Fallout 4

About this mod

Adds a load door to the railroad tower at the Oberland Station settlement that opens into a fully decorated player home with lots of functionality.

Requirements
Permissions and credits
Translations
  • Russian
Changelogs
Donations


PLEASE NOTE: This mod adds an pre-decorated interior cell player home to the Oberland Station Settlement:
- There is NO workshop mode in the interior cell!
- You can not assign settlers to the interior cell!
- You can not dismiss companions to the interior cell!

Most items are static, but there are a several lootable items and containers.

Requirements:
This mod requires ALL of the Fallout 4 DLC. There will not be a non-DLC version, so please don’t ask.

IMPORTANT INFO FOR UPGRADING TO v1.2 FROM PREVIOUS VERSIONS:

v1.2 makes a VERY MINOR change to the sorting script properties to address the Cryolator not sorting properly. Scripts get baked into your save file, so this minor change WILL NOT be reflected in a save file that has this mod activated. In order to update the mod, you need to perform a clean save.

A clean save means you will need to remove ALL ITEMS that you have stored inside the cell prior to upgrading.

If this is not something you want to deal with or do not plan on sorting the Cryolator, there is no need for you install the 1.2 update.

My advice is to not upgrade if you are in the middle of a game and just not sort the Cryolator. Removing a mod mid-game is not generally recommended, so you do so at your own risk. You have been warned.


***BEFORE UPGRADING TO v.1.2 IF YOU CHOOSE TO DO SO:***
REMOVE ALL STOREDITEMS AND POWER ARMOR FROM THE cell. This includes all Bobbleheads, Magazines, clothing displayed on mannequins and items stored in any container.

EVERYTHING that you brought into the cell needs to be removed. The cell will reset to its default state after upgrading with a clean save, so your items will no longer exist in the game. Again, you have been warned.

Please refer to the instructions in the ARTICLES section of the mod page for details on how to perform a clean save and install. 

TL;DR: If you don't use or plan to sort the Cryolator, there is no reason to install the update.


Changes for v1.1:
- Updates to sorting container script and form lists to make better use of vanilla keywords for more efficient sorting
- Added custom collectible magazine: unlocks recipe for a new alcoholic drink, the Oberland Highball 
- Added custom loading screen
- Dog bed can now be changed to a chair and back again with an activator button 
Added Survival mode chems to sorting form lists
- Added all base game and Survival mode chems to My First Laboratory Leveled List
- Additions and tweaks to other sorting form lists
- Updated interactive shelf and light switch scripts
- Various minor scripting tweaks
- Changed texture on bathroom sink
- Changed texture on weapon display racks
- Added animated toilet mesh by bruce142
- New Bobblehead shelf sign
- Dog bed can now be changed to a chair and back with an activator button
- Moved fireplace activator button, changed to custom mesh
- See changelog for full details


Mod Description:

The Better Homes and Bunkers Player Home Mod Series
VOLUME 2: The Oberland Station Basement Player Home


This mod adds a loading door to the base of the railroad tower at the Oberland Station settlement. After you gain access to settlement, the door unlocks granting you access to the interior cell. Until you control the settlement, the door to the interior cell will remain locked and inaccessible.

The Oberland Station Basement is decorated with many railroad-themed items drawing inspiration from being a railroad fan my entire life as well as having nearly a decade of railroad service working as a train dispatcher. That's "railroad" as in trains, not the FO4 faction!

The mod features:

  •  Custom design railroad-themed posters, artwork and railroad related document decorations
  •  Custom design workbenches
  •  Functioning light switches in every room
  •  Lights can also be controlled via the Terminal
  •  Custom Bobblehead shelf
  •  Contraptions DLC Power Armor display has been converted to fully functional Power Armor station
  •  All workbenches are linked to settlement workshop
  •  Contraptions DLC weapon display racks
  •  Contraptions DLC Armor Displays: gender of mannequins can be changed via the terminals to match your character gender   
  •  Two inventory sorting systems: one container-based, the other terminal based
  •  Working vending machine: Dispenses Nuka Cola and Vim! flavors using Pre War Money as payment
  •  Functioning fireplace
  •  Working refrigerator: Insert any Nuka Cola, Vim or Gwinnett beer variant and it will be come Ice Cold with the associated buff in six hours
  •  Interactive storage units: Ammo shelf, weapons storage, chem shelf, and food shelf display clutter when items of each category are added. Clutter will deactivate when container is emptied
  •  Trash Compactor unit that breaks all scrappable junk items into their base components and transfers them to the settlement workshop
  •  Unique Legendary Railway Rifle: the Gandy Dancer*
  •  Equipped with My First Infirmary and My First Laboratory units
  •  Surgery Chair and Barber Chair
  •  Functioning shower in bathroom
  •  Clean water sources from sinks and water cooler
  •  LOTS of storage! All containers are flagged to not respawn
  •  You can fast travel from the interior cell
  •  Bed is personalized with player’s name and gives the Well Rested Bonus
  •  A functional bed for Dogmeat. Command him to use it and he’ll stay out of your way!
  •  Adopt Vanderbilt** the Cat! Your new pet cat can be activated and deactivated with the Terminal
  •  Fully navmeshed for companions with many idle markers throughout the basement

Description footnotes:
* The term “Gandy Dancer” is an old American railroad slang term for a track maintainence worker. I thought it was a fitting name to be used for a Legendary Railway Rifle.

** Vanderbilt the Cat is named for Cornelius Vanderbilt (1794-1877), an American businessman credited with the founding of the New York Central Railroad, formerly one of the largest and most famous railroads in the eastern United States.




About the Better Homes and Bunkers Player Home Mod Series:

The Oberland Basement Player Home is the second in a series of player home mods that will add interior cell player homes to Fallout 4 settlement locations.

The Better Homes and Bunkers Player Home mod series aims to fill a void in the Fallout 4 settlement system by offering old school, pre-decorated, move-in ready player homes to existing settlement locations. All of the homes in this series will be inspired by the player homes of previous Fallout games.

If you’re not into settlement building and just want a place to sleep and store your stuff, the Better Homes and Bunkers Player Homes might be just what you’ve been looking for. And if you already have a settlement and just want a place to get away from whining settlers and rad storms, then these homes might be perfect for you as well.

Each mod in the series will add an interior cell player home to a selected settlement. Some homes will have only the bare essentials, while others will be on par with post-apocalyptic five-star hotels. Most will fall somewhere in between. All will feature functional interactive features, and each will be crafted with a unique theme and decor relevant to the settlement that it is part of.

If you still want to build a settlement, or want to use one of the player homes with your existing settlement, not to worry.

The player homes of this series are all interior cells and the load doors and access points will be designed to not interfere with settlement building.

Load doors to interior cells will be placed in innocuous locations of existing settlement structures, or in some cases, totally outside the settlement build zone but still adjacent to it.

In all cases, there will be NO workshop mode inside the player home. But, all interior workbenches will be linked to the settlement workshop to share resources for crafting.

To gain access to one of these player homes, you must first gain control of the settlement in which it is located. Until you do so, the door to the interior cell will remain locked and inaccessible.

VERY IMPORTANT INFO THAT I’M SURE SOME PEOPLE WON'T READ:
Once you have control of the settlement, you MUST ACTIVATE THE LOAD DOOR TWICE to unlock it. The first time triggers the door lock script and it runs an ownership check on the workshop. If you own the settlement, the script removes the lock. Activating the door the second time opens the door and loads you into the interior cell.

Please look over the READ ME file. I have gone to great lengths to add as much information as possible there to not clutter up the description page. I STRONGLY RECOMMEND you read it. The answers to questions you might have are most likely there. But I'm also including the Readers Digest version in the form of an FAQ below. 

F.A.Q.

Q. Can I use theworkshop inside the player home?
A. No. There is no workshop mode inside the player home. You also can’t assign settlers or dismiss companions to the interior cell. That is not the purpose of this mod.

Just so we’re clear, say it with me again: There is NO workshop mode inside the player home.
One more time: There is NO workshop mode inside the player home.
Third time’s the charm! There is NO workshop mode inside the player home!


Q. I can’t open the door!
A. Not really a question, but OK. Do you control the settlement? Access to the player home is determined by if you can use the settlement workshop or not. You need to control the settlement (have access to the settlement workshop) for the door to the player home to unlock.

Q. I control the settlement but still can’t open the door!
A. Again, not a question, but OK. Did you activate the door TWICE as outlined above? You need to activate the door TWO TIMES...TWICE...for the door to unlock after you gain control of the settlement.

Q. Can I use this mod with Raider settlements with the Nuka World DLC?
A. Not sure. I have yet to have any Raider settlements in my game and haven’t tested the mod as such, nor do I really plan to. I see no reason why it won’t work though. The script that controls access to the load door does a simple ownership check on the workshop. If the player is the owner, the door will unlock. I have no idea if it works differently for Raider settlements, but I have no reason to suspect it won’t. Want to give it a shot? You can be my beta tester and let me know how it goes.

Q. Can I use this mod is I already have a settlement built?
A. Absolutely! Please read the section above titled “Using this mod in an existing Oberland Station settlement build” for what you need to know.

Q. Can I use this mod with other settlement mods?
A. Most likely, but as always, be prepared for potential conflicts. Please read the “Using with other Oberland Station mod” section for more details.

Q. Can I still build onto the exterior of the existing building?
A. Yes, you can! The only change to the exterior is the new load door. Nothing else has been touched, leaving you free to build to your heart’s content.

Q. Why are you making these mods that I can’t change anything in? What’s wrong with building a house with the workshop?
A. Preference, my friend. Some players (myself included) are either bored with settlement building or never had an interest in the first place. I see this as bridging the gap between having all these great locations the game provides, and not wanting to spend the time to build up the place. Or at the very least, having a place you can use to get out of a radstorm. Plus, some of us just prefer the old school player homes of previous Fallout games.

Known Issues:
Please consult the Known Issues section of the Read Me. Anything that might crop up will be documented there. 

Installation:

Use the mod manager of your choice,

Or to install manually:
Extract the archive. It contains three files:
RRTV_HomesAndBunkers_Oberland.esp
RRTV_HomesAndBunkers_Oberland – Main.BA2
RRTV_HomesAndBunkers_Oberland – Textures.BA2

Place all three files into your Data folder.

Credits:

bLaCkShAd0w for the footlocker texture modder’s resource used for the custom footlockers

Chucksteel for the Know your ABCs modder’s resource used for some of the signage

Animated Normal Toilet Modders Resource by bruce142


The scrapping script used by the Trash Compactor is based on code posted by isathar on the Bethesda CK forum.

fadingsignal, for creating the Basement Living mod which gave me the idea for the Better Homes and Bunkers series. I love that mod, and thought it would be cool to have additional options for interior cell player homes at settlements.

Darkfox127 and Seddon4494 for their amazing Creation Kit video tutorials which have been crucial to the success of every mod I’ve made.

Artwork Credits:


Much of the railroad themed artwork in the mod comes from my own personal collection, as well as my archive of paperwork from nearly a decade of employment as a train dispatcher. Two of the photos used are also taken by me.

Artist credits for the paintings and artwork used in the mod are as follows:

Lehigh Valley “JohnWilkes” painting (Bedroom): Unknown. Scanned from a painting I've owned for many years.

Double-header steam train painting (Bedroom): Unknown. Scanned from a painting in my family since I was four years old.

NYO&W 4-8-2 #405 (bedroom): Manville B. Wakefield

NYC “Niagara” class 4-8-4 (Kitchen): Howard Fogg

NYO&W F3 (above fireplace): Ben Dedek

War Time Jobs poster (entrance): Adolph Treidler

Amtrak Turboliner (lounge area table): Photo taken by me using a vintage Ansco Panda film camera

Abandoned passenger coach/ex-DL&W MU car (Bathroom): Photo taken by my using a LOMO LC-A camera

Other Notes:

1. This mod is PC only. There will not be a console version, so please do not ask.

2. There is no settlement workshop for the player home interior cell and one will not be added so please don’t ask.

3. There will not be a non-DLC version, so you guessed it, please don’t ask.

4. Based on any texture replacements you have installed in your game, the appearance of items in the mod may vary from what is shown in the screenshots and promo video. I use many texture replacements in my game and videos, and none of them are included in this mod.

5. I am creating the mods in this series to fit my own game and gameplay, and will only be doing settlements that I have an interest in. Requests will not be taken, and questions asking “Can you/will you do settlement XYZ?” will not be responded to. That being said, if you ask nicely, I will be able to tell you what settlements I intend to work on...if I can figure that out for myself.









Licensing/Legal:

Do not redistribute or alter this work without explicit permission from the original author (RedRocketTV).This mod will not be uploaded to Bethesda.net or any other site. If you find it anywhere but on the Fallout 4 Nexus, it has been stolen. Please report it as such.

Commercial use strictly prohibited.