Fallout 4 mods/The Outcasts' Hideout Player Home: Difference between revisions
(Created page with "{{Infobox mod |title = The Outcasts' Hideout Player Home |logo = https://i.imgur.com/ffaukDOm.jpg |developer = RedRocketTV |version = 1.02 |release = 2020-09-06 }} The Outcasts’ Hideout is an old-school bunker player home loaded with interactive features and custom assets. Many of the custom assets are recreations of those from FO3 and FNV. The bunker is based on Reimann’s Bunker from the Fallout: New Vegas mod, A World of Pain. The Hideout is located just east of Su...") |
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Revision as of 21:08, 28 November 2023
Developer | RedRocketTV |
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Latest version | 1.02 |
Release date | 2020-09-06 |
The Outcasts’ Hideout is an old-school bunker player home loaded with interactive features and custom assets. Many of the custom assets are recreations of those from FO3 and FNV. The bunker is based on Reimann’s Bunker from the Fallout: New Vegas mod, A World of Pain. The Hideout is located just east of Sunshine Tidings Co-Op.
Description
A group of ex-Brotherhood of Steel members who weren’t too happy with the direction that Arthur Maxson took the faction, left the DC ruins and made their way north to the Commonwealth. They took up the name of their former Capital Wasteland counterparts as a show of defiance and a big F.You to Maxson. But with the Brotherhood recently found to be poking around the Commonwealth they’ve left for their own safety, leaving the Hideout for you to discover and claim.
PLEASE NOTE: THIS MOD IS AN OLD SCHOOL STYLE PLAYER HOME...THERE IS NO WORKSHOP!
- You can not build in it!
- You can not assign settlers to it
- You can not dismiss companions to it!
- You can not create supply lines to it!
- This mod was made for my own game the way I wanted it, and I will not be making changes or taking "requests."
This mod requires the following Fallout 4 DLC:
- Automatron (DLCRobot)
- Far Harbor (DLCCoast)
- Nuka World (DLCNukaWorld)
- Contraptions Workshop (DLCworkshop02)
There will not be a non-DLC version, so please don’t ask. This mod is PC only and WILL NOT be ported to consoles.
The Outcasts’ Hideout is a large, old-school style bunker player home with many interactive features and custom assets based on those from Fallout 3 and Fallout: New Vegas. It is located between Sunshine Tidings Co-Op and Gorski Cabin, directly north of Walden Pond. The player home is based upon Reimann’s Bunker from the Fallout: New Vegas mod, A World of Pain. The layout and item placement of the Outcasts’ Hideout closely follows Reimann’s Bunker as it appeared in AWOP. A collection of recreated FO3/FNV assets created by KalibKadafi give the Hideout a nostalgic look and feel that round out my effort to recreate the Reimann’s Bunker cell from FNV.
The player home is fully navmeshed for companions with many idle and comment markers. The Outcasts’ Hideout and Outcasts’ Cave interior cells (and all containers in them) will not reset so all storage is safe. All beds give the Well Rested and Lover’s Embrace perks, there is plenty of clean water for Survival mode, and all crafting benches are linked to share resources.
Getting inside the 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 Keycard and terminal password required to access the bunker. Just like it’s New Vegas counterpart, the Hideout is attached to a cave cell that you will have to explore and clear before you can enter the player home. The Keycard and terminal password needed to get into the Hideout bunker are somewhere in the cave, and you need to find them. The Outcasts turned on their automated defense systems before they left, and some wildlife may have found its way into cave. So, you won’t be alone in your exploration.
The entrance to the Outcasts’ Cave is just west of Gorski Cabin. Look for the metal hatch with the barrel and oil lamp next to it.
The cave is fully navmeshed for companions with idle and comment markers.
This player home is not intended to be something you freely access right after leaving Vault 111. The suggested minimum player level for entering the cave is Level 15, and you will need to have Advanced lockpick skill to pick the hatch lock.
Bring LOTS of bobby pins! There are plenty of lootable containers in the Outcasts’ Cave to burn through some bobby pins on. Many locks are leveled based on your lockpick skills, so there may be some you can’t open with your current lockpick skills.
A video walktrhough of exploring the cave and getting the keycard and password is HERE. SPOILERS ABOUND!
AFTER GETTING INSIDE: After you find the Keycard and password and gain access to the Hideout bunker, you will not need to use the cave entrance again (unless you want to). The main door can be accessed from the large utility door in the Lab. Go down the hallway and unlock the door at the end with the adjacent terminal. This will unlock the loading door to the Commonwealth exterior. After you exit through this door for the first time and load into the Commonwealth exterior, you will unlock a new map marker allowing you to Fast Travel directly to the Hideout interior (just like Home Plate).
The main door is located on the east end of the dam that is just west of Sunshine Tidings Co-Op. The west end of the dam is a known random encounter location where enemies may spawn. This is a good reason to activate the optional turret upgrade available from the Mainframe Terminal in the Security Room!
OUTCASTS’ HIDEOUT LORE: A few terminals have journal entries that give the backstory (or at least a partial one) of the Hideout and Cave. The most extensive entries are on the Lab terminal. These entries give the reason why the “new” Outcasts left the Capital Wasteland and why they abandoned their lovely Commonwealth bunker.
The Outcasts’ Hideout rooms and their features (short and sweet version):
- All rooms working light switched, off by default
- All rooms have an audio system that plays the three main radio stations
- All crafting benches are linked to share resources
Kitchen/Lounge: Cooking Stove, working Refrigerator, Food Storage, working sink
Sleeping Quarters: Bed and terminal with Player’s name, Bed for Dogmeat (can be changed to couch via activator button), armor locker, clothing locker, working Chemistry set (makes one random chem in a 24-hour period, Mutfruit and carrot planters (crops regrow 48 hours after harvesting), faction banner can be changed via terminal (10 faction options available)
Bathroom: Chem station, Chem and Aid storage, working sink, working shower (gives +2 Charisma boost for eight hours), Barber Chair
Reactor Room: Nothing functional, strictly for eye candy and to match the layout of Reimann’s Bunker in AWOP. Door is locked via Terminal by default to keep companions from going inside and potentially getting stuck.
Security Room: Commissary System unit (buy and sell items), Mainframe Terminal: activate Hideout upgrades if you have the required components in your inventory (available upgrades: Bobblehead cabinet, three magazine racks, Nuka-Cola display shelf, Nuka-Recipe Book display cabinet, Robot Model Kit display shelf, exterior laser turrets)
Equipment Room: Armor Workbench, Weapons Workbench, four armor display mannequins (gender can be changed at any terminal), equipment storage (armor, clothing, ammo, explosives, mods), weapon display racks, Cryolator display case
Lab: Autodoc unit (restores health, removes Rads, cures addictions), Chem station, aid and chem storage, Surgery Chair, Terminal, three power armor stations, fusion core charger, Inventory Sorting container, weapon display racks, water purifier
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.
OPTIONAL HOUSE UPGRADES – Activate from the Mainframe Terminal in the Security Room: If you have the required components in your inventory, there are a number of Upgrade Items you can activate from the Mainframe Terminal. These items are located under the House Upgrades menu.
Upon activating your upgrade, you will see a notification message telling you it has been activated. When activated, each upgrade will replace the default item that is active the first time you enter the cell.
- Bobblehead Display Case requires: 2-Adhesive; 1-Glass; 2-Plastic; 3-Steel
- Robot Model Kit Shelf requires: 2-Adhesive; 3-Screws; 2-Steel; 2-Plastic
- Magazine Racks (60 Magazine Capacity) requires: 2-Adhesive; 4-Aluminum; 3-Steel
- Nuka Cola Display Shelf requires: 2-Adhesive; 3-Screws; 3-Steel
- Nuka World Recipe Book Display requires: 2-Adhesive; 3-Steel; 2-Wood
- Exterior Laser Turrets require: 40-Steel, 8-Gears, 6-Oil, 4 Circuitry
IMPORTANT: Once you activate an upgrade, you CAN NOT deactivate it (with the exception of the turrets), so make sure you really want it.
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 when the player enters a cell that has them. This is a vanilla issue potentially found in any mod that uses these items and is not exclusive to this one. 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.
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!"
POTENTIAL MOD CONFLICTS: This mod edits two wilderness exterior cells by adding only new items. It DOES NOT disable or otherwise disturb precombined meshes or any part of the game’s optimization system.
Potential conflicts can be expected from any tree/foliage mods that add trees to the two load door locations. In particular, Boston Natural Surroundings adds trees to these locations that can potentially block your access. Any other tree mod that used the BNS Framework can also potentially cause this issue. Fortunately, BNS trees can be disabled in the console if they present a problem. However, my suggested method of dealing with this is to remove the tree records via xEdit. The choice is yours.
One BNS Framework mod that I have tested is The Aspen Commonwealth. It does not add any tress that interfere with the load door locations.
Enemies in the Outcasts’ Cave are drawn from vanilla Leveled Actors. Any mods you use that make changes to Mole Rats, Radroaches, Robots or Bubble Turrets will most likely be picked up by the placed NPCs in the cave cell.
When diagnosing mod conflicts, xEdit (FO4Edit) is your best friend. LEARN. TO. USE. IT.
PERFORMANCE AND OPTIMIZATION: This is a large, VRAM intensive player home mod. The interior cell has been optimized using precombined meshes and previs data generated in the Creation Kit. Regardless, users with lower spec systems may experience performance issues.
The mod also uses multiple shadowed light sources. Be advised that some players WILL likely have FPS issues if your machine can’t handle numerous 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 45-50 FPS in the entire home and cave on medium and high graphics settings with no ENB.
With my “mid-range” testing laptop having an i7-8700 series CPU, 32GB of RAM and a 4GB GTX 1050ti, I am able to maintain a solid 60 FPS in both the home and cave, on medium and high graphics settings with no ENB.
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, that’s on you. Upgrade your potato.
If you do have FPS issues when entering the cell, save your game, quit to the desktop then reload your save. Also make sure you have no .ini file edits that globally disable the optimization system. That is the only advice I will offer.
Exterior cell edits were kept to an absolute minimum and only add new items. No precombined meshes were touched nor disabled. If you suffer performance issues in the exterior cells, it is not the fault of this mod.
Installation
Use the mod manager of your choice,
Or to install manually:
- Extract the archive. It contains three files:
- RRTV_Outcast_Hideout_Home.esp
- RRTV_Outcast_Hideout_Home – Main.BA2
- RRTV_Outcast_Hideout_Home – Textures.BA2
- Place all three files into your Data folder. Manually activate the mod in your plugins.txt file.
Recommended mods to make your Outcast experience more enjoyable:
- SIK OPP - Outcast Paintjob Platform (source of the Outcast power armor paint jobs in my images)
- First Aid Kit Replacer-Fallout 3 Edition
- Fallout 3 Holotape Replacer
- Pip-Boy 3000A
- Capital Wasteland Merc Outfit Pack
- DC Molerats
- Classic Radiation Poisoning
- Nuka Recipe Book 2K Retextures
Download
Screenshots