About this mod
everybody likes pre-decorated Player Homes. And some of the everybody get bored after some time as you might want to tweek a few things. Or even completely redecorate? (as there are thousands of cool settlement mods available)? sooooo, this is why you ended up on this page.
- Permissions and credits
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Translations
i really enjoy all the astonishingly done player homes, uploaded on Nexus. on the other hand, i also enjoy building settlements the old school way:D thus, i thought it might make sense to combine those key features:
what you get for above mentioned idea:
- 1 interior cell for living, predecorated AND containing a fully functional workshop.
- new meshes for workbenches (chem, armor, weapon, cooking) => shared container
- light toggles for both rooms
- scripted nurse station for health recovery
- scripted boston map with 3 fast travel locations (dmnd city, sanctuary, glowingsea)
- fast travel enabled cell
- some loot :D
- scrapable decoration items => this also includes the scripted stuff, if you delete the map, you also clean the activator
- fully navmeshed for your favorite companion
where to find:
- next to Boston Mayoral Shelter
as this is my first mod ever, i started to enjoy the work and extended a bit further:
what you get in addition to a Flexible Player Home:
- short quest that cycles you through the creations
- second entry, once the quest is completed
- additional fun by killing some ghoulies
what you need:
- actually only fallout.esm/exe => i really sticked to vanilla - so no altered base objects, no other requirements (not even DLCs)
compatibility:
- due to above statement, it should be compatible with almost everything, except for stuff that alters the same exterior cells (as they are used as entry points)
- i am playing a heavily modded fallout 4 (around 200 plugins, 260 mods in total) and absolutely never experienced anything annoying related to this plugin. feel free to simply unload it and reload your save game.
- comes as Data.zip, containing esp and ba2 => simply download and install with your favorite mod manager (tested and working fine with NMM)
tools used:
- CK for creating actually everything
- FO4Edit for cleaning the stuff CK produced:D
- Outfit Studio for meshes
- notepad++
- nifskope for finalization of meshes
- BAE (BA2 - Extractor)
credits:
- all the amazing fellowers creating tools/tutorials/and this community - definitely impossible to have done this without
- everybody who created a really cool game and came to the conclusion to release their devTool
- personally, thanks to RedRocketTV, who helped me out during the starting phase
still to do:
- altering naming conventions (there might be a bit better ideas around than "My Bunker" :D)
- expanding the lore friendly quest - it is kind of obvious, that the story hasn't been told yet
- setup supply lines
(include meshes as buildable objects) maybe...=> DONE; within optional file section- better/more screenshots
- checking out feedback and ideas of you guys
speaking of it, as this is my very first mod, i really depend on your feedback - first of all, is this a way that make sense? i mean, there are certain general conflicts by following this idea, like scripted objects vs scrap and repositioning.
I play Creation Kit!
thanks for reading!
cheerio!
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out of scope for this mod:
-sending settlers to this location; as this is somehow contradicting with the idea: should be a player home and not a parteyyy location