About this mod

This mod adds an expansive 14-room interior cell bunker player home to the Coastal Cottage settlement location. The Bunker is loaded with lots of interactive features and custom assets. To gain access to the Bunker, you must be in control of the Coastal Cottage settlement.

Requirements
Permissions and credits
Translations
  • Russian
Changelogs


Shortly before the Great War, a procurement executive working for House Industries built a large, furnished and functional survival bunker at Coastal Cottage for his family using funds embezzled from his employer. To gain entry to the bunker, you must have access to the Coastal Cottage settlement workshop.

PLEASE NOTE: This mod adds a pre-decorated interior cell player home to the Coastal Cottage 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!
- This mod was made for my own game the way I wanted it, and I will not be making changes or taking “requests.”

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.

Mod Release Video:


Mod Description:

The Coastal Cottage Bunker Player Home is the fourth in a series of player home mods that add interior cell player homes to Fallout 4 settlement locations.

This mod turns the cave-like Mirelurk nest at Coastal Cottage into a small concrete entrance way housing an elevator that acts as the load door to the interior cell. Instead of the normal load screen, you’ll actually be riding the elevator down into the bunker. Once you gain access to the Coastal Cottage workshop, the door to the entrance way will unlock granting you access to the elevator.

After riding the elevator down into the bunker for the first time, you will be able to fast travel directly into the bunker interior, similar to how you can fast travel to the interior of Home Plate. After exiting the elevator the first time, you will see a notification telling you you can Fast Travel to the interior, and the Bunker map marker will be activated on your Pip Boy.

The interior cell player home is a large, 14-room bunker with loads of scripted interactive features, workbenches and power armor stations that are linked to the settlement workshop for resource sharing, and plenty of room to relax and get away from all those whining settlers.

The bunker interior is heavily inspired by player homes from Fallout 3 and Fallout: New Vegas. I’ve tried to recreate the atmosphere I remember from bunkers in those games by making some custom assets based on items found in those games.

There is also a bit of New Vegas related lore found on the Terminals that gives a backstory on the bunker’s origins.



The Bunker Rooms and their features (short and sweet version):

All bunker doors automatically open and close 

  • Entrance Way: Elevator load door, Terminals
  • Storeroom: Sorting container, Trash Compactor, storage
  • Living Room: Bed for Dogmeat (can be changed to couch via Terminal), aquarium with working viewport, bookshelf storage
  • Hydroponics Bay: Hydroponics Crops with watering system, chem station, Mr. Purifier water purification unit, Chem and Aid storage
  • Lounge: Terminal, Commissary System unit
  • Kitchen: Cooking station, Refrigerator, Food Storage, working sink, Nuka Mixer, Nuka Cola display shelf
  • Main Bedroom: Bed with Player’s name, Terminal with player’s name, two armor display mannequins, armor locker, clothing locker, weapon display racks (behind map)
  • Laundry Room: Barber Chair, My First Laboratory Unit, storage
  • Bathroom: working sink, working shower (gives +2 Charisma boost for eight hours)
  • Rec Room: Cooking station, working sink, refrigerator, weight bench, Terminal
  • Auxiliary bedroom: extra beds, storage
  • Trophy Room: Three armor display mannequins, weapon display racks (heavy, long, short), Cryolator display case, magazine racks (three with custom design), custom design Bobblehead display case, Refrigerator, Nuka Cola display shelf, UFO model with functioning light animation, bed for Dogmeat (can be changed to chair via Terminal), Robot Model display shelf, armor workbench, weapons workbench
  • Medical Bay: Chem station, Autodoc unit, Surgery Chair, Chem and Aid storage, Terminal, sink, Commissary System unit, storage
  • Workbay: Three power armor stations, armor workbench, weapons workbench, Ballistic, Energy and Melee weapon storage containers, ammo storage, power armor parts storage, three armor display mannequins, weapon display racks (long and short), Fusion Core charger, Terminal, Armor locker, Clothing locker
  • Robotics Lab: Robot workbench, robot parts storage, Terminal

The Bunker features (the Full Monty, in the spoilers to save scrolling):
Spoiler:  
Show


The Bunker Brew:
The Coastal Cottage Bunker magazine (found on the bar counter in the Lounge) unlocks a new alcoholic drink recipe: the Bunker Brew. When unlocked, you can craft the Bunker Brew at any cooking station if you have these ingredients:

1 Beer
1 Purified Water
1 Bloodpack
1 Whiskey
2 Antiseptic

When consumed, the Bunker Brew grants a small healing bonus, removes a small amount of Rads and gives as well as a temporary +1 Strength, +Charisma boost.

The Bunker Brew can be chilled in any Bunker refrigerator for six hours to obtain an Ice Cold variant that has slightly different buffs.

VERY IMPORTANT INFO THAT I’M SURE SOME PEOPLE WON’T READ:
Once you have control of the settlement, you MUST ACTIVATE THE EXTERIOR 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 allowing you to access the elevator.

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!

Changes to exterior Coastal Cottage cell made by this mod:
I have made it a major premise of this mod series to not make changes to the exterior cells of the settlements. For Coastal Cottage, I have made a few small exceptions: I removed the two unscrappable metal containers in the driveway, and the unscrappable sofa that was half buried next to the truck. Other than adding the elevator room to the cave, no other changes have been made.

Using this mod in an existing Coastal Cottage settlement build:
Ideally, the mods in this series should be used in a new game but there are no real issues using them in a game with a settlement already built at the location, provided you keep a few important things in mind:

1. This mod makes changes to the Mirelurk cave/nest area. If you have anything built here, you should temporarily store it in the workshop until after you have activated the mod. If you don’t, there is a good chance what you have built will become embedded in the new walls the mod adds. After the mod is activated, you can place your items again and decorate the elevator room to your liking. Be aware that nothing in the elevator room is scrappable.

2. Before installing this mod, leave the Coastal Cottage settlement. Fast travel someplace else, whatever, just leave the Coastal Cottage. I suggest fast traveling to the Slog. It’s close enough to the Coastal Cottage to get back easily, but far enough away to not interfere with activating the mod. Once you are out of the settlement, save your game and quit.

4. Install and activate the mod.

6. Load the save you just made and WALK, not Fast Travel...into the Coastal Cottage settlement. This will (hopefully) insure the exterior changes are properly loaded into your game.

7. Activate the load door TWICE, as described above.

8. Enter, and enjoy your new digs!

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.

About the Better Homes and Bunkers Player Home Mod Series:
The Coastal Cottage Bunker Player Home is the fourth in a series of player home mods that 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.

Click the Spoiler to read more...

Spoiler:  
Show


F.A.Q.:
A comprehensive F.A.Q. is in the READ ME. Live it, Learn it, Love it.

Installation:
Use the mod manager of your choice,

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

Place all three files into your Data folder. Manually activate the mod in your plugins.txt file.

For you FO4Edit aficionados:
The mod has been cleaned in FO4Edit. But if you compelled to do it yourself anyway, be aware that the precombined mesh and previs data for the Coastal Cottage exterior cells (POIMCAMP01 and POIMCAMP02) and many surrounding cells has been regenerated. Any cell edits for surrounding cells you see are NOT stray edits...they are a result of regenerating the precombined/previs data. Unless you want to risk experiencing performance and/or graphical issues, I suggest you leave them be.

And yes, I know about the previs timestamp conflicts with the Far Harbor .esm as well the portal errors for the Bunker cell. Blame Bethesda for the previs timestamp conflicts, and blame FO4Edit for the portal errors. It sometimes feels the need to complain about things that there is nothing wrong with.

KNOWN/POTENTIAL ISSUES:
A detailed description of known and potential issues is outlined in the Read Me. Please go through the Read Me thoroughly before commenting!

PERFORMANCE AND OPTIMIZATION:
I make no bones about it: this is a large, VRAM intensive player home mod. The interior cell has been optimized using portals and room bounds, as well as an extensive use of static collections to cut down on polygon counts. Use of shadowed light sources has been kept to a minimum (there are only two in the entire bunker cell). Regardless, users with lower spec systems are likely to experience performance issues.

More info can be found in the Read Me.

Credits and Special Thanks:
bLaCkShAd0w for the footlocker texture modder’s resource used for the custom footlockers

AWARHERO for permission to use his Dogmeat bowl:

QueenLunara for the mini TV from the modder’s resource, Queenie's Resources:

The holotape plastic bin is by damanding from the Creative Clutter modders resource:

Shoes in the bedrooms are by MsRae from the Creative Clutter modders resource:

The hotplate/mini stove in the kitchen is by MsRae from her Riverside Bungalow mod, used with permission:

The playing cards from Se7enraven FO4 Modder's Resource:

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

llamaRCA for allowing me to give Heather Casdin (Best. Companion. Evah!) her own little place in the Bunker.

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.

Fallout: New Vegas Lucky 38 image used in postcard: Jspoelstra from the Fallout Wiki Lucky 38 entry, used under the designated Creative Commons license.

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.

I use the Decent Plus ENB preset for my screenshots, videos and gameplay.

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.









YouTubers:
You are welcome to use/showcase my mods in your reviews, mod showcases, and Let's Play videos.
But, you ARE NOT under any circumstances allowed to upload, share or otherwise distribute this mod or any of its files to any mod “sharing” service such as ModDrop.



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.
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