Fallout 4 mods/Underground Hideout Redux Player Home

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Underground Hideout Redux Player Home
54wy4ozm.jpg
Developer RedRocketTV
Latest version 1.3
Release date 2021-05-13

Yes, THAT Underground Hideout! The legendary Fallout 3 player home finally makes an appearance in the Commonwealth. This is a re-creation of the legendary Fallout 3 Underground Hideout player home mod by danthegeek that players have many fond memories of. Many features of the original mod have been replicated with loads of custom assets.

Description

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)

In addition to the features found in danthegeek's original Fallout 3 mod, I've included features and functionality found in Fallout 4, namely a kitchen with a cooking station (stove) and a Workbay with six power armor stations. I've also included weapon, armor, cooking and chem stations. All crafting stations are linked to share resources.

The Underground Hideout was, and still is the go-to player home for Fallout 3. It is the mod that inspired me to start making player homes for Fallout 4, and I felt it was past time that the Commonwealth had its own version. This mod really was a labor of love and a tribute to the work of danthegeek, who has provided me with many fond memories using his Underground Hideout mods for both Fallout 3 and Fallout: New Vegas.

Just like the original Fallout 3 mod, the entrance is hidden inside a Pulowski Preservation Shelter which is located between Longneck Lukowski's Cannery and Kingsport Lighthouse.I've tried to stay true to danthegeek's original mod for the layout and atmosphere, while replicating some (but not all) of the features that made the Fallout 3 Underground Hideout so special. Many custom assets have been used to recreate the look and feel of the original mod, and all room layouts and clutter have been replicated as closely as possible.

Some of the features include re-recreating the inventory stocking system, rad removal shower at the entrance, cave with healing water pool, and a second cell housing a large Armory and Display Area with plenty of weapon racks, ammo storage, armor display mannequins and power armor stations. There are also plenty of places for displaying all your collectibles: Bobbleheads, magazines, Nuka-Recipe books and robot model kits.

danthegeek also made a version of Underground Hideout for Fallout: New Vegas, and a couple of the features from it have crept into this mod. The most noteworthy is that as you progress in the game, meet factions and complete quests, quest and faction related decorations will appear in the Trophy room. Full information on this feature with a list of quests and decorations can be found by reading the document in the Articles Tab.

The Underground Hideout and Armory cells are both fully navmeshed for companions with many idle and comment markers. The player home and Armory 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.

The Subway Ruin cell you explore during the quest to obtain the key will also never reset, making it possible to safely store your gear there if you want.

Wherever it was feasible and made sense with the interactive features, I've duplicated the activation prompts and pop-up messages of the original mod.

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.

Features

Original Fallout 3 Underground Hideout mod features that have been replicated:

  • Pulowski Preservation shelter load door
  • Layout and clutter accurately replicates the original Fallout 3 mod
  • Rad removal system in the entrance way
  • Cave with waterfall and spring water that restores health
  • Inventory stocking systems for food, drink, chems, weapons, ammo, clothing, armor
  • Stockable ammo shelves in the armory
  • Large armor display area
  • Large weapon display area
  • Water purifier/water sorting system
  • Decorations enabled as you complete quests (inspired by FNV version of UH)

Underground Hideout features:

  • Replication of FO3 Underground Hideout layout and design
  • Simple fetch quest to get the key, with subway dungeon cell inspired by the Talon Company Metro from the Fallout 3 version A World of Pain.
  • Replication of FO3 Underground Hideout inventory stocking systems for food, liquor, chems, ammo, weapons, clothing, armor
  • Replication of FNV Underground Hideout feature: decorations added as you complete quests and progress through the game
  • Two inventory sorting containers
  • Fast Travel to the Hideout interior (after entering the Hideout for the first time
  • You can fast travel from the Hideout and Armory interior cells
  • Custom design chem, armor, and weapon workbenches
  • Six power armor stations
  • Trophy room with magazine racks (220 magazine capacity), Model Robot Kit display shelf, Nuke Recipe Book display shelf, Nuka-Cola display shelves (also displays Beers and Vim! drinks)
  • Unique Laser Pistol: "Dr. Zimmer's Prototype": Increased damage and chance to freeze target at the cost of reduced ammo capacity. Inspired by the Compliance Regulator from Fallout: New Vegas.
  • All workbenches are linked to shared storage
  • Functioning light switches for main lights and lamps. Light switches have custom meshes with glow maps making it easy to find them in the dark
  • Buy and sell items with the two Commissary System units
  • Activate optional exterior laser turrets for defense
  • Fusion Core Charger: recharges depleted Fusion Cores in 24 hours
  • My First Infirmary: restores health, removes Rads, cures diseases in Survival Mode
  • My First Laboratory: makes one random chem in a 24-hour period, cure addictions
  • Bobblehead display shelf (static duplicates of Bobbleheads are displayed in Trophy Room of Armory cell)
  • Hydroponic crops: regrow 48 hours after harvesting
  • Music system: plays all three of the game's main radio stations, multiple activators located through both cells
  • Cave with waterfall and spring water that restores health
  • Contraptions DLC weapon display racks
  • Armor Display area with 16 Contraptions DLC Armor Displays: gender of mannequins can be changed via terminals to match your character gender
  • Working refrigerator with custom textures: Insert any Nuka-Cola, Vim! or Gwinnett beer variant and it will become Ice Cold with the associated buff in six hours.
  • Bed and footlocker in the Main Bedroom are personalized with the player's name. Bed gives the Well Rested and Lover's Embrace Bonuses
  • Two Trash Incinerator units that break junk items into their base components and transfers them to the shared workbench storage
  • Lots of custom assets! Many FO3/FNV style assets created by KalibKadafi: utility doors, metal boxes, Enclave furniture and more! Stained glass lamps by MunkySpunk, Armor/Weapon workbenches in the Armory by fadingsignal.
  • More FO3 and FNV nostalgia with static repros of skill books and magazines from those games
  • Functional Nuka-Cola vending machine: use your Pre-War money to purchase a variety of fine Nuka-Cola and Vim! products
  • Nuka Mixing Station (linked to shared workbench storage)
  • Auto-open/auto-close doors (feature can be disabled/enabled at a terminal)
  • Barber Chair (in the main bathroom) and Surgery Chair (in the Lab)
  • Water purification unit: Changes all the Dirty Water in your inventory into Purified Water once in a 24-hour period
  • Clean water source from sinks
  • Working shower gives +2 Charisma boost for eight hours
  • LOTS of storage! Containers and cells are flagged to not respawn
  • Working Wonder Meat Maker: an import from the Capital Wasteland! Now you can enjoy Mole Rat Wonder Meat in Boston!
  • Three functional beds for Dogmeat. Command him to use it and he'll stay out of your way! Dog beds can be changed to couch and back via an activator button
  • Adopt a cat! Sydney the cat can be activated from a terminal if the Hideout feels a bit empty. She will sandbox around the hallways and sleeping quarters. Sydney comes with her own food dishes and litter box. She can be deactivated and reactivated via the terminals at any time.
  • Terminal entries with background lore on the Hideout's previous occupants
  • Giddyup Bittercup: interact with Giddyup Bittercup to receive a random "Bittercup's Thought of the Day," a random quote from Fallout 3's Bittercup. On some occasions, Giddyup Bittercup will even give you a small gift.
  • Fully navmeshed for companions with idle and comment markers

Exterior defensive turrets

Keep your new neighborhood safe by building some laser turrets outside. The Mainframe Terminal in the Reactor Room has an option to build two exterior turrets. To build the turrets you will need the following items IN YOUR INVENTORY:

  • 30-Steel
  • 8-Gears
  • 6-Oil
  • 4-Circuitry
  • 2-Sensor Modules
  • 2-Biometric Scanners

Once you select the option to build the turrets, they will be activated in 24 hours. You will receive a notification when the turrets have been built and are activated.

More turret info available in the READ ME documentation.

Notes on interactive features

There is some very important information in the READ ME and ARTICLES TAB 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.

For detailed info on the sorting systems, refer to the article in the Articles tab of the mod page.

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 the 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. Alternatively, quit to the desktop, relaunch the game and reload a save prior to entering the cell and try again.

The Wonder Meat Maker: An import from the Capital Wasteland...now in Boston! With this nifty little device (and the proper ingredients in your inventory) you will be able to make the Capital Wasteland delicacy known as: Mole Rat Wonder Meat!

The Wonder Meat Maker is on a counter in the lab, next to the My First Laboratory.

Mole Rat Wonder Meat is a unique blend of Mole Rat Meat and adhesive. It gives 4x the HP regen of normal Mole Rat Meat with slightly less rads.

Each piece of Mole Rat Wonder Meat made with the Wonder Meat Maker requires:

  • Mole Rat Meat – 1
  • Adhesive – 2

So when you need food go for Wonder Meat, a meal that will really stick to your ribs...literally!

NOTE: If you are using my Listening Post Zulu and/or Subway Safehouse mod(s): the Wonder Meat made with those mods will have a different FormID than the Wonder Meat from this mod, so there will be potentially two or three Wonder Meat entries in your inventory if you make meat with all of the mods.

Hideout decorations enabled through quest completion:

Similar to the Fallout: New Vegas version of Underground Hideout, decorations for quest completion are enabled in the Trophy Room of the Armory:

Quests completed prior to installing the mod:

If you have completed any of the above quests prior to installing the mod, the decorations for those quests will be enabled after you enter the Hideout for the first time after obtaining the key.

After entering the hall area at the bottom of the staircase, you will receive a notification that decorations have been enabled. When you go into the Trophy Room, the items will be enabled in their places.

Quest items enabling via terminal:

For quests you do not want to do but still want a decoration for, or if quest items do not enable properly for some reason, you can enable the items(s) from the Mainframe Terminal in the Reactor Room.

Select the appropriate quest from the terminal menu, and the decoration will be enabled. YOU CAN NOT DISABLE A DECORATION ONCE IT IS ENABLED! Make sure you are choosing the correct decoration, and that you really want to enable it.

For more info on the quest decoration feature, please refer to the Articles Tab of the mod page.

Linked storage containers: I have linked some of the Armor, Clothing, and Weapons storage containers between the Hideout and the Armory so you don't have to run back to the armory if you forget a weapon or piece of armor. You will still need to go to the Armory if you forget your ammo.

One item to note on the linked containers noted above: If you are storing more than six items at once using the QUANTITY Selector that appears, using the key you have bound to the ACCEPT function may not work. No idea why, that's just what happens sometimes with these linked containers. Use the ENTER/RETURN key instead as a workaround.

Known/Potential Issues

Known and potential issues are listed in the READ ME documentation. Please read the provided information before reporting "problems" that are already documented.

Performance and Optimization:

This is a large, VRAM intensive player home mod. The interior cells have been optimized using precombined meshes and previs data generated in the Creation Kit. Draw calls have never exceeded 5000 in my testing. 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 subway 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 subway, 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. This mod edits three wilderness exterior cells by adding only a few new items to each. It DOES NOT disable or otherwise disturb precombined meshes or any part of the game's optimization system. 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_UndergroundHideout_Redux.esp
  • RRTV_UndergroundHideout_Redux - Main.BA2
  • RRTV_UndergroundHideout_Redux – Textures.BA2
  • Place all three files into your Data folder. Manually activate the mod in your plugins.txt file.

Recommended mods to make your Underground Hideout experience more enjoyable:

  • Fallout 3 Vault Suit
  • First Aid Kit Replacer-Fallout 3 Edition
  • Fallout 3 Holotape Replacer
  • Pip-Boy 3000A
  • Capital Wasteland Merc Outfit Pack
  • Classic Radiation Poisoning
  • Nuka Recipe Book 2K Retextures
  • Modofonto - Classic Fallout 3 and New Vegas Fonts (Monofonto and Fixedsys Font Replacer)

Download

Screenshots