Outpost Beacon Override - Increased Build Radius
⚪ Last updated 2024⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 2.8% endorsement rate — high engagement, a strong quality signal
- 🏆 #66 of 106 Outposts mods in this game by downloads
📋 About This Mod
Every mod I've seen that increases the outpost build radius does so by changing the Actor Value (AV) "OutpostBuildAreaRadius". Unmodded this AV has a default value of ZERO, and there's a good reason for that: this value is used by multiple activators and quests, which set the value to what they require. For example, the outpost beacon sets it to 150, the house decorator panel sets it to 250 (no idea why it is that big).
This means that hard coding the AV to some arbitrary value for outposts is going to screw up everything else that needs to set and use that variable. Basically everyone trying to do it that way is doing it wrong.
The correct method is to edit the OutpostBeaconActivator, changing the value it assigns to the AV. This is, of course, a problem because xEdit won't copy-as-override the beacon due to reflection data. Luckily, I build star systems I know a way around that problem.
This mod contains an override of the beacon itself, which sets the build radius AV to 300 250, double the normal size. All my tests so far show this to be stable, and there are no issues building with the overhead view. And it does not interfere with anything else that needs to set OutpostBuildAreaRadius to some other value.
I do recommend backing up your save before installing this, of course, just in case it breaks an outpost. My current belief is that issues with other mods have been due to editing the AV directly, forcing it to be the wrong size (say, 500 when something needs it to be 250), rather than having the beacon set that value, but of course I can't test every situation.
Edit: Gave this some additional thought. So a mod sets the AV to say 300. The outpost beacon then tries to set it to 150 (the default). Conflict ensues. This would explain the failure in placing things using the overhead view, or having to place harvesters inside the vanilla radius and then move them out to the new radius. The beacon is fighting the AV override. But override the beacon itself, as I've done here, and that conflict goes away because the beacon and AV will always agree.
Outpost Beacon Override - Increased Build Radius is a small utility mod for Starfield that expands the buildable area around outposts by overriding the beacon itself rather than the Actor Value. With 442 endorsements and over 16,000 downloads, it's a popular choice for builders seeking more space. Last updated June 2024.
✨ Key Features
📊 Pros & Cons
✅ Pros
- Community-approved with 442 endorsements and over 16k downloads.
- Simple approach that overrides the beacon directly, avoiding Actor Value conflicts.
- Lightweight and focused—does one thing and does it well.
⚠️ Cons
- May conflict with other mods that alter outpost beacon behavior or build radius.
- No detailed description of exact radius increase or compatibility notes.
- Last updated in June 2024—could be outdated for newer game patches.
For Starfield outpost builders who want more room to design and expand their bases without fiddling with console commands or complex mods. Skip if you're looking for gameplay overhauls—this is purely a quality-of-life tweak.
💡 Beginner Tips
- If you're using a mod manager like Vortex, install this mod through it to keep your load order clean.
- Check if you have other outpost-related mods installed—load order matters to avoid conflicts.
- After installing, load a save and test the new radius at an existing outpost to see the difference.
📊 Mod Details
- Game
- Starfield Mods
- Author
- Aurreth
- Version
- 1.11
- Downloads
- 16,024
- Endorsements
- 442
- Category
- Outposts
- Created
- 2/18/2024
- Updated
- 6/3/2024
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