Starfield

Starfield

View Stats:
Starfield Outposts and Neon
I have been having an on-going battle with Starfield when it comes to Outposts and the city of Neon. If I build one, I can no longer go to the city without crashing my game. I don't really know what fix to try here. The only mods I have that edit the Neon area are Neon Vertigo, but that doesn't make sense to me for that to make it crash when it comes to an outpost. Anyone with another idea?
< >
Showing 1-13 of 13 comments
Falaris May 18 @ 6:41pm 
It's creative trying to make an outpost there, but it seems like you can't do so normally; it's the mod that enables that option, but the game doesn't otherwise support it, thus, crash.

If you want it to work, I suspect the best way is to find a mod that has neon outposts as its purpose, if such exists, or adds a land mass to Volii.
Originally posted by Falaris:
It's creative trying to make an outpost there, but it seems like you can't do so normally; it's the mod that enables that option, but the game doesn't otherwise support it, thus, crash.

If you want it to work, I suspect the best way is to find a mod that has neon outposts as its purpose, if such exists, or adds a land mass to Volii.

I’m not trying to build an outpost ON Volii. My outposts are on entirely different planets in entirely different systems. THEN, my game crashes. The two aren’t even, or shouldn’t even, be connected.
chksix May 19 @ 3:28am 
Why mention Neon in the title then?
Originally posted by chksix:
Why mention Neon in the title then?
i guess because he crashes only when he goes to neon. Weird bug tbh

Originally posted by robert.wynn8:
I’m not trying to build an outpost ON Volii. My outposts are on entirely different planets in entirely different systems. THEN, my game crashes. The two aren’t even, or shouldn’t even, be connected.

what about new atlantis? or akila?
Last edited by Somesharky; May 19 @ 3:51am
Did you already check your game files integrity? (Steam Library - RMB on Starfield - Properties - Installed Files)
Last edited by sarcastic_godot; May 19 @ 7:17am
Originally posted by Somesharky:
Originally posted by chksix:
Why mention Neon in the title then?
i guess because he crashes only when he goes to neon. Weird bug tbh

Originally posted by robert.wynn8:
I’m not trying to build an outpost ON Volii. My outposts are on entirely different planets in entirely different systems. THEN, my game crashes. The two aren’t even, or shouldn’t even, be connected.

what about new atlantis? or akila?
Correct. It’s whenever I travel to Neon after I build an Outpost. I’ve verified the integrity of my game’s files, but have no real clue as to why it would be doing that.
Originally posted by robert.wynn8:
I’ve verified the integrity of my game’s files, but have no real clue as to why it would be doing that.
...buggy files => buggy game behaviour. Sometimes does happen, and verification excludes this from the list of suspects.

Did you already try deactivating your Neon Vertigo mod?
might be one of those dumb CE moments. like that one time it shifted my player camera onto the head of the horse and ♥♥♥♥♥♥ up all the saves retroactively, i don't even know how, but all of the saves of that char shifted onto the horse pov and everything i tried to fix it failed.
Originally posted by sarcastic_godot:
Originally posted by robert.wynn8:
I’ve verified the integrity of my game’s files, but have no real clue as to why it would be doing that.
...buggy files => buggy game behaviour. Sometimes does happen, and verification excludes this from the list of suspects.

Did you already try deactivating your Neon Vertigo mod?
Yeah. After I deactivated it, I could be on the outside of Neon where the Sleepcrates and Spaceport are, but then I couldn’t enter the Neon Core
So it's apparently a mod compatibility issue. Someone more versed in modding might help, but basically, the mod's author would be the best source on that. If there is a Nexus topic for this mod, that might be the perfect place to ask for a remedy...

...but: Some folks in here _might_ know more about that issue already. Not me, though.
Originally posted by sarcastic_godot:
So it's apparently a mod compatibility issue. Someone more versed in modding might help, but basically, the mod's author would be the best source on that. If there is a Nexus topic for this mod, that might be the perfect place to ask for a remedy...

...but: Some folks in here _might_ know more about that issue already. Not me, though.
I know I read an article somewhere that outposts can cause glitches such as this, but I don’t really know why it would in this case. Tried a new save file and it worked until I made a second outpost.
oak May 19 @ 6:17pm 
Originally posted by robert.wynn8:
Originally posted by sarcastic_godot:
So it's apparently a mod compatibility issue. Someone more versed in modding might help, but basically, the mod's author would be the best source on that. If there is a Nexus topic for this mod, that might be the perfect place to ask for a remedy...

...but: Some folks in here _might_ know more about that issue already. Not me, though.
I know I read an article somewhere that outposts can cause glitches such as this, but I don’t really know why it would in this case. Tried a new save file and it worked until I made a second outpost.

Well, lets say it is a mod, but an unrelated one.
I think they are called "dirty edits" but sometimes mods change things that they shouldn't, eg: a new weapon mod that accidentally sets a doors state to locked because the mod author forgot they'd been tinkering with that in the CK at the time.
So we start with ... what's your mod list look like?

The second thing I might suggest is: before you build an outpost, visit Neon and make sure there's not some mission there that is incomplete that might be waiting for you to use the landing site for example. It could be that there's a scripted event in progress at Neon and it gets all bent out of shape if the game tries to put you at the landing pad.
Originally posted by oak:
Originally posted by robert.wynn8:
I know I read an article somewhere that outposts can cause glitches such as this, but I don’t really know why it would in this case. Tried a new save file and it worked until I made a second outpost.

Well, lets say it is a mod, but an unrelated one.
I think they are called "dirty edits" but sometimes mods change things that they shouldn't, eg: a new weapon mod that accidentally sets a doors state to locked because the mod author forgot they'd been tinkering with that in the CK at the time.
So we start with ... what's your mod list look like?

The second thing I might suggest is: before you build an outpost, visit Neon and make sure there's not some mission there that is incomplete that might be waiting for you to use the landing site for example. It could be that there's a scripted event in progress at Neon and it gets all bent out of shape if the game tries to put you at the landing pad.

That actually got me on the right track. So the mods (apparently it was actually several) that were interfering were ship mods that spawned to buy at the Neon Spaceport. Totally forgot about them, but once I deleted them (I think it was like 4) no issues at all.

I'm partially wondering if there's a soft limit to how many customization spaces one can have in the game, which is why there's a limit on ships, outposts, and only so many homes available to buy. It might be a dumb theory, but it's the best one I got as to why the scripts wouldn't load.
< >
Showing 1-13 of 13 comments
Per page: 1530 50