Fallout 4

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SKKmods

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About this mod

Deploy a trapdoor anywhere to access an underground player home styled after the gritty Escape from Tarkov hideout. It is totally standalone, but best used as an SKKTarkov raid safe space for dopamine hits triggered by performance unlocks of content.

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Deploy a trapdoor anywhere to access an underground player home styled after the gritty Escape from Tarkov hideout. It is totally standalone, but best used as an SKKTarkov raid safe space for dopamine hits triggered by performance unlocks of content.


Install this mod at any time in any game and the player is given a never ending [ .SKK Tarkov Hideout (drop to deploy) ] MISC object anytime after Vault cryo wakeup (craft replacement at chemlab [utility]). 

Drop the object anywhere as many times as you like move the bunker access trapdoor to you, but it can't be moved during a Tarkov raid for a quick exit.


FIRST ACCESS

With SKK Tarkov Commonwealth raids installed the hideout can automatically configure as a custom safe space. 

If SKKTarkov is not installed you are offered to directly unlock all additional content/upgrades without any neurochem benefits. No worries if you say no, use the buildable Raid Report object to offer the option until you accept (or install SKKTarkov). TO BE CLEAR what this means is that you do not need to install SKK Tarkov Commonwealth raids for any of the features.

The hideout is a basic cold war concrete bunker without clutter (that you will just clean up anyway) themed after the gritty Tarkov environment. It is not meant to be a traditional plush RPG player home full of lovingly placed tchotchke 'n tat, so what you start with is basic brutal functionality:

One of 4 concrete rooms unlocked.
An exit ladder.
A workshop.
A purge corpses button (incase hostile stuff follows you in).
A Fence stash that does nothing until Fence is unlocked.
A constructible SKKTarkov stash access activator.
A constructible Raid Report / Unlock upgrades button.


HIDEOUT UPGRADES

Surviving/extracting from SKKTarkov raids as a PMC automatically unlocks hideout upgrades based on count. If an upgrade is missing, use the constructible Raid Report button to force a refresh:

1 Fence at Loyalty Level 1
2 Constructable oil lamps.
3 Constructable Tarkov posters.
4 Constructable water cooler (drink & fill).
5 Unlock Room 1 with workbenches.
7 Constructable wireless fuseboxes for power.
10 Unlock Room 2 with things.
11 Fence Loyalty Level 2
15 Unlock Room 3 with Soviet content.
21 Fence Loyalty Level 3
31 Fence Loyalty Level 4 

If you do not have SKK Tarkov Commonwealth raids installed, the upgrades can all unlock at once.


THE WORKSHOP

The Workshop is fully movable, offering an interior Homeplate style build menu.

It is not registered with WorkshopParentScript for unnecessary settlers or resource production, but companions can follow you in.

The new top level HIDEOUT workshop build menu hosts all the buildable upgrades as they unlock. That menu ONLY appears on the hideout workshop, it will not clutter your other workshop menus. The cost is that any other unnecessary tat custom workshop menus are unlikely to show on this workshop. 

All the hideout content is scrappable except: access ladder, workshop, fence stash, doors and there is no powergrid so you can use [ scrapall ] although you will miss out on some amusement if you scrap stuff in locked rooms.


THE FENCE 

Unlocked after 1 successful PMC raid to handle all your stolen goods and loot needs. 

Fence has plenty of rubles caps and his equipment (includes some Haba and Nuka stuff) is in a custom unlevelled list, but his buy/sell spread can be punishing, just like a 153 shotgun scav in a bush at 100 meters:

LoyaltyLevel 1 buy 25% sell 300% of base game.
LoyaltyLevel 2 buy 50% sell 200% of base game.
LoyaltyLevel 3 buy 75% sell 150% of base game.
LoyaltyLevel 4 buy and sell at base game.

Fence does not sell junk, so any construction material must be looted or acquired by other means, yes just like Tarkov (level 15 Flea Market, when ?)

If you dont want to use the barter menu, just dump stuff in his Fence Stash box for an instant LoyaltyLevel based cash offer.

Move the Fence Stash in workshop mode to reposition the actor. 

If you kill Fence he never returns and his stash disappears, altough if fence appears to expire due to non player  causes he does return. 

Fence is voiced by a slavic scav using soviet era equipment for that authentic Duga radar bunker audio vibe. 


SKKTarkov Integration

If you do use this as a custom safe space with SKKTarkov Commonwealth raids it will work with any verison, but best update that to version 005 (or later) for unlock integration.


Console Commands

Some tech maintenance console commands:
Spoiler:  
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cqf SKK_THQuest "SKK_THQuestScript.UnlockFence" LoyaltyLevelValue ; [ 1 2 3 4 ] 
cqf SKK_THQuest "SKK_THQuestScript.UnlockHideout" value ; 999 unlocks all hideout upgrades.




PC manual installation

Install this mod at any point in any game as it is 100% new scripts and has zero dependencies on anything (including SKKTarkov raid mod). 

Copy SKKTarkovHideout.ESP,  SKKTarkovHideout - Main.BA2, SKKTarkovHideout - Textures.BA2 to your ...\Fallout 4\Data directory and add to Plugins.txt, or enable in the Bethesda mod menu, use a mod manger or however you organise. 

As this is published after November 2019 it requires Fallout4.exe 1.10.162.0 (or later) or equivalent workarounds.

You may not be able to ESL flag the ESP as it creates a new active CELL which can apparently cause problems.


Known Issues

None right now.


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If you have read the comprehensive solution description and articles but still need support,
best to use the SKK Mods Discord channel discord://discord.gg/tgKNT77DC8
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Main banner composite background based on the original concept by canalpa.

TARKOV, ESCAPE FROM TARKOV and ESCAPE FROM TARKOV RAID are apparently Trademarks registered to Loskutov, Dmitriy Gennadyevich.