Fallout 4

About this mod

Alpha is a name not a version. A hub and command post for the relay tower network in the commonwealth. (multiple settlements - 1 above ground, 1 below ground, 1 build your own vault level)

Requirements
Permissions and credits
Changelogs
Relay Tower Bunker Alpha
A stacked settlement mod.


Relay Tower Bunker Alpha provides 3 functional settlements at a new location.  Alpha is actually the name of the ground base (not a version) as it was a central hub for the remote relay network.  I made this for me and tweaked it a bit for release.  It is designed as a full on military command center/shelter similar to Stargates SG-1 headquarters or NORAD type facilities.  It was not part of the normal vault-tec program, kinda a payoff to allow the experiments. (even if the military didn't see yet it kept them busy)  It is also designed for folks who like to build.  I did not do a fully decorated tricked out love nest (no offence intended to the beautiful home mods out there) but rather gave you the foundation and plenty of room to build your own vision.

One is above ground, a mostly buildable area for fortress building.  This area has power and water, an area to plant crops, defense platforms for turrets, walls, and connections to both below ground areas. I intentionally used snapable pieces so you can build directly off of them and no grass poking through, they can also be destroyed and changed to whatever floor you like.
3rd pic shows a sample build I did real quick.  It has a store area, motorpool, living quarters, lookout towers, helipad and a dining room.  With some space still to build.

The second is a bunker below ground that acts as a command center.  This area was the original command post for the network but has been expanded in the time before the bombs to be a full command center for the commonwealth area. It also has a "collections" room for display purposes that can be changed in build mode.  I put walls around the outer build area just in case anybody wanted to expand this area or use lighted versions to avoid the grey void.  
This area is intended more as a player home with troops/companions. It has display areas and storage areas and a apartment for the player as well as my own cat.

The third level is a military style vault (not part of the normal vault-tec program) that consists of a entrance area with several rooms to use and a HUGE vault build area (22x24x11) allowing you to build any kind of vault you can imagine. (or your machine can handle)   I also added a new guardpost in the security room. (it looks like a console in the corner next to the scanner)
This area is intended to be the main research/manufacturing/troop barracks for the orig base but was never finished.


disclaimer: I am not responsible if you build an highly decorative super vault and melt your pc.

This originally started as a simple player home to display all my junk I collect during my travels.  Since then it has expanded into a full above ground base and a command bunker underground with a vault below that.  I do have several plans for it still but I am still working out the details.  This is labeled as a final primary build because all 3 main levels are working.  If any bugs/issues arise I will update still and may still put out a more tweaked version depending on feedback.  And I still have several things I would like to do but need to learn how first.

Ideas/concerns/bugs are welcome especially since this is my first REAL mod.

Pictures are open so please show what you have built here. (no pornographic pics please)

Use caution when going to relay towers , there may be enemies close.

Huge thanks to BlahBlahDEEBlahBlah for guidance and testing.  Without him this mod wouldn't exist as anything more than a player home.  Make sure you check out his mods, they are pretty amazing.
  • APC and Tank Turrets - They really shoot - and some WIP minigun turrets - http://www.nexusmods.com/fallout4/mods/22652/?  Who doesn't want a tank at the front gate that that can actually shoot the raiders.
  • Betho Blocks Standalone - http://www.nexusmods.com/fallout4/mods/21457/?  Not just Lego's here, stackable cement bricks as well so you can build custom walls.
  • The Small Addition - New Worldspace - WIP - http://www.nexusmods.com/fallout4/mods/17128/?  This is impossible to describe quickly.  Just go check it out.
Also thanks to greekrage and Ethreon for additional help.  Check their stuff out as well.  Greek does some great settlements and Ethreon has some great stuff to build with.  Way to many cool things to list here.
Thanks as well to all the video and text walkthrough authors for helping me learn the CK.
And thanks to indycurt and shakymac for some great testing.

History and Lore
Spoiler:  
Show

RTBunker Lore - A quick timeline [rooms built(parentheses denote what function was considered at that time)]
Pre-War
Started as a primary/secondary connection to the commomwealth relay tower network.  A fairly simple bunker above ground with a antenna, not unlike the relay towers themselves.  But this one had a door leading to a small underground bunker command center.  Originally staffed with a dozen or so men.  The commander believed in not only monitoring the towers but also local/ham radio.  
[ground floor: antenna bunker - bunker: player(commander) rooms/main hall/PA room(barracks)]
Early War
The base was expanded to include a repair team and RobCo mini factory and maintenance facilities added.  Tunnels were added to connect to the relay towers.  Monitors were added to see the outside/doors/tunnels/towers.  (I know the tunnels are just doors at the moment.  If I get creative I may fill them in some but for now they are just doors to the tunnel.  eventually the base and vault doors may be changed to a elevator but for now these doors do just fine.)
[ground floor: antenna bunker - bunker: player(commander) rooms/main hall/PA room(barracks)/east hall/robot room/staff housing]
Vault-Tec arrives
The base was expanded and upgraded with vault-tec tech.  Above ground base established.  
[ground floor: antenna bunker/walls/entrance/power/water/some flooring - bunker: player(commander) rooms/main hall/PA room(barracks)/robot room/staff housing/east hall/west hall/storage room - vault-tec upgrade: halls/staff housing/storage area]
Mid War-ish
The bases status was upgraded to a first response and intel base due to it's connection with the relay towers and location.  PA systems installed for strike/rescue/support teams.  Original monitors and map framed in wood for historical/nostalgic reasons and plaque added, still operational. A vault level was begun below the command level.
[ground floor: antenna bunker/walls/entrance/power/water/flooring/interior walls/garden - bunker: player(commander) rooms/main hall/PA room/full hall/robot room/staff housing/storage room/garden/more living quarters - vault-tec upgrade: garden/new living quarters - vault: TBA(planning entrance and a medium open build area)]
Bombs Fall
The base was not fully operational yet.  The vault entrance had just been completed and the cavern secured.  The vault itself had not even begun construction.  The blast caved in the almost complete V111 style elevator leaving the only connection through Alpha base.  Original estimates say 150-250 men were to be assigned the all 3 levels in total.  Most of the major construction was completed but there was still much to do and nobody to do it.  The skeleton crew monitoring the towers and guarding held out for a little while, they had food and water for a few months.  They attempted to get the bunker back online but ran out of resources.  When things got tough the soldiers left to find supplies and never came back.  The remaining crew sadly were no good at farming and perished long ago after abandoning the base attempting to find aid.
[ground floor: antenna bunker/walls/entrance/power/water/flooring/interior walls/garden - bunker: player rooms/main hall/PA room/robot room/full hall/staff housing(companion rooms)/storage room(collections room)/garden/living quarters(settlers)  - vault: entrance area/staging area/PA maintenance room/security area/jail/workbench rooms/sleeping quarters/dining hall]
Now
The base has been visited a few times since but never held.  Squatters would hole up there and raiders would wipe them out, then some crazy wanderer would kill them and head off till the next time.  Access to the bunker and lower is restricted to pip-boy access only (not actually but it works for lore) so those levels are untouched until you come along.  That's a very old cat....(i know not "lore friendly" but i have a cat just like him in rl and he is my personal touch to the mod.  please don't delete him or his beds/bowl)

About the base itself
  • 3 functioning levels.  A ground floor with power/water/garden that you can snap and build a base several stories high.  A bunker floor to act as a player home/main base with a PA display room and a collection room.  Also a player apartment and more.  And a BYOV level with more than enough room to build whatever your pc can handle.
  • the ground floor has snapable floor pieces so you can use anything that snaps to build there.  The BYOV level still needs vault-tec in order to snap.
  • hub connections to 6 relay towers, sanctuary and the castle, and between the floors.  (I chose these locations to allow several connections around the commonwealth without intruding on settlements that may be modded.  The sanctuary and castle hatches should be far enough away to not interfere with an mods.  So far I have not seen any mods that alter the areas around the relay towers.)
  • 3 living areas (player rooms/companion rooms/settler rooms) below ground, a player built area above ground and a BYOV.
  • a grow room for crops in both below ground and a field above ground.
  • limited power connections in the bunker, vault and above ground. (can't connect in ck, some conduits that need to be picked up and snapped in workshop mode.  along the back wall of PA room and across center beam of the roof in the power/water shed above ground.  recommend using PCPO - Power Conduits and Pylons Overhaul to place a coverage wall mount near generators in the bunker, then connect to water.  this will supply all of your wireless stuff.  do the same above ground.)
  • water pumps in all 3 locations.
  • a robot facility in the bunker.
  • 29 PA displays (30 with workbench) in the bunker. 40 displays and 4 workbenches in the vault entrance area.
  • a storage area for gear (planning a sorting feature if can figure out) in the bunker.
  • a office area in the bunker. (planning some lore on the terminal eventually)
  • a area for collections (armor displays/weapon displays/etc) in the bunker.  [This area was left as selectable in build mode so that you can customize it some.  I myself will probably replace it with the lit versions from other mods.  It also means you could build your own vault stuff.  There are pics showing build boundaries]
  • my cat :)  he is immortal by the way, so don't shoot him lol
  • it is functional (huge thanks to BlahBlahDEEBlahBlah again)
  • it usually loads 50% happy in both places but has sometimes not in testing.  Make sure you have a clean save before installing just in case.
  • there are several decorations already placed.  Some are thematic and some are recommended uses. The rest is left open for player customization.  The lockers and containers section will hopefully become a sorted area. The kitchen sets I will probably replace with Modular Kitchens by Evonpox in my own game.  The couches in the overseers area are to show that as a living room area.  The bathrooms could be replaced with CWSS or ones that provide happiness.

Future Plans
  • it will eventually (hopefully) be 3 settlements in 1 area [ground floor/bunker/vault] allowing for a large population in a small area.Done in update 1.3.
  • a basic sorting system for dropping off stuff while adventuring.
  • possibly a "maintenance" protectron to explain functionality.
  • setting up terminal with some history.
  • connecting the workbenches like a supply line.
  • extend ground base border some near front gate. Done in update 1.1, there should now be enough room out front to place one of Blah's tank turrets out front.

Requirements
  • All DLC.  At present it uses several assets from all of the DLC.  I have no plans to make it non DLC but may find a way to eliminate 1 or 2 while I continue building.  
  • It WILL require Vault-Tec DLC no matter what since there is a lot of vault stuff in it.

Known Issues

  • IMPORTANT-Occasionally during testing one of the settlements may have 0% happiness.  I recommend having a safe save to roll back to before installing just in case.  ASAP access all 3 workshops to be sure before building.
  • CONFLICTS-Have been informed that this mod covers part of Tarsis31's Lakeside Cabin Redux.  Also the entrance to Institute Bunker.  Apologies, I was not aware there were other mods in this area.  Sadly moving this base would be basically redoing the ground floor.  For now they can not work together.
  • There is a few spots that clip (shimmer) a bit.  It was unavoidable to make things fit.
  • The terminal in the office doesn't work yet.
  • The door in the bunker across from alpha door is for the vault when it is built.  It doesn't open yet. Done in 1.3
  • The doors for the bunker entrance are different because it is supposed to be a elevator inside the bunker.  Eventually I may add the bunker interior and I am still looking for a elevator to change the interior door to. Done in 1.3 partially.  They are still load doors for now but added separate doors and bunker interior.
  • Will be redoing lights to get rid of the shadow casting ones as they are hurting fps.  This is fixed in version 1.1, may dim the new lights a bit in future versions.
  • Companions not dismissing to bunker. Thanks to shakymac for bringing this up so we looked into it. As of version 1.1 testing, I have seen a issue if dismissing a companion directly to the bunker. A temporary workaround is to send them to the ground base, add as companion, dismiss to bunker (or just dismiss when at ground base basically). They should use the door there. From other areas they just stood there. Looking into this, may need to move a marker or 2. This is fixed in version 1.2, they should now be capable of dismissing/sending them to either floor as long as you got 50% happiness at the start.   

Permissions
I plan to upload to BethNet, XBox and PS4 (if allowed) on my own.  It is NOT to be uploaded to any other sites by anyone but me.  
  • You may dissect my mod and edit it for your own personal use. 
  • If you come up with a cool alternate version and wish to release it, I will gladly host it and give you full credit for changes.  
  • I have no problem with anybody using transfer settlements (not sure if you could, maybe save each settlement in different slots?) to publish a blueprint since it would require this mod to work.

Versions
  • 1.0 - Initial release
  • 1.1 - Quickfix - changed lights, extended build area on ground floor by front gate out a bit more so can fortify the entrance more, raised build limits, minor tweaks.
  • 1.2 - Companion and raider fix.
  • 1.3 - Final primary build.  Several bugfixes.  Vault level added.  Several small tweaks.
  • 1.4 - Small bugfix.  Some navmesh and stair spacing.

Recommended mods
  • APC and Tank Turrets - They really shoot - and some WIP minigun turrets - http://www.nexusmods.com/fallout4/mods/22652/?
  • PCPO - Power Conduits and Pylons Overhaul (SKE Available)http://www.nexusmods.com/fallout4/mods/13394/?
  • Advanced Bubble Turret Set -  http://www.nexusmods.com/fallout4/mods/11189/? 
  • Place Everywhere - http://www.nexusmods.com/fallout4/mods/9424/?

My other mods
  • RT Military Vehicle Packhttp://www.nexusmods.com/fallout4/mods/20814/?
  • Spacer ESPs for NMM plugin list - http://www.nexusmods.com/fallout4/mods/22030/?

Translations
  • Russian - http://gamer-mods.ru/load/fallout_4/lokacii/relay_tower_bunker/134-1-0-5532