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El Ha

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Zorkaz

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80 comments

  1. quietwolffallout
    quietwolffallout
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    ok so i ran through this mod and play tested some things and took screenshots. yes its 5k in caps to build, it can be placed anywhere and everything you build stays even if you move the bunker. i didn't test if you can have multiple bunkers or not(didn't have the caps and im in survival) but my guess is that you can but it will be the same interior cell no matter which one you enter. an after thought, since it has the full workshop you may be able to make blueprints of the interior. just a theory there is no telling if it will work considering the door to it is able to be moved. ok tested multiple bunker entrances and they all lead to the same interior cell everything was still there. so you could if having the caps set these up at strategic points and have a safe haven anywhere with safe storage and shelter from bad weather. If i could make one request, could you move the power outlets up closer to the sealing so they arent in the way of furniture or cabinets in my case. if its not too much trouble. awesome mod and im looking forward to using this in my play throughs
    1. Zorkaz
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      Power outlets will be movable in the 1.1
    2. attica32
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      +1 for doing all the testing to get that info. and +1 to that author for another mod I didn't know I needed lmao
    3. Zorkaz
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      Thank you for the pictures.
      Btw. there's no need for a turret as attacks are disabled for convinience reasons
    4. quietwolffallout
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      i appreciate the responses and thats great news about the power outlets. thanks again for an awesome mod endorsed
    5. instyne49
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      Okay, my question is about these multiple doors that all lead to the same interior cell. When you leave, do you come out of the same entrance that you entered from, or does it randomize the exit? Or could it be set up like Relay Tower Bunker Alpha, where you can pick your exit point. https://www.nexusmods.com/fallout4/mods/23402 . If it's any consolation, I don't understand String Theory either.
  2. Pinheadius
    Pinheadius
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    Very good work, great mod!

    Some description like that would be awesome, lorewise:

    ---

    Vault-Tec Corporation is proud to present you the “Portable Bunker". Based on alien and institute technology, Vault-tec was able to create a compressible 3-dimensional space which can easily be transported, build up and torn down again and again.
    In times when the bombs can fall any second, better have your bunker with you.

    Coming soon:
    1 block away but you are already losing the fight? Now you will win any fight with the "Portable Toilet"! Sound-proof and locked like a bunker when it's occupied.
    Drop your bombs safe and sound with the "Portable Toilet"!

    ---

    sorry, i just had this idea xD
    anyways, keep it up!
  3. RayAnderson909
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    Just a rather odd bug I encountered:

    If you're playing Fallout: London, this mod seems to work great, which is especially good because they have almost no player settlements in that mod.  That said, there's something odd about the board over the workbench.  I don't know what function it was supposed to have, but if you interact with it, it teleports you to a strange, broken version of the Commonwealth.  You are taken somewhere in the middle-ish of the map with Vault 111 being the only available fast-travel point.  If you do fast travel there, you see the animation that you'd normally see after leaving Vault 111 in the base game and the quest "Out of Time" starts.

    Very odd, but pretty easy to avoid, and loading a save from before that happened seems to restore everything just fine.  Just thought I'd let everyone know about it.
    1. Jackthedullboy7808
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      That's funny lol
  4. Olmech
    Olmech
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    Just gotta say as a user of Sanguinaire...I love this mod! No more running somewhere to get away from the sun! Transfer Settlement friendly too. Thank you so much!
  5. spot10
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    Sorry, but for me, something is COMPLETELY broken with this mod.
    I can craft the entrance fine, but when I enter the bunker, it's just a black void.
    There is NO light, AT ALL.
    Just basically useless, as you cannot see anything to move around.

    UPDATE: I tried a brand new game with no other mods installed, and this still happens, so I'm sorry to say that it seems this mod is just fundamentally broken, for some reason that is not obvious.
    1. Zorkaz
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      It's not broken, you need to place a lightbulb or another light you want and connect it to the power source. Use your pipboy light at first.
  6. AlinaKiller001
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    Классный мод, спасибо! Было бы очень здорово, если бы вместо входа в бункер была установлена ​​палатка.
  7. VanTuz
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    When I throw a "mine" the game crashes
    UPD. The mod for sorting from the fallui series was to blame. I made it so that this mod was not processed and everything worked.
  8. MrWolf408
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    i only wish to have more space to fill with halo related mods
  9. cailic
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    Seems to work flawlessly.  I just would like to see more and bigger rooms.  Seems kinda cramped for my style.  And since you can send your followers here, or settlers, it would be nice to have a bunk room for them.  I haven't checked yet if you can have water and food machines here to satisfy the residents.

    Thanks for the mod. 
  10. Ruthydufy
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    People over here rather wanna posts long-ass stories than give people a solution for the portable bunker not being displayed in the chemical station...
    Yes, people know it's in the utility section, and yes downloaded all versions, and still does not work.
  11. streetyson
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    There seem to be a tranche of reported bugs from users (wrongly in my view) treating the bunker as a full settlement, linked by provisioner. I don't believe it was ever intended to be linked, and even if it was, how do you expect the game to work properly with a portable location? I think the settlement aspect was mainly enabled for you to send companions there. In theory a settler could be sent there too, and a settlement set up...

    ...But a provisioner feels a big leap too far. And I don't recommend sending companions to an experimental bunker either, but only travel there with you. If the bunker ever failed, you can only (potentially at best) retrieve your gear (not people) via Arturo's weapons bench. So if you're away for ages then find the bunker broken, your only potential option to rescue residents is to go back those ages to a working save-game. To that end, I don't even recommend using it as a settlement at all as it's experimental and unsupported - the risk of borking your game with a lost settlement link or NPC is too great. Just use it as a personal rad-shelter you can build a nice den inside, and don't keep much else there. Then if it fails and you can't get your gear back via Arturo's bench (or have a save-game if recent enough) you can just forget it - or uninstall the mod and make a clean save.

    As for my review: It's a neat idea but too tall inside, and pitch black. You'll need a bright light in each room on that high ceiling. Lanterns and fires won't do it - unless you place 20. My intended use wasn't portable but roleplayed as an early-game shelter in Redrocket or Sanctuary (spawning the needed caps), until I get Home Plate or some such. However, I was mainly interested as I thought I could fast-travel into it - but alas no, you can only fast-travel out. This makes it of little interest to me as I already like a couple of early-home mods whose only drawback was a lack of fast-travel in.
  12. ialbie
    ialbie
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    Good mod, but I always have the random teleport in the bunker bug, is there anything I can do on Xedit to get rid of the function that teleports me inside while I'm exploring?
    EDIT:
    the problem seems to be related to the settlers I sent to the bunker going in and out, and at that point the teleport triggers.
    I'm trying with TAI because they are only parked there.