Fallout 4

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battlebrother13

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battlebrother13

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About this mod

A new player house in an interior cell accessible from Hangman's Alley with Workbench capability for the player to decorate as they choose , with resources linked to Hangman's Alley's workbench and a World Map Marker for Fast Travel.

Requirements
Permissions and credits
Changelogs
Overview

I know what you're thinking. "I love Hangman's Alley. It's unique amongst the base game settlements, it has character, it's ideally located as a central base of operations. I've love to have a fleshed out player home there that I could decorate and fiddle on with to my hearts content.... but it's in the middle of the FPS hell that is central Boston. I don't have a NASA supercomputer, so I just can't afford to add the thousands of triangles I'd need to carve out a little slice of home for my character." (or words to that effect)



I love Hangman's Alley, so I've tried out a few different mods for it over the years and tinkered with it a bit myself, but I've never quite been happy with it - I managed to make a decent player house in my first play through but it killed my rig and the rest of the settlement suffered as a result. In my second play through, I tried to build a decent settlement there, but I ended up giving up in frustration and scrapped everything, leaving it empty (a sustained bout of ennui like no other).

In my current run, I started off using Hangman's Alley Interior Apartments (I'm using the "Hangman's Alley Interior Apartments V3 One Building BETA Test" version) by PurpleRadiation, which I cannot recommend enough, as it does a fantastic job of sorting out some of the poor landscaping of the base game version and adds a few new interior spaces and one full building without going over the top.

I built a player home into the interior building, but I was never quite happy with it and I knew if I started going all in I would hammer the FPS and limit what I could do in the rest of the settlement. I tried out the excellent Hangman's Flat by the always superb Elianora, but it didn't quite fit my bill - it's a fantastic piece of work, but I'm a white hat and proud, so the raider aesthetic didn't really do it for me, and - more importantly - my favourite part of FO4 is putting my own stamp on things, so I wanted a space I could decorate with all the tat I've hoarded in my travels across the Commonwealth Wasteland and beyond.

To that end, I started work on Hangman's House - a self-contained player house that was in an interior space (so won't contribute to tanking your FPS in Hangman's Alley) and had a Workshop so that I could furnish and decorate it using all the buildables from the hundreds of mods I've accumulated over the years.

As it stands I'm pretty happy with it.

It has an entrance hallway, with stairs going down to a decent-sized basement and up to a living area. Upstairs is decorated (albeit sparsely - it's just there so the house wasn't just empty for no apparent reason) by default as an open plan lounge/dining/kitchen area with separate bathroom and bedroom, but obviously you can modify them to whatever you prefer.

I also (unknowingly damning myself to a few days of tearing my hair out) decided to put in a hidden power grid. If you turn on the fuse box, it powers the connectors, and should provide wireless power to the entire house (it's lore friendly because in the past the raiders hooked it up to one of those fusion generators that sits running in an abandoned building a few buildings over... you don't know the one, but it's there, the door to it got blocked off though... just trust me, okay?).

The Workshop is linked to the Hangman's Alley Workshop to share inventory, so if you have supply lines to Hangman's Alley, it should carry over. Personally I now use the very useful SKK's Global Stash so I don't use that functionality for the most part - but it seemed to work when I tested it. (As a side note, if you do use Global Stash, you need to 'Open Global Stash' from the Workshop to link it since it's a custom settlement).

If you have any issue with the mod then let me know and I'll help if I can - but I should say at this point that it's not designed to be used as a full settlement or house settlers - it's already inside a full settlement, after all - so I haven't tested if / how any of the functionality related to them works, and unless it's a very simple thing I'm not really going to be interested in troubleshooting issues with them.

Technical Details

  • Adds a new locked teleport door (and a few other bits and bobs) to Hangman's Alley with minimal impact on what is already there (only 2 records from the base game are touched - I disabled the fridge (and door) and replaced them with my own because I needed to move it and the door on the default one wouldn't budge... long and boring story).
  • Adds a new 3-story interior cell linked to the door, with basic scrappable decor and items. The cell is fully navmeshed (with precuts) so NPCs should have no problem using it (tested with both Dogmeat and Curie at the same time and both seemed to have no issues).
  • Duplicates some existing architecture items, to protect them from Scrap Everything or the like to prevent unwitting players removing the floor or ceiling and exposing the void (not something you want to be doing - if you know what you are doing and really want to though, you can use the Place Everywhere  'Extra Objects Selection' function to do so).
  • Duplicates some existing architecture and decor items to make them scrappable (flooring and so on that isn't part of the base architecture).
  • Duplicates the fuse box used in Home Plate, but modified to be off by default (so you can soak up the dark ambience before you turn on the lights).
  • Adds wires and connectors in the void linked to a fuse box in the interior to provide wireless power when the fuse box is on, but as with all settlement power grids, it probably won't take much to break it, so avoid scrapping the fuse box or any of the other elements if you want to keep using it for anything.
  • Adds two scripts, one to add the map marker and unlock the workbench when entering the cell, and another to toggle the default power state keyword on the fuse box that controls the power grid (to ensure that the power state is remembered when leaving the cell and returning). Both execute only when their corresponding object is activated and should not persist anywhere.

Installation

  • Mod Manager: Install as usual. ESP should be loaded before other Hangman's Alley mods (such as Interior Apartments) for maximum compatibility. Personally I use Vortex (took me a while but I'm getting used to it).
  • Manual: extract archive into your Fallout 4\Data folder keeping subfolders.

Compatibility

The mod is designed to have as light a touch as possible, but it does add items to the middle of Hangman's Alley, so any mods which alter it may have compatibility issues. If I learn of any incompatibilities, or if people report potentially troublesome mods that ARE compatible with it, I'll list them here:


Requirements

  • Fallout 4
  • Wasteland Workshop
  • Far Harbor
  • Vault-Tec Workshop
  • Nuka World

DLC items were in the furnishing of the house - I wasn't keeping exact track and I don't intend to worry about it. I won't make a non-DLC version - and seriously, if you don't have it yet, go spend the relatively small sum you need to get a key from somewhere - Far Harbor and Nuka World are both worth what it would cost on their own, and the others at least add in new handy buildables.

Recommendations

  • Place Everywhere: Essential for properly decorating any space like this to a decent standard; absolutely the first thing anyone who likes settlement building should be getting.
  • Scrap Everything: I'm honestly not sure how much of a difference it makes for this mod, but if you are a builder like me you should already have it anyway.
  • VIS-G Item Sorting: I have added tags to the note and key used by the mod for VIS-G, as I use it and (in my opinion at least) so should you! If you don't use it you can always use a mod like Rename Anything to remove the tags, or edit the esp yourself with FO4Edit.
  • Hangman's Alley Interior Apartments (V3 One Building BETA Test)(https://www.nexusmods.com/fallout4/mods/16457): This is what I use to tame Hangman's Alley, and Hangman's house was designed with its use in mind.

Settlement Mods: I could go on for ages (maybe one day I will do a mod list, but it would be a massive effort in itself), but rather than list dozens and dozens I will name a few of my "core" mods I use to add settlement buildables which I used in decorating the house myself (as seen in my latter screenshots, with references to items you may be looking for):


Known Issues

None that I know of (aside from the gazillions I squashed during development).
Just don't mess with the fuse box.

Frequently Asked Questions

If people start asking questions frequently I'll add them here.