusted robot recipes.
Trade terminals and the Med Bot now require kits to be built.
Trade kits have been added to most of the Trade Authority vendor containers and some others.
Robot Doctor kits should be available from doctors.
Reduced available resources in terminals, but they still have x4 credits.
- Other:
Adjusted placement of doors a tiny bit.
Replaced a missing snap on a door.
Fixed collision box on industrial airlocks that prevented placement and added shelled ones.
They're only good on the green habs or the new shell habs. (see description)
-
1.22Fixed foundation error on flora pad. This should fix itself automatically no need to rebuild.
Fixed missing values on catwalk 1-way foundation.
Removed build limit from custom robots.
Adjusted snap radius on round landing pads. -
1.21- Outpost door 11/19 broke somehow and had to be remade.
- That type of door somehow also lost it's snap template and had to be reset. -
1.2Nerfs:
- Lowered all weight limits on all containers from 999999 to 9999 due to performance issues. The original was way to high and was causing issues.
- Lowered vendor credits to prevent possible loss of player credits bug.
Foundations:
- I changed all the buildings and foundations to remove the side edges so they tile together cleaner.
- This was done in a way that ALREADY BUILT STRUCTURES SHOULD UPDATE ON THEIR OWN.
- The large square landing pad with shipbuilder might be missing a connecting piece due to a small error I made and may require a rebuild.
- I added standalone small edge pieces, but the foundations don't like to spawn like some other objects. I'm still trying to find a solution.
Changes/Fixes:
- Fixed placement on Hydroponics hab so the terminal faces the player when selected and added an arrow on the roof to mark it.
- Added a floor under the animal barn to hopefully prevent them spawning underground.
- More items (not all) should count towards outpost objects built.
Added:
- Large catwalks with doors and a few alt direction pieces.
- Round He3 tank.
- Proper rail corners.
- standalone ceiling lights.
- Large wind farm tile.
- Local fauna cage option.
- Wall signs.
- Standalone cargo crane.
- More outpost robots including a working doctor that can be built on ships.
Cargo Transfers:
- As stated above I lowered the container carry weight to improve performance, but it's still quite high at 9999.
- I attempted to increase the carry weight and speed of the vanilla cargo ships. It seems to have worked but I haven't extensively tested yet. -
1.12- Fixed missing small catwalk corner snaps.
- Added click placement to all catwalks.
- Added a small robot.
- Fixed collision on "long" science habs that prevented side snapping.
- Removed interior fog from science habs - experimental. -
1.11- Fixed snaps on door group 01 that got messed up last update.
- Fixed bad placement on New Atlantis style street lights.
- Fixed missing snaps on some side attach points.
- Fixed sideways stair placement and added double stair options.
- Added new double long fences, wall, and rails.
- Added Helium tank.
- Added working greenhouse hab. -
1.1- Removed unused master file causing problems. (blueprintships.esm)
- Changed sorting priority numbers on habs to hopefully reduce conflicts.
- Fixed placement on a generator and reactor.
- I couldn't get the large airlock to work better, but I added a catwalk version.
- Split up large pads, landing pads, and cargo links.
- Added new smaller large pads and cargo links.
- Added new versions of my Water Tower mod items.
- Added new storage options.
- Added local flora and fauna pads. -
1.00== Describe this release ==
Additional Screenshots Available
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Mod Information
- Published
- Apr 04, 2025
- Last Updated
- Apr 08, 2026
- Platforms
- Playstation, PC, Xbox
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