Fallout 4 mods/Scavenger's Safehouse Player Home

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Scavenger's Safehouse Player Home (with Merchant)
30951.jpg
Developer RedRocketTv
Latest version 1.1
Release date 04 July 20194:54PM

==Description==

The Scavenger’s Safehouse is a mid-sized bunker style player home located on the western side of the Commonwealth between the Mass Pike Interchange and the Electrical Hobbyist’s Club. It provides a place of refuge from radstorms allowing you to catch up on your sleep, drop off some loot and do some trading with the resident merchant.

Unlike many of my previous player homes the Scavenger’s Safehouse is a (nearly) no-frills way station that is not intended to be a main base.

The Safehouse is a gritty, dimly lit little bunker. If you’re looking for a bright, cheery location this is probably not the mod for you.The lighting is intentionally dim and dark, and if you use an ENB with an interior lighting overhaul the dimness is even more pronounced, but it just adds to the atmosphere.

The Safehouse is geared towards survival playthroughs and does not offer many of the amenities found in my other mods: no Bobblehead stands, no magazine racks, no fusion core chargers, no water purifiers. There is a small makeshift hydroponics garden (with crops that regrows in 48 hours after harvesting) and an unbuilt My First Infirmary unit that you must repair with the proper components before you can use it. Beyond that, the only other luxuries are clean water sources, a working shower that gives a +2 Charisma boost, a barber chair and a personalized bed that gives the Well Rested and Lover’s Embrace bonuses.

The Safehouse features the same two inventory sorting systems found in all of my other player home mods: one is container based, the other is terminal based. See the “NOTES ON INTERACTIVE FEATURES” section of the Read Me for details.

There is also a resident NPC vendor with whom you can trade 24/7. He sells a large variety of goods, but his specialty is guns and ammo.

I really miss the faction safehouses that were found in Fallout New Vegas and wanted to replicate the feeling of a worn down, unfinished bunker re-purposed as a temporary shelter to be used on your way to someplace else...a place to stop, catch your breath and get some rest before moving on.

This mod was heavily inspired by the Hidden Valley Player Bunker and Merchant Roommate mod for Fallout New Vegas by Rezthebear: I started using that little gem in my recent FNV playthrough and really wanted something similar for my FO4 games. The Scavenger’s Safehouse is the result.

If you decide to revisit FNV, I highly recommend the Hidden Valley Bunker mod as a great little player home. Be sure to endorse the mod if you use it!

PLEASE NOTE: This is player HOME, not a player SETTLEMENT! - There is NO workshop! - You can not assign settlers here! - You can not dismiss companions here! - You can not create supply lines here! - This mod was made for my own game the way I wanted it, and I will not be making changes or taking “requests.” - Yes, I know the lighting is dark. Please go back and read the previous line.

Most items are static, but there are a several lootable items and containers.


Requirements:

This mod requires the following Fallout 4 DC: Automatron (DLCRobot) Far Harbor (DLCCoast) Nuka World (DLCNukaWorld) Contraptions Workshop (DLCworkshop02)


Location:

The Scavenger’s Safehouse is located on the western side of the Commonwealth roughly mid-way between the Mass Pike Interchange and the Electrical Hobbyist’s Club. The trapdoor entrance is located on the backside of a ruined house just off the road running between those two locations. If you find the ruined house with a doghouse behind it, that’s the place.

There is a discoverable map marker that will allow you to fast travel to the load door after you discover the location. See the screenshot in the Images tab for the map location.


Getting inside:

Gaining entry to the Safehouse requires you have an Advanced lock pick skill level to pick two locks. It also helps if you are good at detecting mines.


Mod features:

- Discoverable map marker

- Two inventory sorting systems: One container based, one terminal based

- Two power armor stations (Contraptions DLC PA displays converted to fully functional PA stations)

- NPC vendor: buy, sell, trade 24/7!

- You can fast travel from the interior cell

- Custom design workbenches

- All workbenches are linked to shared storage

- Lots of custom assets and textures

- Working light switches for most room (main hallway lights are always on)

- Hydroponic crops: regrow 48 hours after harvesting

- My First Infirmary unit: restores health, removes Rads. MUST BE ASSEMBLED BEFORE IT CAN BE USED. See the NOTES ON INTERACTIVE FEATURES section below for details

- Interactive storage units: Weapons storage, food shelf, chem storage, power armor parts, mod storage will display shelf clutter when items of each category are added. Clutter will deactivate when container is emptied

- Fully navmeshed for companions with may idle and comment markers

- Personalized bed and storage locker

- Two beds, both give the Well Rested/Lover’s Embrace bonuses

- Trash compactor, reduces junk items down to their base components

- Refrigerator will turn all Nuka-Cola, Vim! and Gwinnett drinks to the Ice Cold variant after six hours

- LOTS of storage! All containers (and the entire cell) are flagged to not respawn


Meet your new roommate:

Upon entering the Scavenger’s Safehouse , you’ll soon find it already has an occupant: Troy Augustine, a former Mojave courier and current ex-Gunner turned fugitive. You see, Troy defected from the Gunners taking a sizable stash of weapons and ammo along with him. The Gunners were not too pleased about that. Troy is using the Safehouse as a hideout until the Gunners loose interest in tracking him down.

Once he feels it’s safe, he plans to make his way back to the NCR to track down his niece, the only other surviving member of his family. More of Troy’s backstory can be found in his journal entries on the Safehouse Terminal.

But fair warning: remember that Troy is a wanted man and is unsure of your intentions. He’s left a few “surprises” both inside and outside the bunker to deter anyone from getting too curious. So tread lightly when you first discover and enter the Safehouse. Be prepared for some explosions if you don’t.

He’s also locked the exterior entrance and the first gate inside the entrance hall. Both require an Advanced lock picking skill level to unlock.

NPC Info (highlights): - NPC is voiced (uses vanilla dialog from Leveled Merchant template)

- buy, sell trade with Troy 24/7

- gives you a small discount if Piper is your companion

- sells the unique Legendary Western Revolver “Intense Diplomacy” (has Incendiary legendary effect)

- will sandbox and use furniture and idle markers

- does not force greet you when you are near him

- can be disabled/re-enabled via the terminal


A VERY IMPORTANT NOTE ON THE ARMOR DISPLAY MANNEQUINS:

ALWAYS remove ALL items from the mannequin before changing the gender. If you do not, you will PERMANENTLY loose those items! This is a vanilla issue with the mannequins and is the same issue they exhibit when storing them to the workbench in workshop mode. You have been warned!

The Contraptions DLC Armor Displays have a reputation of randomly not spawning the first time a player enters the cell they are in. This is a vanilla issue potentially found in any mod that uses these items and is not exclusive to this one. I personally have never had this happen, but know of other mods and users that have experienced it. If you encounter this issue (in any mod, not just this one) save your game, quit to the desktop, relaunch the game and reload your save. That will fix it. Alternately, quit to the desktop, relaunch the game and reload a save prior to entering the cell and try again.


NOTES ON INTERACTIVE FEATURES:

There is some very important information in the READ ME regarding the interactive features of the mod. I strongly suggest you read it THOROUGHLY before asking questions or reporting issues. Questions regarding items clearly spelled out the in the READ ME or mod description will likely not be responded to.

My First Infirmary: The My First Infirmary unit will restore all health and remove all rad damage. However, upon entering the Cinema storeroom for the first time you find it has not been fully assembled. YOU WILL NEED TO COMPLETE THE ASSEMBLY BEFORE YOU CAN USE IT. The required components are as follows:

1-Antiseptic 3-Stimpak 3-Radaway 3-Steel

Once you have these items in your inventory, you will be able to assemble and use the My First Infirmary


Known/Potential issues:

A detailed explanation of known or potential issues with this mod is outlined in the Read Me. Please go through the Read Me thoroughly before commenting or reporting a "problem!"


Performance and Optimization:

The interior cell has been optimized using room bounds and portals with a fair number static collections to help cut down on polygon counts. To keep with the theme and atmosphere I wanted, I’ve used much less clutter in the Scavenger’s Safehouse than most of my other player home mods. That being said, I have used more shadowed light sources than I normally do, again to enhance the atmosphere I was looking for. There are eight shadowed light sources in the cell, including three spotlights used for some of the hallway lighting.

Be advised that some players WILL likely have FPS issues if your machine can’t handle this number of shadowed light sources.

I have done thorough testing using three machines with a variety of hardware configs. My “low end” machine is a 4700-series i7 with a 2GB GTX860M and 16GM RAM. I am able to maintain a solid 45-60 FPS in the entire home on medium and high graphics settings with no ENB. The most noticeable FPS drops were in the large main room do to the number of shadowed lights and fog/mist elements. If you have a low spec machine, expect performance hits in this room.

Comments complaining of FPS issues or asking for a “fix” WILL NOT be responded to, or may just get a copy/paste of this statement as a response! If your computer isn’t up to snuff to use this mod with the lighting setup it has, that’s on you.

If you do have FPS issues when entering the cell, save your game, quit to the desktop then reload your save. That is the only advice I will offer.

Exterior cell edits were kept to an absolute minimum. No precombined meshes were touched nor disabled, so regeneration of optimization data for the exterior cell was not required.



===Installation===

Use the mod manager of your choice,

Or to install manually: Extract the archive. It contains three files: RRTV_ScavBunker_Home.esp RRTV_ScavBunker_Home – Main.BA2 RRTV_ScavBunker_Home – Textures.BA2

Place all three files into your Data folder. Manually activate the mod in your plugins.txt file.

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