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zhayman

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zhayman

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24 comments

  1. Kironzo
    Kironzo
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    I don't know about ya'll but I turned this space into a Mandalorian command center right under the bar that my toons old home was and named it Mandalore's Chalice. 
  2. NoraDubrovhsky
    NoraDubrovhsky
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    This mod has been around a while but I just want to add my verbal endorsement to it. When I began playing on the xbox, I found this and enjoyed having this very simple compact layout being a separate home away from the rest of the sanctuary people. Switching over to the PC years later, this remains a great experience for someone who enjoys meticulous interior decoration while still feeling lore friendly. I should share some screenshots of how I gussied this place up. It's one of the few places where I feel safe displaying weapons on the vanilla weapons racks
  3. Deantendo
    Deantendo
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    I love this mod!

    Feels like an essential to me.

    Though as you've encouraged feedback:

    1. Have it as a buildable item so i can choose where it goes.
    2. Have the exit location follow that buildable.
    3. More flat walls would be great to take the various wall items without clipping
    4. Maybe some options for internal configuration
    5. Maybe a new large room for power armour
  4. gsl77
    gsl77
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    doesn't work for me.
    When uninstalled the door remains.
  5. Wolfskin75
    Wolfskin75
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    This is one of the mods that make EVERY list and playthrough I do. THANK YOU for you this. :)
  6. Alekseysh243
    Alekseysh243
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    make your basement a part of the scene "SanctuayHiilsLocation" in the "Cell View" that the supplier has supplied the resources and even the basement
  7. indycurt
    indycurt
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    I see you got the comments section up! Good job.

    Anyway, can you show a pic where the entrance lies? As I stated in your PM a mod (Vault 1023) has their entrance at the back of the survivor's house so your entrance might be a conflict to that mod.

    Otherwise, the mod looks great. Can't wait to download to have a look around, but can't unless I know where the entrance is.
    1. zhayman
      zhayman
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      Check out mod page for additional images regarding the entrance! Sorry it took me so long.
    2. indycurt
      indycurt
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      Hey! Happy to report it does not conflict with the Vault 1023 mod so I can have both! Mod is great. Just a couple of things.

      1. According to stuff you are thinking about, I agree making the rugs scrapable.
      2. If you are going to change lighting, use something other than the florescent ceiling lighting. It has that annoying buzz that drives me crazy. No lighting would be preferable. Everyone can use their pipboy light until they start decorating with their own lighting. There is a fairly new mod called "Colorful bottle Lanterns" that would be perfect for this small cozy space you've created. With the bright lights now there, you wouldn't get their effects. So no lights would be the perfect preference (at least for me and you know it's all about me! LOL)
      3. When I scrapped the (either the weapons workbench or the armor workbench which ever has the burning fire), the workbench scrapped, but the burning noise stayed. Not sure why that happened.

      Anyway, those are my thoughts. I was able to use the console to delete the buzz noise from the florescent lights, but the light is still there. I also did the same to the rugs and rubber mats. It was a perfect clean slate to start with.

      You did a great job on this! Thanks for your work. Gave you a kudos.
    3. zhayman
      zhayman
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      That's Awesome about the mod compatibility!

      1. Still working on rugs, but they should scrapable as of next version or removed entirely, after all it is supposed to be a clean slate.
      2. I have actually considered a no light version, but didn't know how people would feel about walking into a pitch black cell. Pip-boy light is a good idea though. Will probably release a no light version.
      3. That would be my bad. I didn't think the armor workbench had its own fire FX sound so I added one behind the wall. I will be removing that. There is also a wind draft sound FX by the root cellar exit. You should let me know if you like it or should it be removed?

      Never actually noticed the buzzing noise from the florescent lights. Thank you for bringing this to my attention. Perhaps I can just remove the sound fx from the lights baseid and that would solve the problem?
    4. zhayman
      zhayman
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      Hey, just uploaded version 1.1 with and without lights. Your choice!

      Also located the source of the buzzing. Wasn't the florescent lights, but the lightbeamfx that sit under the florescent lights. I've removed the sound file from all the lightbeamfx in the cell. Obviously not an issues if you use the NoLights version
    5. indycurt
      indycurt
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      The changes you've made so far are great. But I've found a new curious issue. I have no access to my "generators" in my power menu when inside the cellar. I can't power lights at all. I have a mod that supplies small fuse boxes that don't need all the ugly wiring. You just smack them up on the wall and the room is powered without wires. So when I go under the power menu to grab one of them, the generator menu is completely gone. Outside the cellar the generators are available. I haven't got a clue how to wire stuff, since I haven't had to wire anything in forever. Any idea why this would happen?

      You are going to end up hating me aren't you?
    6. zhayman
      zhayman
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      As far as I'm aware this isn't actually an issue/bug. The game has two workbenchs for settlement building, workshopworkbench and workshopworkbenchinterior. Workshopworkbenchinterior is used for interior cells much like Diamond City's Home Plate. It lacks some of the menus that the full workshopworkbench has, structures and generators. Not sure if this helps, but there is a fusebox in the basement next to the workbench, same as Home Plate, that has 100 power and acts like a generator.

      There is no way I'm going to hate you. It's actually really nice to have someone else out there playing around with the mod and finding little issues that I missed. I actually really appreciate all the feedback you've given me.
    7. indycurt
      indycurt
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      You are a good guy for sure!

      The generator though in the basement doesn't help me. When I stick a light on the ceiling upstairs, nothing happens. So I don't know if I have to do "wiring" and if so, that kind of blows it for me. That's the one thing I hated about the game is the use of all those stupid wires everywhere, hence my use of the mod with the fuse boxes that supply power without wires or conduits or whatever the hell those things are. I tried sticking conduits up though, and still nothing happens.

      Anyway, that's my issue. I just may revert back to the lighted version, but that still leaves me with no power for other things. . .
    8. zhayman
      zhayman
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      I think you have to place a conduit and run power from the fusebox to the conduit. Lights are passively powered by conduits near them. Did you try positioning a conduit close to the center of cell but down in the lower level where you wouldn't see it?

      Decided I wanted to try and make a player home that is both an interior cell, but has a presence in the commonwealth. In other words an actual house that you can see. It's not done yet, but almost. Still need to actually place it in the world somewhere, probably near a pond.

      Sneak Peak: http://imgur.com/a/JSWqE
    9. indycurt
      indycurt
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      Awesome! Then it will have a regular workbench! LOL Can't wait.
    10. Philosophiac
      Philosophiac
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      As someone who has spent perfectly good slots on my load-order undoing the terrible decision of Bethesda to create 'settlement' areas with limited options, I would personally LOVE an option to use this, what is CLEARLY an excellent idea, with a normal workbench. It's actually not even all that difficult. I could probably do it myself if I were so inclined. (I swapped out the interior workbench with a regular one in the Hoarder's Apartment mod and it was a thing of beauty! Of course, the apartment had no power supply so it was actually necessary in order to get a working terminal.)

      Even still, I'm going to download and endorse this. Because it's good solid work, and it deserves the love. I'm just going to either edit it myself or hope for a version with full workbench capability.
  8. FalloutGOTYED
    FalloutGOTYED
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    So I went through the rooms and found that the workshop isn't shared with, the Sanctuary Hills workshop. So I can't make any items because the workshop you placed doesn't connect with the other workshops which have all my junk I use to craft.
    Fix this and I will then use this mod.
  9. Enkidu98
    Enkidu98
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    What does this do to the Sanctuary Cell? EG.. I have Sanctuary Hills Restored Ultimate which completely redoes the cell. Does this just add an entrance object to the rear of the area of your house? Or does it modify the cell in more ways?

    I guess I could just go ahead and load it up and see.. I'll do that and come report.
    1. Enkidu98
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      OK - Thoughts
      It does apparently modify more of the cell than just an entrance, but changing its place in the mod-order so it came before the other mod made sure things with the other mod looked/worked as they had prior.Just a niggling little thing.

      I found a slight graphical glitch with the door in the 'basement' section on the workshop door, shadowplane or something so door looks wonky when doing its open/close animation.

      I might suggest as well using a 'cleaner' wall texture. Bunkers/Shelters are usually not brick.

      Regarding the entrance, its set in the cell where it might not work well if you have already placed/replaced your house as many players do. You can move the entrance with console commands so that it aligns up better with your existing chosen home but the exit location is based on the coordinates where you had originally placed the entrance so if it is moved and you enter/exit the bunker you end up coming out somewhere not near where the entrance is.

      I would suggest you look over the 'Basement Living' mod and convert yours so that the entrance hatch is a place-able like the hatches in Basement Living. This would serve two functions. First, it allows the players to decide where the entrance/exit belongs in their sanctuary build.This is much more flexible.Second, as it would be a placed object, it wouldn't do anything to the edited cell and thus would have less chance of various mod conflicts.

      I thought the layout was nice and simple, with lots of usable space.Aside from an aesthetic disagreement about the chosen wall textures its nice.

      Good job.If you ever make an alternate version with cleaner walls/not brick and a placed object door I'd install this in my mods list.
    2. zhayman
      zhayman
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      Hey thanks for checking it out!

      - I'm aware of the shadowplane on the red basement door. I recently began learning how to use lightboxes to prevent light from rooms bleeding into adjacent rooms. The lightbox ends inside of the door so when you open/close it passes through the bounds of the lightbox. Currently working on a fix.
      - I would love to learn how to make the entrance a placeable workshop item like in Basement Living and once I do I'll make sure to make that change.
      - Do you have some suggestions for "cleaner" wall textures? I'm no interior designer and I thought the red brick and wood accent walls looked really nice albeit a little unrealistic for an underground bunker/bomb shelter.
      - Not sure what you mean about moving the entrance with the console command. Are you suggesting I should move the entrance away from the house in CK?

      Thank you for your feedback, I very much appreciate it!
    3. Enkidu98
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      Heya,

      You're well ahead of me on the modding skills so no worries re: lightboxes etc. Just wanted to let you know what I saw.

      As I said above, you're way ahead of me on modding' but I'd just grab the 'Basement Living' mod and then work in reverse. You should be able to open and edit it and then get an idea how they did things.Having the workbench link to the settlement WB etc is a nice feature as well they've implemented.

      I likely should have been a little more clear. I would have used concrete textures or some bunker textures instead the of the brick walls.This would be more in keeping with the existing shelters/bunkers and also makes sense on an immersion standpoint. Maybe strip/borrow some from the mayoral bunker.

      Interior walls could be whatever you wanted. An idea as well is perhaps look at 'Snappy Housekits' and see how he designed the wallpapers and floorings' for that mod. In that way you could expand out your mod so that it provides building tools as well that has wall and floor textures you can pick from to apply to the walls/floors in your cellar.

      RE; Moving the entrance - I was experimenting quickly to see what I could do with your placed model for the 'door' into your mod.By default it ensd up placed behind the player house but if you have rebuilt Sanctuary already, your house may not be in the same position as the door object you added.If you open the console and click the door you can use "modpos (x|y|or z) #" this allows you to shift the location of the object even if it is not something you can normally pick up/place.

      What I had done was moved it so it aligned with my house, used "getangle z" on the house to find its facing, set the door to match then used "modangle 90" a couple times so it faced right how I wanted it and then I tested it out.

      because your trigger on the door is based on interacting with it, the trigger follows the object in space. So wherever I placed the door, the ability to use it was predicated on actually being close to the door. When I subsequently left the 'Cellar' it's exit point was anchored to the x,y,z coordinates of where you originally placed the door object. So while I might have entered the cellar from the side of my house where I moved the door, when I exited I would exit from behind the house and a little ways off the wall as if the door object was still located there.

      Hope that makes better sense.
  10. mimaef
    mimaef
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    The layout looks crisp and clean! Perfect for building a cozy little getaway. Thanks for sharing, I particularly like the color palette and lighting - very warm and relaxing.
    1. zhayman
      zhayman
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      Thanks! I'm glad you like it. After it started to take shape I really began falling in love with the deep reds and warm lighting complimented by the brick and wood walls.