Fallout 4

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NaiRae

Uploaded by

NaiRae

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About this mod

A player home built from found materials located in it's own worldspace. Access to all DLC areas as well as the Commonwealth. Linked workbenches, a beautiful garden filled with all flora and rad-free water, static decor, armor & weapon racks, and plenty of safe storage. Check the images to see for yourself, great screenshot location.

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I built this for my own use, but poured a lot more hours than I intended into it, and felt it worthy enough to share with everyone. The Crater Safehouse is a player home located in it's own worldspace, safe from irradiated water and radstorms, and all enemies. You have an entrance in the Commonwealth, north of Sanctuary across the river with it's own map marker. There are also entrances/exits in Nuka World and Far Harbor that will unlock when you have reached those areas. Until then the caves are boarded up and undecorated (See notes below).

All workbenches are connected, all containers are safe storage, along with 4 armor racks and 7 weapon racks located inside the house itself. All flora from the base game + DLCs are included in the massive garden, the fungus being in it's own cave down by the waterfall. Check out the images to see all of the screenshot locations and static decor. <3 Version 1.1 now features two cats!

*requires all DLC






Extract files into your data folder, and enable the plugin!

Otherwise, use your favorite mod manager and let them do it. :)






 - This is not Skyrim. There is nothing on the other side of the mountains. I tried to make them impossible to climb, but I'm sure you can if you try hard enough. If you get yourself stuck, I warned you. Use TCL or reload a save, and then play like a normal person.

 - I have the entrances to the DLCs blocked off. They unlock via passing through areas you have to walk through when you first enter the DLC areas, as a failsafe to not mess up quests. I wanted to do this with a scriptless method. This, however, means, that if installed on a game where you've already been there, you'll have to retrace steps, or disable the parent marker via console. The areas to walk through are FH - On the pier, where Avery and Allen are standing when you first arrive. NW - The door you exit the Cola Cars Arena from that Gage has to unlock for you when the fight is over. You can also enter via the caves you find out in the worldspaces to unlock the entrances.

- House is cramped because I like it that way. :)

- Fungus cave is not navmeshed, so companions will not follow you in. Originally it was, but the way they had to move around was extremely jarring and unappealing. You have to pick mushrooms on your own, sorry. ^^;

- World map is blank. I had attempted to make one to realize that that the worldspace is just too small to have the large map scale correctly. Local map works wonderfully, use that instead if you need it.

-This HAS been cleaned in Fo4edit. Nothing is stray, the extra cells you see modified are a result of the precombined meshes and previsibility being rebuilt for optimization.







This mod was built by me, but it wouldn't have been finished without the support of quite a few people.

nomadwarmachine, qwertyzeldar, QueenLunara, AlexyzCGlaze, and Winterlove, for testing the file for me
Elianora for her discord server, and encouraging me to post WIP screens to keep me going. 
kingtobbe for helping me with the map situation
llamaRCA for talking with me about companion behaviors
Enai Siaion for direction on how to unlock areas without scripts, and for listening to me vent/whine in frustration when needed.

You are all amazingingly awesome people <3

My other mods:
Commonwealth Prosthetics: Synthetic Arm
Scavver's Settlement Kit (workshop build kit)
Glowing Sea Player Base (no workbench)
Survivalist's Cellar Hideout (no workbench)
Lexington Apartments Settlement (Full Settlement)