Fallout 4

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84Cronos - jb4617 - GlennCroft

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GlennCroft

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17 comments

  1. GlennCroft
    GlennCroft
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    Locked
    Sticky
    IF YOU ARE ALREADY PLAYING with a save where you already have discovered both mods locations (interior or exterior) there is a slight chance that the elevator doors may appear clipping along with the hideout walls and over the roof inside the bunker. There's also a chance that the bunker door in sanctuary shows up. If this happens, you can easily work this out by applying the following fix:

    First make a save so you can have a backup, then open the console, select the elevator doors and type the following:

    Step 1: For doors inside the hideout:
    Unlock, enter.
    setpos x -550, enter.
    setpos y -2651.12, enter.
    setangle z 112.05, enter.

    Step 2: For the doors inside the bunker:
    After you have spawned inside type TCL and clip or "fly" over the ceiling. Select the elevator doors in console and type:
    setpos x 234, enter.
    setpos y -445, enter.
    setpos z 130, enter.
    setangle x 0, enter.
    setangle y 0, enter.
    setangle z 351.41,enter.
    Close the console and go back to the floor, type again TCL to turn off clipping.

    For the door at sanctuary open the console, select the object and type Disable, enter. Do this with the door and the rubble around it.

    That's all, easy-peasy.
  2. Pushkatu
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    Any way you could improve the lights inside the hideout? It's a rather known problem with the original mod, mostly for people using ENBs. How hard would it be to add a switch that can turn some lights on/off in there, after adding said lights of course? I would ask the mod author, but he/she doesn't seem to be active anymore. 
  3. Pushkatu
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    Many, many thanks for sharing this!! 
    1. GlennCroft
      GlennCroft
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      Glad you liked it!
    2. Pushkatu
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      Sometimes people just want the same things in life, lol. I had the concord mod installed, but I also wanted a place in Sanctuary. As it turns out, you wanted the same things and came up with the great idea of connecting the two witch is way more than I was hoping to get. Again, many thanks, fully endorsed and kudos for the neat implementation! 
    3. GlennCroft
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      Truly and thanks again for your kind words.
    4. Pushkatu
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      Hmm, isn't there supposed to be a entrance in Sanctuary? I'm trying the mods on a new save, and while I can get from the Concord hideout to the bunker, there's no exit to Sanctuary and no door leading to the bunker there, just the vanilla cellar. Also, what load order should I use for the 3 mods?
      Spoiler:  
      Show
      




      From my understanding the two locations should now be connected, right? Meaning I can travel from Concord house -> bunker -> Sanctuary and backwards, but there's no entry point in Sanctuary and no exit point to Sanctuary inside the bunker. 
    5. GlennCroft
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      What this mod does is connect the hideout to the bunker and vice versa. There's no entrance in sanctuary anymore, also if you are using this mod on a saved game you need to apply the fix mentioned in the sticky, the mod is intended to load properly when you start a new game.
    6. Pushkatu
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      I see, my bad then, I misundertood. Still, when I open the elevator door inside the hideout, there’s like a wall blocking the elevator door (see pictures above), but the elevator still works. I am using the mods on a new save. The door in Sanctuary doesn’t show up, so I guess I am doing something right, lol. 

      Anyway, as far as I know the mod works, but there are a couple things I’d like to mention, regarding the bunker:

      Spoiler:  
      Show
      There’s a lot of loot down there, including a full set of t-51, couple cores, purified water, stimpacks and all sorts of other goodies. On a survival playthrough, this can be considered kinda of a cheat. Regardless, I still love the idea, still gonna use both, just avoid using/taking all the loot there.


      Again, many thanks for sharing and if you ever consider updating, maybe add a version that’s more inclined to what I said in the spoilers.

      Cheers and beers, plenty! 🍻 
    7. GlennCroft
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      Ahhh yes! It's not an actual elevator, just a door lol! And regarding the loot I didn't modify it, it carries the loot placed by og author of the mod. You can make a patch for it using xEdit, is super easy. I would do it but I have to contact the mod authors for permission and to be honest I'm kind of lazy lmao.
  4. BeatlesFan02
    BeatlesFan02
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    The description in the Files section for this mod reads "For TWH_ConcordHideout version 2.0". The problem is the TWH mod is only 1.1. Was this a typo, or is there an updated version of the Concord Hideout mod that isn't on the Nexus?
    1. GlennCroft
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      Defo my mistake, is for the last version 1.1. Thanks for bringing ths to my attention!
  5. 84Cronos
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    Pretty cool idea to be honest. The funny thing is that I actually tinkered around with having a basement and I had an elevator in this exact position as well. Good job, mate :).

    By the way, how did you avoid the clipping? Because my mod has precombines in place so I'm wondering why your door still shows up.
    1. GlennCroft
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      Glad you like it cronos, thank you so much for your amazing mod mate. Im looking for your next update then!
      I tried to put the elevator door with the ck but then i remembered the security gate wasn't part of the precombines so I replace it using eXedit. No biggie. In fact, i also wonder myself why that worked in the first place xD
    2. 84Cronos
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      True. It's an activator so it's not part of the precombines. I totally forgot that. Good job.
  6. BlazeStryker
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    For those using that, cool. I play FWR so I kind of need the Root Cellar as is, but good on you for thinking your scenrio through and doing to work to realize your vision! Seriously, I respect it.
    1. GlennCroft
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      Thank you for your kind words Blaze, <3.