(/◕ヮ◕)/ Shameless Donation link insertion here. (/◕ヮ◕)/ If you like my mods and probably want or don't want to see more. A Donation is welcome but never required. https://www.paypal.me/TheNeru https://ko-fi.com/theneru ¯\_(ツ)_/¯ Shameless Donation link insertion end. ¯\_(ツ)_/¯ |||||||||||||||||||||||||||||||||||||||| CREDITS AND KUDOS |||||||||||||||||||||||||||||||||||||||| ZOD C 137 |||||||||||||||||||||||||||||||||||||||| FAQ - Frequent Annoy~ahem~ Asked Questions |||||||||||||||||||||||||||||||||||||||| Q: Where can I find the new outposts? A: Autoshop Outpost -> Basically an Autoshop Building [Can be found in all maps] Nursery Outpost -> Plant Nursery/Greenhouses [Notably Meagher Valley has these buildings] Post Office Outpost -> Only Providence has this building. Trumbull Valley [Homecoming] has this building. Library Outpost -> Drucker and Cascade has this building Church Outpost -> Drucker and Trumbull valley has this building. Police Station Outpost -> Providence Ridge, Cascade Hills, Drucker County. Does not exist in Meagher Valley and Trumbull Valley [Homecoming] Factory Outposts -> [Factory Buildings] Trumbull Valley and Meagher Valley. [Workshop Buildings] Cascade Hills, Meagher Valley and Drucker County. Factory Outpost is not present in Providence. [I could be wrong and scanned the map sleepily/lazily] Q: Will you ever update the No Labor version to have the latest changes in the one with Labor Cost? A: I will remove and no longer update the No Labor version. Q: Why can't I upgrade the Nursery and Safehouse Outposts? A: You need the State of Decay 2 Mod Manager by KaiHeilos to integrate those new Outposts. Q: Why does my game crash when approaching X Outpost? A: You need the State of Decay 2 Mod Manager by KaiHeilos to integrate those new Outposts. Q: Why can't I see Homebases and Survey Points at the start? A: I've hidden them as of V1.1.55. Q: Can't you just add a toggle button to enable the facility functions at the cost of Labor? A: I definitely can, but I am limited to 5 buttons at most. That and it doesn't sit right with me that the community is still gaining resources from the outpost without the cost of Labor. Also, also. I would need to edit a few more files to achieve that and will inevitable become a conflict with other mods. Outpost Overhaul Mod ======================================= ======================================= All Resource Outposts ~ Outposts that generate resource will cost 1 Labor All Outpost [If not all then most] ~ Removed the ability to learn or gain EXP for 5th skills. Instead use the Library or Post Office Outpost to learn/improve 5th skills Ammo Outpost ~ Ammo Outpost 1 Allows crafting of Small Firearms [Revolvers] ~ Ammo Outpost 2 and 3 Allows crafting of Small Firearms ~ Ammo Outpost 2 and 3 allows you to craft small caliber ammo ~ Ammo Outpost 2 will have Workshop 2 Crafting Actions ~ Ammo Outpost 3 will have Workshop 3 Crafting Actions Autoshop Outpost ~ Behaves just like an Auto Shop Facility ~ Allows you to repair and refuel your vehicle for free ~ Allows you to scrap Vehicles for Parts, Fuel and Materials ~ Allows building of Apocalypse Vehicles of choice [Has 2 versions of Scrap function.] [1. Scrap vehicle and teleport back to home] [2. Scrap Vehicle without teleporting back to home] Bar Outpost ~ Provides Knowledge of Alcohol, Cooking, Cuisine and Nutrition ~ Tasting Room functions ~ Function Craft Beer Church Outpost [Only in Drucker County and Trumbull Valley] ~ Provides Morale Buffs [Morale Benefit Increases as your community increases in size] ~ Provides +1 to all Resource types everyday [Activates when community is large enough] ~ Provides 4 Beds Factory Outpost (v1) ~ +3 Materials ~ Allows crafting of 3 to 6 Random Blade type weapons ~ Allows crafting of 3 to 6 Random Blunt type weapons ~ Allows crafting of 2 to 4 Random Heavy type weapons [NOTE 1 [Bounty and DLC locked weapons are excluded [NOTE 2 [Warehouse Buildings may be subject to change for a new outpost type. [NOTE 3 [FOP is still in V1. I might further work on it allowing to craft each individual [melee weapons. But that's alot of work to do. I may or may not go through it. [Incentivize me by buying me Ko-fi ~not really~. It would go well with my biscuits, or bread. [Bad jokes aside. Thanks for reading this nonsense and have a Goo'Day Food Outpost ~ Food Outpost 2 will have Kitchen 1 functions ~ Food Outpost 3 will have Kitchen 2 functions ~ Allows you to hire 2 NPCs to accompany you inexchange for food and influence Fuel Outpost ~ Can craft Molotovs and Fuel Bombs with Filling Machine Effect Landmark Outposts ~ Fast Travel to Map Marker is possible Materials Outpost ~ Materials Outpost 2 and 3 will have Sawmill Functions Medical Outpost ~ Medicine Outpost 2 will have Infirmary 2 Crafting functions ~ Medicine Outpost 3 will have Infirmary 3 Crafting functions ~ Medicine Outpost 3 will allow you to craft Enhanced Plague Cures and Plague Busters from Heartland Artillery/Military Outpost ~ Allows you to craft high caliber rounds ~ Unlocks 1 Outpost Slot ~ Allows you to call CLEO for Ammo and Weapon drops [Modified Siege Rewards. Based on Improved Base Facilities mod] Police Station Outpost ~ +3 Ammo per day ~ +25% Shooting Exp ~ Looking for Trades function [Find a random Wandering Trader] ~ Craft Weapons [Allows crafting of Pistols, Shotguns and Melee weapons.] Safehouse Outpost ~ +4 Beds ~ Added Special Functions ~ Can deposit rucksack ~ Safehouse can be upgraded to Front Guard, Scavenge Base, Lounge, Self Sufficient ~ Can Sleep in Safehouse Outposts to skip the night =================================== [[[[[Custom Safehouse Upgrades]]]]] Safehouse Front Guard ~ +4 Beds ~ -6 Threat ~ -1 Ammo Per Day ~ -1 Labor Safehouse Scavenge Base ~ +4 Beds ~ +2 Materials, Meds, Ammo, Fuel, Food [Food Generation in Nightmare is 1.5x and 2x for Lethal] ~ -3 Labor Safehouse Lounge ~ +4 Beds ~ Lounge 2 Functions ~ Lounge 2 Passives Self Sufficient Safehouse ~ +4 Beds ~ Base Wide Water and Power ~ -1 Labor [[[[[Custom Safehouse Upgrades]]]]] =================================== Auto Shop Outpost [Auto Shop buildings] ~ Outpost will have the Auto Shop facility functions Radio Booster/Tower Outpost ~ Function to call +3 or +6 Labor Buff ~ Function to call community members to follow you ~ Passive that provides all Quirk Skills Nursery Outposts [Greenhouse, Nursery Buildings] ~ Can use seeds to increase yield ~ Nursery Outpost 1 yields food, can be converted to yield meds ~ Nursery Outpost 2 yields both food and meds at the same time Post Office/Library Outpost/Upper Office Outpost ~ Allows crafting of Community Skill Books ~ Allows crafting of Quirk Skill Books ~ Allows crafting of Respec Skill Books ======================================= ======================================= ======================================= ======================================= Functions Information Safehouse Outpost ~ Scavenge Function +45 Parts +250 Prestige +400 Influence +4 Random Rucksacks deposited into the Community Locker [Ammo Sack excluded] NOTE: Locker and not Storage! So check your locker after the command finishes ~ Scavenge for Consumables, Misc, and Facility mods function Deposits random consumables, miscellaneous, and facility mods into the community locker ~ Distract Threats -14 Base Threat for 1 in-game day [90mins] ~ Overwork Doubles the labor provided by the community. Facility Action speeds are increased by 25% up to 100% Morale is reduced by 10 up to 30 ======================================= ======================================= Future updates ~ Nothing. For now. ======================================= Changelogs [02-10-23] ~ Replaced V1 outposts with V2 ~ Factory Outpost allows crafting of all melee weapons [01-23-23] ~ Fixed Radio Booster Tower Crash ~ Removed Fatigues Radio Unlock from Artillery OP ~ Removed Cash call from Radio Booster Tower ~ Improved Apocalypse Vehicle crafting in Autoshop Outpost ~ Apocalypse Vehicle crafting can now be activated at homebase and vehicle will be delivered to a free parking slot ~ Improved teleport function of Vehicle Scrap with teleport to home ~ Improved Hired Arms function in Food Outpost ~ Improved Call Backup function in Radio Booster Tower [09-11-22] ~ Updated for U30 [06-04-22] ~ Added new passive to Radio Tower to provide all Quirk Skill buffs ~ Added function to Radio Tower to call community members or Cash Beaumont to follow you ~ Added function to craft beer at Bar Outpost [05-16-22] ~ Added Build Vehicle funtions to Autoshop Outpost (Apoc Vehicles can now be built at this Outpost) ~ Added Free Repair and Refuel at Autoshop Outpost ~ Added Scrap Vehicle Function to the Autoshop Outpost ~ Added function to the Food Outpost to hire other NPCs from other enclaves to accompany you in your travels [03-09-22] ~ Added Sleep Function to Safehouse Outposts all versions ~ Added Fast Travel to Waypoint to all Landmarks and Landmark Strategies [01-27-22] ~ Added new Outpost, Factory Outpost ~ Added new Outpost, Upper Office Outpost ~ Artillery/Military Outposts allows you to call CLEO for Ammo and Weapon Drops ~ Homebases/Survey Points are now hidden from initial arrival in the map [01-20-22] ~ Added new Outpost, Police Station Outpost [01-13-22] ~ Added function to craft small firearms in Ammo Outpost [12-27-21] ~ Updated for Update 28 [08-23-21] ~ Added Bar Outpost ~ Added Church Outpost ~ Nursery Outposts accepts facility mods again [08-13-21] ~ Added Post Office Outpost ~ Added Library Outpost ~ Removed Skill Learning from every outpost [08-04-21] ~ Level 3 Outposts now accept Facility Mods ~ Increased the cost of Level 3 Outposts by 250 ~ Artillery, Nursery, Auto Shop, Radio Tower Booster now accepts Facility Mods ~ Any of the upgraded Safehouse Outposts accepts Facility Mods ~ Safehouse new function Overwork ~ Fixed Ammo Outpost 1 names and description ~ Fixed Level 3 Outposts Storage Buffs Info ~ Molotovs and Fuel Bombs are cheaper to craft at the Fuel Outpost [07-31-21] ~ Custom Upgrades for Safehouse ~ Upgrading/Claiming Outposts no longer cost Labor [07-21-21] ~ Level 3 Resource Outpost grants +35 Storage to the resource they produce ~ Radio Booster Outpost function to receive more Labor ~ Material Outpost 3 provides daily Parts resource ~ Material Outpost 3 allows crafting of circuitry ~ Military Outpost now allows you to craft Advance Attachments ~ Military Outpost provides -10 Base Threat ~ Military Outpost now cost 1 ammo per day ~ Can craft weapon parts in Ammo Outpost 2 and 3 ~ Fuel Outpost 3 allows crafting of Case Chemicals ~ Lowered Labor Cost to Upgrade Nursery Outpost ~ Nursery Outpost 1 Meds allows crafting of Jugs of Ethanol ~ Nursery Outpost 2 allows crafting of Jugs of Ethanol [07-16-21] ~ Added Deposit Rucksack function to Safehouse ~ Added function Radio Tower to call additional Labor ~ Artillery/Military Outpost now adds +1 Outpost and Unlocks Find Fatigues Radio command ~ Molotovs and Fuel Bombs can be crafted [07-15-21] ~ Initial Release