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Dynamic settlement Housing for the player or settlers.

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Thank you for choosing RobCo!!  Your RobCo Automatic Settlement Housing unit (Called a Node Shack by our design team for it's advanced virtual-node storage mechanism) is an excellent purchase, guaranteed(1) to provide you with all the comforts of home and designed to stylistically blend into just about any post-apocalyptic living environment. Using Quantum Entanglement, and with the help of C.I.T. and their miracle "transistors" we were able to pack everything we think you'll need to survive the aftermath of global nuclear destruction into the 9th dimension in "virtual nodes" linked into a simple button on a post. Press the button and Pop!! Just like magic, a fully-equipped basic home appears, complete with a bed, stove and all the modern comforts you'd expect like running water, porch lights and electricity. For those more adventurous survivors, each RobCo Automatic Settlement Housing unit can be configured to contain the most common crafting and repair facilities, or the entire setup can be de-constructed back into it's post in an instant to allow it to be moved around your chosen settlement at will.

(1) No legally binding agreement is enforceable by this claim.


Adds a button on a post that, when constructed in build mode (Power==>Misc)  and then depressed outside of it, does magical, wonderful things.

It's a "Virtual Node" Shack, based on (and using some of) the "Pier Shack" assets. Unlike many choices available, It has no visible cracks or holes, I personally, would be VERY comfortable living in it. Usually just Contains One settlement bed for settlers, but it has a few Player-focused buffs, too:

If you choose player shack, it spawns all the vanilla-game workbenches, properly linked into your settlement. It also CAN has a Power Armor bench, as well as a Robot Workbench, outside. (Robot Bench is linked to the DLCROBOTModQuest global, so should NOT BE an available option until you can "naturally" craft one in your settlement.)

There is a MINOR BUG present that I need to explain. When you spawn a Power Armor or Robot workstation, you MUST grab it and drop it in build mode BEFORE you CAN use it, they are non-activate-able prior to this. This is intended behavior. Once dropped they are un-grab-able in workshop mode. AGAIN, this is intended behavior. If you don't like it's location or it's existence, please use the provided function to destroy it and start again.  I kept running into what seemed to me to be VERY serious glitches regarding endless wrenching/repairing animations playing on the player in building this one, even v1 of this mod is potentially subject to this. In order to overcome them, I had to lock down the benches in question rather tightly. 

It is VERY descriptive in-game, so I don't think I need to say much more, but I WILL list it's "stats" for those interested:

It counts as one settlement bed.
It supplies one power (once activated)
It radiates power 2* the Range of a stock PowerConnectorWall. (once activated)
It has a wire snap point. (once activated)
There are : a Stove (always there), a Chembench, an Armor Bench, a Weapons bench, a Power Armor bench, and a Robot Workstation.
Can be found under Power ==> Misc in Build menu.


V2 tweaks a few things under the hood, as it were, and delivers the promised PA/Robot Workbench workaround. Adds optional felines and canine snooze zones. Makes the bed actually assignable and the flooring and stairs are now NAVMESHED properly ( I was "faking" it in v1 so it both WAS and WASN'T navmeshed.) I'm still working on the navmeshing so this isn't quite the final product but imo it IS a VAST improvement on v1. There are probably several other things I'm forgetting but since Oct 17th it's been pretty smoky where I live :) ( (Hip-Hip-HOORAY!! Hip-Hip-HOORAY!! Hip-Hip-HOORAY!!)