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  1. lHype
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    This Playerhome ist amazing! Great Job!

    I have a question. Can you pls make a fully furnished Version because me and many other players dont like or dont have the talent to furnish it by ourself. 

    And is it possible to imtegrate the Outpost Option so that we can bring our Crew members There?

    This would be great! 
    1. vmroche
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           First of all, Thank you for trying out my mod, and I'm really glad you liked it. I do take all comments and suggestions very seriously, and I really appreciate every type of input on my mods.
           I might do a fully furnished version, but as of now, I'm fully committed for the fix/expansion of the Village Home mod, where I'm working on many new things, like assigning crew members to stations in the Village, by the way. I'm still working on it, but if I am able to make it happen, I'll take that option to the Bunker mod for sure.
           Also, what you can build in a player home is very limited, so I´m testing on being able to build everything that can be built in an outpost, inside the player home; another feature that if I succeed, I'll take it to the Bunker House mod.
    2. lHype
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      Nice! Thank you for the answer. So i think the Village mod will also featured by time a furnished Version of the Playerhome?
    3. vmroche
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      In due time, I might offer two versions of both mods, with Player House fully furnished, and a customizable one. So far, I'll only offer the unfurnished version. There is a lot to work on the Village Home still, to make both versions at this time....
  2. BriarShayde
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    Just curious if the creatures respawn too? 

    There's a mod with an indoor armillary and I'm thinking that putting that in with the terrormorphs makes fine sense :D
    1. vmroche
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      I don’t recall if I set them to respawn, but I think they are not. Let me make sure of that tomorrow and I’ll tell you for sure…
  3. lostinwhere
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    You added the swimming pool! Thanks!!
    1. vmroche
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      You're welcome, hope you like it!
  4. droolisT4
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    V1.09, when downloaded, caused the exterior door on every outpost airlock to stop opening.  The "open" letters on the door turned to illegible print.  Reverting to V1.07 caused the exterior door on every outpost airlock to function again.  
    1. vmroche
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           I'll look into that. What might have happened, is that those doors where replaced by a door I made, and mistakenly, I changed the name to the original door, instead of making a copy. On v1.09 (and on 1.08) that door was deleted (the one I have with the name I set for them) and replaced with a copy from the original door. Since I changed the door's name, when deleted removed the reference at your outpost (since it also changed the name for that door at your outpost), so that is why it stopped working. There are two possible fixes. I can reinsert the door I removed and leave it with the name I setted (the error, as well as the change are rather invisible for you, but I really don't know if it might have any consequences in the future if an update on the original doors come out) so that is why I opted for the removal, or leave it like this, which  will force you to reinstall the outpost doors, but since the door I replaced is no longer there, it will install the vanilla one this time. Let me check if I can come up with a third solution, but I would rather not leave your vanilla games with a potential problem if a game update on those doors come out.
           I really do apologize for this inconvenience, believe me, I've been working with @LjTiger69 on a fix for this (he is a much more experienced modder than me) for two straight days, full time. I do not know how to express my sincere apology for this issue I created on you guys, but it was an honest mistake and I have tried to be as stright forward with you, instead of pretending the potential problem is not there. If you wish, you could stay with v1.07, nothing will happen so far, you cannot see the door's name and it will function just the same, and wait for a fix for this issue you just mentioned (I'mean, skip v1.08 and v1.09, anyway, v1.10 will come with the same improvements those two have). I promise I'll think and work on a fix to revert my mistake, and then produce v1.10.
           Thanks for letting me know the issue you are having, and I promise to keep working on fixing my mistake, that, like I said, it does not affect you at all right now, but might do, in a future, if Behtesda decides to work on those doors.
           Hope my attempt to explain what happened makes sense.....
    2. vmroche
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           FYI, I just tried creating a new outpost door in a base I just created (unfortunately I don't have any bases set where I could see the problem) and replacing the exterior outpost door, did work on my end. I'm just letting you know, should you decide to take the route of changing the doors. If not, as I told you, you can stick with v1.07 and wait for v1.10 to come out. It's up to you. I just wanted you to know I tried placing the vanilla doors on an outpost, and it worked out fine on my end. Anyway, I'll be working on a fix for that.....

           I just realized that the outpost airlock doors I placed, have only the inner door. The exterior door is not being placed. This is because a PackIn (the one placed when you put the airlock to your hab) was also afected by the removal of the affected door. It does wwork, you can open and close the remaining door, but the front door (the one in the exterior) is missing. I'm currently working on this, so I would recommend you to stick to v1.07 and wait for v1.10 to come out, where I'll be fixing this. Thanks!
    3. vmroche
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           FYI, the outpost airlock doors has been fixed in this new update. It is version 2.10, not 1.10, as I first told you, since we brought some mayor changes to the player house, along with some fixes. Let me know if you have any other problem.
  5. LjTiger69
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    I try many times, but I cannot enter into Bunker. I open the door than the game remain in loading screen
    1. vmroche
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      Which place do you mean by "Bunker"? The Player House is the one door that is on the landing pad's level, after going through a glass door and keep going straight, there is a wooden door (The Lodge's door), which is not locked. The other two doors that you might mean are the one to the control room, which is locked and it get's unlocked with a key that gets activated picking up a DataSlate, and the one to the Secure Storage Room, that gets unlocked by a quest.
    2. LjTiger69
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      How many Bunkers did you Place? I enter into Player House, than go to the right, i see two Doors, open the left Door, go down to the stairs, i see and old style Door, open It, It Say enter the Bunker, but game remain in loading screen
    3. vmroche
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      That is weird, that door should take you back to the exterior cell, to the Garage. Let me check on that.....

      Sorry, I was thinking in a different mod....! I made a new version. Let me know how did it go, and thanks for the warning with the terminal.....!
    4. LjTiger69
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      Problem solved. I should point out that even if I helped to discover some errors, they weren't significant and weren't the cause of my problem. Basically, the Bunker wouldn't load because of the high number of mods and files on my PC. I don't use mod managers, so I have full control over what I install. But every now and then I lose that control, LOL. Reinstalling Starfield and the mods solved the problem. Thanks to VMRoche for this excellent mod and for the patience and courtesy shown in our conversations.
    5. vmroche
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      Thanks
  6. ExtraMoldyCheese24
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    In the latest update the computer no longer opens the tunnel for the terrormorph fights.  The computer only does an animation to make it look like you are typing on the computer.
    1. vmroche
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      Yes, my bad! I setted the wrong item. I'm uploading a fix for that, and some other minor improvements, as of now... it will be v1.09
      Sorry for that. I usually test my mods for 2 or 3 days before releasing them, but in the last update I was fixing a mistake I made and was affecting the base game. The error was hardly noticeable, but it was pointed to me by a fellow modder, @ ljTiger69, and I was in a hurry to fix that, so I didn't test it throughly and that error sliped with out me noticing it, until this morning. V1.09 is out now and fixes that issue. Thanks for letting me know, though, I really appreciate it!
  7. rfwjr88
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    When I try to purchase the Olivia ship it says "you do not have enough credits".  But I have plenty of credits. 
    Problem solved the price displayed had one digit that did not show.
    1. vmroche
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      Is the price shown wrong? I did not understand what you meant by "one digit that did not show". Let me know if this is an error my mod has, or was it your game, so I can fix it, if the mistake is on my end....
    2. LjTiger69
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      This is a problem of ShipBuilder, we cannot do nothing. In the widget where there are the stats of the ship, the value is showed with 6 digits, so if the prize is 1000099 the valued showed is 100009
    3. vmroche
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      Ok, Thanks, noiw I get it!
  8. jmach1427
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    So I might be blind, but I can't find the bunker entrance anywhere. Went all over the facility, the player home, down all the stairs. Can't find the bunker door.
    1. vmroche
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           Once you enter the player home, go to the right all the way back, past the kitchen, to the right back corner. You will fin two doors, the one in front of you is a bathroom, and the one to your left, leads you to some stairs that go below the player house level. Once you go down those stairs, you will enter a stone room where you will find a door which will lead you to the bunker. Once inside the bunker, in front of the Security Office, there is a locked door, that can be unlocked by computer, in that same office, which will lead you to a cave. Be aware that somewhere in that cave, you will find some high level creatures, so bring a powerful weapon (some are provided as loot in the mod) and some MedPacks. There is also another player room in that bunker, and below that room, is a vault full of loot (believe me, a lot of loot!). The vault is locked and requires a key. You can look for that key in the cave....
           I hope that helps you find what you are looking for. Have fun!
    2. jmach1427
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      Thank you so much! I felt like I was literally not seeing a door somewhere. Going crazy haha. Thanks for all your hard work!
    3. vmroche
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      Thank you for downloading my mod! Have fun!
  9. wyllravengard
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    This place is HUGE!  Nicely done.
    1. vmroche
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      Thank you for your comment! An update should be coming out around mid January, hope you like the improvements 
  10. PegasusKoga
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    I really, really want this player home but i have to make sure i do not create a conflict by installing it first.

    For example, i have Ship Vendor Framework: https://www.nexusmods.com/starfield/mods/10057 in my load order and that mod does not like it at all when other mods affect ship vendors too.

    And since your mod adds ships and a vendor too i was wondering if you could help me figure out if i'm looking at potential conflicts here?
    1. vmroche
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      It shouldn't, since I did not affect ship vendors. The ship vendor is a separete one and vanilla vendors were not touched. I kept all original items intact and the new things were separete additions, created with vanilla assets and having a configuration of it's own. I really don't know the extent of the Ship Vendor Framework, so I cannot tell you for sure that there won't be a conflict, but I'm just guessing that it only affects the game vendors. If that framework changes anything in the way the game handles vendors, yes, my vendors might be affected, but not the game vendors, since I did not touch anything about the vanilla game.

      I really hope this helps, but sincerely, I cannot tell you for certain what will happen, since I do not know the reach of the framework you installed.
    2. PegasusKoga
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      Thanks for the super quick reply!

      The fact that it does not touch vanilla vendors at all is all i needed to know, that means i can now download this awesome mod.

      Cheers!
    3. vmroche
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      Thank you for your interest in my mod! Really hope you like it.

      Please, if you have a chance, let me know if everything went ok, as I think it will be, just in case somebody else asks....
    4. PegasusKoga
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      I spent a good 15 minutes exploring the place and was absolutely floored, you really had a clear vision for the place.

      It's huuuge too, i wasn't prepared for this because i was not expecting a player home mod of such magnitude this soon in Starfield's life cycle.  I'm sold.

      One issue i did encounter was that i had a blank ship vendor sale window but that has happened before and is probably caused by the fact that my character is too low a level (LV7) for those ships to appear.  I literally traveled to the bunker as soon as i could leave New Atlantis.  Another one i noticed is that my character did not get his spacesuit removed once he got inside but that did not bother me all that much.

      Love the place and left you a screenshot with my characters reaction that you can add to your image section if you are so inclined.
    5. vmroche
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           Let me look into the blank ship vendor list. It's not supposed to happen, even if you are low level. You will not get the high tier ships, but you should get low level ships. Regarding the suit thing, where did it happen? All interior cells are programmed as "interior" and should unequip your suit. I'll look into that also.
           Nice pic, kind of dark, but I don't know if it is because I'm on my phone, you got a dark shot or you encountered an issue with the lighting. I'll post your pic as soon as I get on my PC
    6. PegasusKoga
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      I'm not too worried about the ships not showing up, it happened on a different MO2 profile for Starfield too and it fixed itself after a while.

      The suit not being removed happened in the first interior, right before you enter the bunker itself.  I think it's the lobby?  I haven't actually tested if it works inside the bunker.

      And, yeah, the pic is kinda dark now that i look at it again, probably because of either ELFX or Luma HDR, both of which affect interior lighting.  Feel free not to add it to your image section if it is too dark for you.
    7. vmroche
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      No, it's fine and I do like you sharing this pic with us. I was just wondering if it was an issue with the mod's ligting or something else.
      I'll have a look at the ship vendor and the suit issue anyway. Do you have the "Hide Specesuit in interiors" option selected? I believe you can set it on the menu where you see your spacesuit
    8. PegasusKoga
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      Yes, absolutely, it's the first thing i do once i gain control of my character, i switched the setting off and on just to make sure and he was still wearing his spacesuit.

      I noticed it happened with a different character in the Cedar Creek Valley player home too.  Very odd issue.

      And very minor issue too since i can just make him unequip his suit while they are in those homes.  It becomes more problematic if i forget to put it back on before i enter combat, lol.
    9. vmroche
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      I did check on this, and it´s quite weird. I really don´t know if they did anything with this last update, but I´m getting the same thing even in The Lodge. The Player Character is removing his helmet, but not his spacesuit. The companion does remove everything, wich means that the game is recognizing the place as an interior, it is just the Player Character that does not.... Anyhaw, I´ll keep researching on this.
      Trying to look into the ship vendor issue, could you tell me wich one is the one that it´s giving you the blank window? there are 3 ship vendors (actually one NPC and two machines) one NPC at the Bunker, and in the outside area, there is a machine (large screen) in the area between the landing pads, where the rest area is, and the other one is up in the control tower. If you could tell me which one is giving you the blank window, I could norrow my search to that specific NPC (machines are ghost NPCs too.....). Thanks
    10. PegasusKoga
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      The vendor machine on the launching pad was giving me a blank screen.  Haven't checked on the others yet but will do so when i find the time.
    11. PegasusKoga
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      I got good news.

      All three ship vendors are selling their wares now, even the terminal that give me a blank screen before.  They were selling around 15 ships each.  I assume those are yours?

      As to the spacesuit still being equipped inside, i noticed it only happened with my character because Sarah was walking around in her civilian clothes even in outside locations.  Perhaps a quirk related to my specific load order and nothing to do with your player home?

      I'm going to try and Google an answer for this.
    12. PegasusKoga
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      It seems to be a vanilla feature (bug?). 

      Your character doesn't get his spacesuit automatically removed when the location is not a city even though npcs do not have that limitation.
    13. vmroche
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           I willl check the landing pad´s ship vendor machine anyway. All ship vendors are supposed to sell you low tier ships, besides the high end ones that I introduced. Not all 15 are mine. I only have, I think, 3 of them in there. Those are "Olivia", "Victor" and "Romanos". They all have roman numbers after their names, but I just don´t have those numbers out of the top of my head.

           About the spacesuit thing, yes, Sarah not wearing it is an indication that the game is recognizing that area as an interior area. I tested even in "The Lodge", as I said, and still got the same result. I think it´s a bug that just got introduced with this recent update, since it was working fine before. I´m pretty sure your load order has nothing to do with it. In my tests, I got the same result with no mods loaded and with my mod being the only one loaded, so I´m leaning towards believing that it is a bug Bethesda is giving away for free...... ;-) Pretty sure they´ll fix it soon.
    14. PegasusKoga
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      I agree, this sounds like a vanilla bug and we'll just have to hope that Bethesda fixes it in their next patch.

      Well, thanks for letting me know, it means that i wont have to wreck my load order trying to look for the cause.

      Have a great day and i hope you will release more player homes because i'm really digging this one, cheers!
    15. vmroche
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      Thank you for your input, it does help me a lot to make better mods. Yes, I´m currently working on another player home, with a bit less loot, a little bit smaller and no overpowered weapons, suits and ships. I am making it as MrDavinF suggested a less bordering on the cheatside, player house mod and with a pool as lostinwhere suggested. Maybe it won´t be released until mid January though, but I´ll do my best to upload it sooner. This new player home, will have a garage, to store your vehicles, although they have to be acquired the traditional way and then driven to the garage, there is nothing I can do so far about this.