Fallout 4

About this mod

This mod adds a furnished and functional trailer player home adjacent to the Somerville Place settlement. The trailer is placed just outside of the settlement build zone so it will not interfere with settlement building. The interior cell player home is a small, quaint, highly detailed and decorated space with many scripted interactive features.

Requirements
Permissions and credits
Translations
  • Russian
Changelogs
Donations


PLEASE NOTE: This mod adds a pre-decorated interior cell player home to the Somerville Place 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.

Because of the small size of the interior cell, I do not recommend bringing multiple companions or power armor inside. If you have Dogmeat as a companion, you can command him to use the dog house outside the trailer and he will stay there.

Requirements:
This mod requires the following Fallout 4 DLC:
Far Harbor (DLCCoast)
Nuka World (DLCNukaWorld)

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

Mod release video:


Mod description:

The Better Homes and Bunkers Player Home Mod Series Volume 5: The Somerville Place Trailer Player Home

This mod adds a furnished and functional trailer player home adjacent to the Somerville Place settlement. The trailer is placed just outside of the settlement build zone so it will not interfere with settlement building.

To gain access to this player home, you must first be in control of the Somerville Place settlement. If you are not in control of the settlement, the door to the player home remains locked. Most of the exterior features are also not accessible until you control the settlement.

The exterior of the trailer fratures a large wooden deck with functioning lights, a power armor station, cooking grill, seating, a radio, a functional Nuka Cola vending machine, and a house for Dogmeat that can be changed to a couch and back again. There is also a bathroom attached to the deck with a functioning shower that when used gives a +2 Charisma boost for eight hours.

The interior cell player home is a small, quaint, highly detailed and decorated space with many scripted interactive features, armor and weapons workbenches, a chemistry station, a cooking station and much more. It’s the perfect place to relax and get away from all those whining settlers.

I see this home as more of a way station to be used during missions to the Glowing Sea and southern regions of the map, rather than a permanent main base. With this in mind, coupled with the limited interior space, the trailer does not have all the bells and whistles found in other homes in this mod series.

The mod features:

EXTERIOR/GAMEPLAY:

- Discoverable map marker
- You can fast travel from the interior cell
- Custom loading screen
- Functioning exterior lighting
- Power armor station (linked to settlement workshop)
- Cooking grill (linked to settlement workshop)
- Trash Compactor unit that breaks junk items into their base components and transfers them to the settlement workshop
- Working shower gives +2 Charisma boost for eight hours
- Working Nuka Cola Vending Machine (make purchases with Pre-War Money)
- Dog house for Dogmeat – Can be changed to a couch with an activator button
- A radio receiver that plays Diamond City Radio
- Furniture for you and your companions to sit and relax
- All containers are flagged to not respawn
- Deck is navmeshed for companions with many idle markers

You will not be able to use the exterior lights, bathroom and trash compactor until you control the settlement and open the trailer door for the first time. AFTER you enter the trailer for the first time, you will be able to use these features.


INTERIOR:
- Custom collectible magazine that adds a random component shipment to your inventory
- Custom design chemistry, armor, weapon and cooking workbenches
- Two inventory sorting systems: one container-based, the other terminal based
- All workbenches are linked to settlement workshop
- Functioning light switches for main lights, desk lamp, workbench and stove lamps
- My First Infirmary unit: restores health, removes Rads
- Bed that is personalized with player’s name and gives the Well Rested and Lover’s Embrace Bonuses.
- Terminal is personalized with player’s name
- Working refrigerator with custom Nuka Cola textures: 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: Weapons storage, ammo shelf, liquor and food shelves will display clutter when items of each category are added. Clutter will deactivate when container is emptied
- LOTS of storage! All containers are flagged to not respawn
- Fully navmeshed for companions with idle markers

Custom collectible magazine:
Like the previous mod in this series, Better Homes and Bunkers Volume 5 includes a brand new custom magazine to add you your collection. The magazine is located on the kitchen counter and adds a random component shipment to your inventory when you pick it up. Note that Wood is NOT one of the components that you will get. There is more than enough wood at Somerville Place you can get from scrapping trees, so it seemed silly to add it to the leveled lists that spawns the component shipment.

VERY IMPORTANT INFO THAT I’M SURE SOME PEOPLE WON’T READ:
Once you have control of the settlement (when you get a notification that you can use the workshop), go to the red workshop workbench and activate it by using the key you have bound to interact/activate objects. Then exit workshop mode and go to the trailer door.

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.

Also note that the exterior light, bathroom door and trash compactor are coupled to the door unlock script, so you must first activate the unlocked load door in order to unlock these features. After you have entered the interior cell for the first time, these items will be accessible for use.


Using with other Somerville Place settlement mods:
Since the trailer is located completely outside of the settlement build zone, the potential for mod conflicts should be minimal. Your mileage may vary.

That being said, this mod does regenerate the precombined mesh and previs data for the settlement cells. Any additional mods that modify the recombined/previs data for the same cells will conflict.

As with anytime you use multiple mods that modify the same cell, there is ALWAYS a potential for conflicts. Even though the trailer is not part of the settlement build zone, there is always the chance you will run into problems using other mods that modify the Somerville Place area.

I don’t use any Somerville Place settlement mods so I haven’t tested any. You’re on your own for that. I also have no intention of making compatibility patches...you’re on your own for that as well. Sorry, but I can’t get into supporting mods that I don’t use for my own game.

Using this mod in an existing Somerville Place 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. Before installing this mod,leave the Somerville Place settlement. Fast travel someplace else, whatever, just leave Somerville Place. Once you are out of the settlement, save your game and quit.

4. Install and activate the mod.

5. Load the save you just made and WALK, not Fast Travel...into the Somerville Place settlement. This will (hopefully) insure the new trailer and exterior objects are properly loaded into your game.

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

7. Enter, and enjoy your new digs!

Info for FROST players: 
The mod is compatible with Fallout: FROST v.41. If you use the Unofficial FROST FPS Fix mod, you are likely to have visual conflicts with the precombined/previs data generated by both mods. Adjust your load order accordingly. 

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 Somerville Place Trailer Player Home is the fifth 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 tag 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_Somerville.esp
RRTV_HomesAndBunkers_Somerville – Main.BA2
RRTV_HomesAndBunkers_Somerville – Textures.BA2

Place all three files into your Data folder and activate the mod with your mod manager.

PERFORMANCE AND OPTIMIZATION:
The interior trailer cell is very, very small so the use of room bounds and portals was not required. Even on a low end laptop with a 4700-series i7 with a 2GB GTX860M and 16GM RAM I am able to maintain a solid 60FPS on High and Ultra settings. There are two shadowed light sources in the trailer: the main ceiling light and the “sun” light that comes in through the kitchen window. If the godrays from this light cause you FPS issues, simply close the Venetian blinds using the button on the counter beneath the window. This will help as the godrays are no longer rendered.

For you FO4Edit aficionados:
The mod has been cleaned in FO4Edit. But if you can’t resist the urge to see for yourself, be aware that the precombined mesh and previs data for the trailer and settlement exterior cells (Farm05Ext for the settlement, and a Wilderness cell for the trailer) 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. The Creation kit regenerates previs data for ALL surrounding cells on a 3x3 grid when regenerating optimization data regardless if a mod makes changes to them or not. Unless you want to risk experiencing performance and/or graphical issues, I suggest you leave them be.

Credits and Special Thanks:


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

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

Shoes near the Armor Locker are by MsRae from the Creative Clutter modders resource

Chucksteel for the Know your ABCs modder’s resource used for the Diner sign

The playing cards are 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 forums

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. 

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 or any of the files contained therein without explicit written consent from the original author (RedRocketTV). This applies to translations uploaded to websites other than nexusmods.com without the explicit written consent from the mod 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.

Translations:

I am open to having my mods translated to other languages provided you contact me and ASK PERMISSION FIRST! It’s a simple courtesy, and chances are I will be cool about it provided you agree to a few simple rules.