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Fallout 4 mods/Underground Hideout Redux Player Home
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===Getting inside the Underground Hideout=== Unlike many of my previous player homes, you'll need to do a little bit more than just pay some caps or pick a lock to take ownership. You'll need to do some old-school dungeon crawling to find the key required to access the Hideout. Just like the original mod, reading a note on the main door (inside the Hideout entrance) starts a simple fetch quest for you to track down the Hideout's previous occupant to obtain the key. Once you obtain the key and complete the quest, you will be able to unlock the door and gain entry to the Underground Hideout. The entrance to the Underground Hideout is located between Longneck Lukowski's Cannery and Kingsport Lighthouse. Look for the bus stop with the Pulowski Preservation Shelter on both sides of it. The original Fallout 3 mod entrance was inside a Pulowski shelter, and I have replicated that in this mod. The Hideout entrance in the shelter on the left as you stand in front of the bus stop. It has a street lamp next to it (which lights up at night). Enter Underground Hideout through the manhole cover on the floor of the shelter. The main door to the hideout is locked with a note on it. Pick up the note and read it! Reading the note will start the quest "Finding Jonathan" which is the quest to obtain the key you need to gain access to the Hideout. The quest name is taken from the original Fallout 3 Underground Hideout's quest that you undertake to obtain the key for the player home. The "Finding Jonathan" quest will bring you in the vicinity of Greenetech Genetics, to an unmarked location with an all-new subway interior cell for you to explore...and fight your way through. Go to Greenetech Genetics and follow the quest marker from there, just like the quest marker on the Pip-Boy map tells you. The note on the door of the Hideout also mentions Greenetech Genetics! The door to the Subway Ruins cell is very close to Greenetech Genetics. You will need to have Advanced lockpick skill to pick the lock on the door to enter the cell. And remember, it's a quest. Having it active in your quest log might be a bit helpful. This player home is not intended to be something you freely access immediately after leaving Vault 111. The suggested minimum player level for entering the Subway Ruins cell is Level 15. Bring LOTS of bobby pins! There are plenty of lootable containers in the Subway Ruins to burn through some bobby pins on. Some locks are leveled based on your lockpick skills, so there may be some you can't open with your current lockpick skills. Once you add the key to your inventory the quest completes and an inventory sorting container is enabled inside the main entrance of the Hideout. After you find the key and complete the quest, you will not need to enter the Subway Ruins again unless you want to. The cell will not reset, so you can use it as a place to sleep, store your gear and use the crafting stations. Enemies in the Subway Ruins are drawn from vanilla Leveled Actors. Any mods you use that make changes to Gunners or Turrets will most likely be picked up by the placed NPCs in the that cell. NOTE: The doors for the entrance and exit of the Subway Ruins cell are disabled until you start the quest by reading the note on the main door inside the Hideout. After getting inside: After entering the Hideout and walking down the stairs for the first time, if you have completed any of the quests the mod adds decorations for, you will receive a notification and the appropriate decorations will be enabled in the Trophy Room of the Armory cell. When you walk a little further into the Hideout, it will unlock a new map marker allowing you to Fast Travel directly to the Hideout interior (just like Home Plate). You can also Fast Travel out from both the Hideout and Armory cells.
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