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aGuycalledB

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aGuycalledB

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About this mod

The Concord Clover is a Playerhome/Bar, mostly for the early- to midgame with alot of extra features, such as a custom bartender, a text based drinking competition and a shooting range. You unlock it after a really small quest just to power up the place. You find it in Concord (second image).

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The Concord Clover is a Playerhome/Bar, mostly for the early- to midgame with a few extra features, such as a custom bartender, a text-based drinking competition and a shooting range with high score tracking. You unlock it after a really small quest (reading the note found on the body outside) just to power up the place. You find it in Concord of course. This mod offers no workshop and i dont plan on adding one, cause i wanna keep the precrafted atmosphere alive.
IF you really want a workshop, try this mod to add a workshop.

Features:

A Bar-style Player home with interlinked workstations in a small, lore friendly
package, with some NPC company.

First Floor:
- a player-owned bed for the well-rested perk
- chemstation
- a generic weapon vendor
- a text-based drinking competition

Gound Floor:
- a custom bartender as food/drink vendor
- cookingstation
- a recipe for a new drink on the booze shelf, craftable under drinks on a cooking station
- a place to hang a flag of your choice
- a bounty terminal
- fasttravel directly into the cell
- a bouncer  and clean-up function inside the Protectron Terminal
- toggleable xmas trees

Cellar:
- weapon and armor workbench
- shooting range with 2 difficulties and High Score tracking


Why does this mod exist?

The idea of this mod came around while looking at all the early game bars found in older Fallout games, such as the Prospector and Moriartys Saloon, but also traditional RPG Taverns like seen in Skyrim and the Gothic games. Because of the Settlement System that we have in Fallout 4, such prebuild Saloons are almost missing in the game. And the one we have, the Dugout Inn, is rather hidden and not really important. The Third Rail is a way better example for how a RPG Tavern should be build up IMO. But still, all these RPG Taverns have one thing in commen: there is often little incentive to return to them or stay in them longer, outside of generic questing or vendoring. So i made this mod in the hopes of generating a proper wasteland-style Bar/Saloon, that is not only a dropin/dropout location.

What is planned for this mod?

Even though this mod is a 100% functional player home and already offers some features for player retention, I plan to often return to this mod and add more features into it. These could be but are not limited to:

- A Bouncer Terminal to change the number of generic guests (currently being
worked on) 
since Update 2
- the option to send followers in to the cell (currently being looked into)
- a shooting range (nothing modern, think Metro 2033 market station) since Update 2
- more unique NPCs
- more minigames/bargames, depending on the fact if people like them
- adding a DLC Version for mannequins, weapon displays and more deco options.
- making weather-relalted (Vanilla) ambient sounds. Improved atmospheric sounds since 2.2, will be also modified over time
- adding a suitcase under the bed, linked to main storage and stop the other containers from respawning. (Or link them too) since 2.1
- adding the option to clean-up the place via the Protectron Terminal since 2.1

Interaction/Conflict with SS2:

I know that SS2 makes Concord a settlement, but since i did not had time to play it myself yet, i dont know if SS2 adds something that might block the entrance for this mod. This is also the reason why i kept exterior edits to a minimum. I hope this is not the case and that this mod might make Concord more lively in addition to the great work of the SS2 team.

And so as always:

If you have any issues with this mod, please let me know.

Special Thanks to:
Seddon4494, kinggath and Darkfox127 for their CK-Tutorials