It looks like the latest update caused issues with many of the patches. I'm fully aware that they're currently not functioning properly, and the only real solution at this point is to create completely new patch files. The recent update seems to have broken compatibility across the board, but everything will be fixed with fresh, updated files soon. Thank you for your patience and support!
New Atlantis Awaits – Update Changelog New Locations and Exploration
Three fully integrated, lore-friendly locations now have official names, map markers, and fast travel points:
Unity Square – A central plaza with new buildings and gathering points.
Unity Gardens – A natural park space adjacent to the square.
Lumen Lakefront – A peaceful lakeside viewable area.
A new fourth location has been added near the waterfall – name coming soon.
Expanded City Layout and Landmarks
A new building has been added in Unity Square, now housing:
A small Ryujin Industries representative office.
A GalBank branch.
Multiple new structures and scenery elements have been added across the city to enhance world-building and immersion.
Narrative and Mystery Elements
A mysterious new site has been introduced in Unity Square. This location will later serve as the starting point for a custom quest storyline in future updates.
Improved AI and City Dynamics
Additional NPCs now populate various areas and follow set routines.
New NavMesh work ensures smoother navigation for NPCs around added content.
Performance and Compatibility
Improved compatibility with a wide range of mods, including lighting and environmental overhauls.
Cleaned and optimized layout to reduce clipping, pathing issues, and visual bugs from previous versions.
Map and UX Enhancements
Updated map visuals with enhanced layout for orientation.
Fast travel points placed with logic and accessibility in mind.
Some atmospheric details and ambient effects have been tweaked for a better immersive experience.
Behind the Scenes
Several key areas have been prepared for upcoming expansions.
Work has begun on deeper city-wide environmental storytelling.
If you enjoy this mod and want to support continued development, please consider giving it a Like and a Vote. – Checker90, your friend on this journey. The Patch Hub page is now live! 🎉 You can now find all current and future patches there, starting with the newly released Falkland Systems Patch. Check it out and make sure to load the patch after both New Atlantis Awaits and Falkland Systems to remove the invisible wall issue. More patches coming soon!
Hi! i wanted to post as i really love the look of this mod and i installed it and it is so amazing. But i have had this weird issue that only seems to happen with this mod . I even tested removing numerous other mods i use and the only mod that fixes my problem was this mod being removed. To explain, When i first arrive at Atlantis at the beginning of the game the mod loads fine and its breath-taking all the new detail. but after i meet Sarah and then we both go back to the ship at the port to do the first main story first mission, when i walked up the ship ramp and click Board, it forces me into the cockpit seat and if i try to stand up it bugs me into the cockpit wall and i cant walk or move. It also duplicates the cockpit seat and console as if there is 2 ships stuck on the same dock spot. No matter what i do i cant get it to just let me board further in the back of the ship. I removed this mod and then it all works perfectly. Now i did also add a few other mods that support yours, such as : New Atlantis Awaits patch hub, Rabbits Real lights Atlantis awaits. I use MO2 and LOOT and i did as the instructions said about load order for this. Any advice to make this mod work as i really want to use it?
EDIT : Ok i found the reason after testing all mods i had painstakingly one at a time . Turns out the mod that conflicts badly if installed along with this mod is : 'Always in the cockpit upon Landing ' mod, no idea why. Which has issues it seems anyways. I uninstalled that and reinstalled this Atlantis awaits and supporting mods and no issues at all. I am so happy. Now Atlantis is how it should be and i am excited for this mods future! Panic averted!!!!!! :)
Hi, I just want to say that your mod was awesome, it really changes the experience of gaming with starfield, most specially we all know that New Atlantis is a huge part of the gameplay. Keep it up bro and may the force be with you.
PS. Im just wondering if you also do have a plan of adding an academy or school building in the future, I want to learn how to mod and if ever the opportunity was given. I will make a quest mod that will bring the player back to the year before the colony war and the academy will be the centerpiece of that quest line.
Thanks! I ve already tried this mod and it's great. Feels like New Atlantis could look like this in the base game and it's very important for me personally
Very nice work! I honestly haven't been the biggest fan of New Atlantis Expanded as it was a little too much for me. But this is SO much better! Definitely using it now and thank you so much for already providing a patch to work with my mod, really appreciated!
Hi Checker90, great work. Your mod is my lead story in my weekly SF news video:
https://youtu.be/Q_v_jtY7Re0
One of my viewers noted that you didn't publish a PC version for Creations. I know some people use the Creations menu and system on PC, and don't use Nexus Mods and mod managers.
Any chance you could publish to PC on Creations too? Thank you.
Hey Richard! Thank you so much for featuring the mod as your lead story, that truly means a lot! 🙏 As for the PC version on Creations: yes, I absolutely plan to publish it there as well. I focused first on the in-game version and patches, but PC support through Creations is coming very soon so that everyone who uses the built-in system can enjoy it without needing Nexus or a mod manager. Really appreciate the feedback.
The reason it's not yet available for PC through Creations is because I plan to later split the ESP files in order to fully optimize performance for Xbox. Right now, that would require significantly more work, since I’d have to maintain and update two separate ESP files for every single update. It’s just not feasible at this stage, but I definitely want to support both platforms properly in the future. Thanks so much for your patience and understanding!
Have to admit, this is very beautiful. I am a bit worried about the resources it may consume -- ere long I may not be able to use the shipbuilder at NA any more, or land even. But it's way better than I expected. :)
Hello, checker90 I absolutely love the vision of your mod. I have not installed it, as I'm in the middle of a playthrough. But I plan to test it.
I love your ideas with new buildings, roads, river and new locations. How many new NPCs does this mod add to NA? Do the new NPCs have extensive dialogue with unique personalities like vanilla Starfield? Do you plan to get the new NPCs to be part of new city quests? Vanilla New Atlantis has 27 quests, which still felt less to me, and your expanded NA should aim to have a lot more. But all of that dialogue and questing will mean a bunch of writing and quest design work. I was wondering if you have plans for that or if you would leave it to other modders.
I love your vision, man! If you keep at it, the 'Awaits' series has the potential to be Starfield's Better Cities - the legendary 15+ year-old Oblivion mod, which has updates even in 2025!
98 comments
New Locations and Exploration
- Three fully integrated, lore-friendly locations now have official names, map markers, and fast travel points:
- Unity Square – A central plaza with new buildings and gathering points.
- Unity Gardens – A natural park space adjacent to the square.
- Lumen Lakefront – A peaceful lakeside viewable area.
- A new fourth location has been added near the waterfall – name coming soon.
Expanded City Layout and Landmarks
- A new building has been added in Unity Square, now housing:
- A small Ryujin Industries representative office.
- A GalBank branch.
- Multiple new structures and scenery elements have been added across the city to enhance world-building and immersion.
Narrative and Mystery Elements
- A mysterious new site has been introduced in Unity Square. This location will later serve as the starting point for a custom quest storyline in future updates.
Improved AI and City Dynamics
- Additional NPCs now populate various areas and follow set routines.
- New NavMesh work ensures smoother navigation for NPCs around added content.
Performance and Compatibility
- Improved compatibility with a wide range of mods, including lighting and environmental overhauls.
- Cleaned and optimized layout to reduce clipping, pathing issues, and visual bugs from previous versions.
Map and UX Enhancements
- Updated map visuals with enhanced layout for orientation.
- Fast travel points placed with logic and accessibility in mind.
- Some atmospheric details and ambient effects have been tweaked for a better immersive experience.
Behind the Scenes
- Several key areas have been prepared for upcoming expansions.
- Work has begun on deeper city-wide environmental storytelling.
If you enjoy this mod and want to support continued development, please consider giving it a Like and a Vote.– Checker90, your friend on this journey.
The Patch Hub page is now live! 🎉
You can now find all current and future patches there, starting with the newly released Falkland Systems Patch.
Check it out and make sure to load the patch after both New Atlantis Awaits and Falkland Systems to remove the invisible wall issue. More patches coming soon!
New Atlantis Awaits Patch Hub at Starfield Nexus - Mods and Community
素晴らしい開発を続けてください。応援しています!
PS. Im just wondering if you also do have a plan of adding an academy or school building in the future, I want to learn how to mod and if ever the opportunity was given. I will make a quest mod that will bring the player back to the year before the colony war and the academy will be the centerpiece of that quest line.
But this is SO much better!
Definitely using it now and thank you so much for already providing a patch to work with my mod, really appreciated!
https://youtu.be/Q_v_jtY7Re0
One of my viewers noted that you didn't publish a PC version for Creations. I know some people use the Creations menu and system on PC, and don't use Nexus Mods and mod managers.
Any chance you could publish to PC on Creations too? Thank you.
As for the PC version on Creations: yes, I absolutely plan to publish it there as well. I focused first on the in-game version and patches, but PC support through Creations is coming very soon so that everyone who uses the built-in system can enjoy it without needing Nexus or a mod manager.
Really appreciate the feedback.
The reason it's not yet available for PC through Creations is because I plan to later split the ESP files in order to fully optimize performance for Xbox. Right now, that would require significantly more work, since I’d have to maintain and update two separate ESP files for every single update. It’s just not feasible at this stage, but I definitely want to support both platforms properly in the future. Thanks so much for your patience and understanding!
I absolutely love the vision of your mod. I have not installed it, as I'm in the middle of a playthrough. But I plan to test it.
I love your ideas with new buildings, roads, river and new locations.
How many new NPCs does this mod add to NA? Do the new NPCs have extensive dialogue with unique personalities like vanilla Starfield?
Do you plan to get the new NPCs to be part of new city quests?
Vanilla New Atlantis has 27 quests, which still felt less to me, and your expanded NA should aim to have a lot more.
But all of that dialogue and questing will mean a bunch of writing and quest design work. I was wondering if you have plans for that or if you would leave it to other modders.
I love your vision, man!
If you keep at it, the 'Awaits' series has the potential to be Starfield's Better Cities - the legendary 15+ year-old Oblivion mod, which has updates even in 2025!