Fallout 4

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schratt0r

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schratt0r

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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.

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Hi:)

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