A re-imagining and expansion of the popular mod Underwater Home.
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File credits
To the original modders of Underwater Home and everyone who assisted them in their work. Great job guys!
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Changelogs
Version 0.1.j
May 2, 2014 - version 0.1.j
1. Abandoned Mine - replaced several objects that were not moving to their new locations in-game. Changed the
doors going to the Garage, Hanger, and Elevator with Airlock versions. 2. Internal Teleporter - fixed the menus so that they are now showing the correct options. 3. Michael Reston's Final Personal Log - fixed some problems and expanded on several areas for a smoother read. 4. Prototype Testing - starting some preliminary work on this area. My initial concept is a GECK testing area
that will become a forested area when activated, but I'm still ironing out the details. 5. Armory - Upper Level - made a great deal of progress on a remake. It's very similar in layout to the old
design, but I think the new version of the Armory looks better. I'm currently working on some layout problems,
but making steady progress. The scripting process for this area has now begun - no ETA for when it gets done. 6. Armory - Lower Level - due to changes in the in the Armory Upper Level, I've had to redo the layout a little
and I've done some straightening and evening out. About 85% done. 7. Hanger (External) - An exterior area connected to the Hanger has been added which will allow the player to see
the top of the landing pad. I'm still figuring out the mechanics of how everything is going to jell together,
especially the FX. 8. Hanger (Internal) - moving stuff around on top forced me to have to move some things in the inside as well.
The ceiling hatch has been raised to about twice as high as before. The office has been moved into the new space
to give it more protection. A new access tunnel has been added between the central junction and the Hanger
storage room to bypass the silo. 9. Garage - Lowered the ceiling and office and adjusted the doorway and elevator accordingly. Office now has a
bathroom. Add some walls, armory, and a security gate. Cleaned up the Personal Logs and added a new one. 10. External Airlock - rearranged the armory to look more vault-style like. 11. Replaced most of the utility doors with their alternate versions (white with yellow stripes). 12. Ascension Station - fixed some problems in the office, did some realigning, and added some sfx and more
clutter. 13. Level 0 - Surface Elevator - due to an unknown reason, the entire cell lighting was broken, forcing me to
make a completely new version. Please make sure not to be in the Surface Elevator cell when upgrading.
1. Abandoned Mine - fixed a problem with the waterfall barrier; fixed the entrance tunnel facing the wrong way;
replaced the auto-open door at the entrance to the Surface Elevator. 2. Hanger - removed the sound effect when opening the outer doors. 3. Training Area - replaced the door going to the VR lab due to updated versions not moving the door.
01. Upper Atrium - did some expansion work on the Upper Atrium Level. At the moment, I've increased surface area
by moving the elevator back (adjusted accordingly in the lower level). I've also added a foot path and some
ambient lighting for when the main lights are off. Looks pretty good already, but it also needed some more
clutter. Really wish I knew how to make slides. 02. Atrium - Lower Level - added a jumpsuit dispenser, will give one jumpsuit once a day. 03. Central Nexus - fixed the top of the stairs and the security lock-down not working correctly. Cleaned up and
expanded the Nexus's personal note and added a new one about the Emergency Bulkheads. Completely replaced the
Lockdown doors to fix some bugs that occurred. 04. Dining Hall - fixed the drinks dispenser and re-aligned all the components. I also added some additional
Emergency Bulkheads so make sure this area's EB's are closed before the next update or it will glitch out. Added
the multi-vitamin dispenser - it will give one vitamin per day. I've tried to make the vitamin powerful, but not
overly so for balancing purposes. 05. Ascension Station - fixed the "disable lock-down" not disabling in the cell (was apparently working fine in
the Surface Elevator). Added the missing "Test Emergency Bulkhead" option as well. 06. Training Area - I split off the VR training area into its own cell, called "VR Simulator Chamber". While
doing so I noticed that I never added the Training Room to the Internal Teleporter - both the Training Area and
the VR Chamber are now included. 07. Recreational Area - added Emergency Bulkheads to all the aquarium areas. I'm also considering what, if any,
rewards the player should get for doing the bobblehead hunt - just increasing skills seems underwhelming. 08. South Hub - added Emergency Bulkheads to the central aquarium column. 09. North Hub - added Emergency Bulkheads to the window areas. 10. Water Purification Systems - what started out as adding a few speakers has turned into a remake. I'm also
considering either moving or duplicating the Purifying device in the dining hall here and maybe adding it to the
Personal Quarters - not quite sure yet. Cleaned up and expanded the Personal Note here as well. 11. The Emergency Teleporter now works! Upon activation, the player will be moved to Goodsprings Cemetery, over
the Courier's unfilled grave. It takes three days for the Emergency Teleporter to recharge and is a one-way trip. 12. Education Center - added some Emergency bulkheads to the aquarium area. 13. Atrium Annex - fixed a couple of things that were bugging me such as the fountain alignment and adding a
sprinkler control. Tried to do an overhaul but ultimately had to scrap it as it wasn't working out - I did add
some vents as I noticed they were missing during the remake attempt. 14. Garage - I've redone the cell to make room for several new parking spaces. I haven't use the XRE Car's mod
just yet, but I think I've left enough room for them; I also had to adjust the Mine area accordingly by lowering
the entrance to the Surface Elevator. A new item, the "Key Fob" can be found in the office, which will allow a
person using a vehicle mod to enter/exit the garage without having to get off of or leaving it behind entirely. 15. Internal Teleporter - fixed a problem with some of the teleportation locations acting wonky due to incorrect
menus being displayed. 16. Goodsprings Mine - added a sloped downward hall in between the hanger/garage/upper mine area and the exit to
the elevator due to the Garage remake intersecting the old setup. Added motion sensors to the hall connected to
the lights. 17. Medical Bay - added a Medical Supply dispenser. Will give various chems once a day. Enhanced the dispenser
look and added some clutter and sound effects. 18. Science Lab - Center Level - replaced the floors, played with the lighting a bit, and moved the entrance back
a little to compensate for the new floors. Added some more structural reinforcement to the central platform. 19. Science Lab - Upper Level - edited the holocart note. 20. Due to a conflict with the original mod, I've replaced the scripts for the light switch and teleporter with
duplicate versions - seems to have worked, with the Teleporter chamber now seemingly functioning correctly. 21. Personal Quarter - Guest Suite - added the ability to reconfigure some sections into additional sleeping
areas. 22. Specimen Laboratory - fixed some floor mat issues; replaced the water valve with a static version. 23. War Room - fixed the Map Room (aka Future DLC Companion Waiting Area) and added some Emergency Bulkheads. 23. Air Purification - while adding the Radio system, I noticed that the cell was messing a navmesh - now added. 24. The PA Radio System - getting this thing implemented has required modifying every single internal cell inside
of the facility, roughly 41 cells, but now works. The radio system will work only if both the radio antenna in
1) Hanger - changed the position of the Office to the opposite side and replaced it with stairs to the control
tower. Modified the control tower to no longer have the ladder. This was done because it was pointed out that
those within the Hanger tunnel area would be exposed to possible radiation if the overhead blast doors were open
while trying to get to the control tower. 2) Added an airlock like area to the Garage due to a similar suggestion about the Hanger. 3) I've adapted the Abandoned BOS bunker credit drop script for the multi-vitamin/jumpsuit dispensers. It appears
to be working somewhat, but it's still not exactly what I want so they will be disabled for now. 4) The Auto-Doc is now fully functional. The chem dispenser is still on the to-do list. 5) I think the problem of "companions teleporting even when set to waiting" when using the elevators or
bathysphere has now been fixed. 6) The Barbican Gate appears to finally work the way it's supposed to. I've also modified the way the key card is
detected, hopefully fixing the turret problems reported. 7) Fixed the Surface Elevator menu showing both options instead of just the level it can go to and cancel
functions. 8) The Personal Quarters - Master Bedroom has been modified. I've had several requests for a weapon rack in this
room, so I've added a concealable one to the closet area - it can be toggled by using the mirror; I also tided up
the area a bit including adding matching walls and carpet. Finally, I tidied up the shower and bathroom area a
bit, and fixed the Secret door from not auto-closing. 9) Airlock Remake - I've expanded and rearranged the cell: the clinic area and security room have been switched
in position and the overall area has been "reinforced", I've also added an actual airlock sequence thanks to
Xeonerable. All the Personal Logs have been expanded or modified. 10) I think I've fixed the "turrets still detecting the player as an enemy even with the keycard" bug - guess
we'll see. 11) Expanded and "enhanced" the Gear Door entrance and inner Barbican Gate area. I'm kicking around an idea of an
isolation room, but I'm not sure if I want to add it or not yet. 12) Redid the Personal Quarters entrance lighting a little and evened out the decorative security grate outside.
I thought about adding security shutters but I haven't made a good looking version yet. Added some glass panels
as well. I had a pretty cool penthouse idea but I scrapped it as it would require separating the cells and got
rid of the Atrium view. 13) Added a manual door override within the Drug Repository. Don't know how people were having problems here, but
it's been added. 14) Fixed Chapel curtain switch not working - accidentally used the wrong switch version. 15) Fixed part of the Internal Teleporter script - the second page of East Hub's destinations were not showing up
due to a leftover entry from a previous reorganization. 16) Tried to fix the water in the Atrium from giving off rads - hope it worked. 17) Replace the floor in the Dining Hall to make it look nicer. 18) Fixed the Outer Gatehouse terminal to correctly open/close the emergency bulkheads.
Gateway: this cell has been split up into several new areas and the original has been deleted - make sure not to
have anything in there when updating. The new areas are in between the "Surface Elevator" and the "Barbican Gate"
(formerly the Main Gate). The new areas are: A) Sub-Level 27 - Ascension Station B) Outer Gatehouse C) Sub-Level 26 - Gateway Station D) Inner Gatehouse The terminals in this area are locked by keycards that can be found in the duffle bag in the Barbican Gate.
Main Gate - has been renamed Barbican Gate. Adjusted the personal log here and in the Airlock a little to be more
coherent.
Companion Quarters: fixed Boone's room - it now zone's-in properly.
Central Nexus: fixed the Lockdown choice to display correctly.
Manufacturing Room: modified the warehouse a little: originally forgot to put in lamps (fixed) and added a door
to the other end to show that this is just the first in a chain of such chambers; fixed some flooring issues.
Fusion Generator: moved the location of the cell to under the West Hub (can be reached by taking the elevator to
the lower level and taking the elevator down to the cell) to help those who could not find it, and also it made
more logical sense; originally forgot to put in lamps and vents (fixed); added additional FX to the generator
itself ? for those who already activated the main power sequence, you have to open your console and type in: ********************** prid xx054a56 enable ********************** Replace xx with the number in which the mod is placed in the load order, i.e. 6A054A56. You can get the number by
selecting any object while the console is open when you are in one of HARESfs cells.
East Hub: changed the floor to match the Atrium; changed the ducts to a different model that looks gnewerh;
modified the doorways to all be level with the floor.
South Hub: replaced the mats; minor fixes with rock-face walls; moved the bathroom to be after the central
chamber, but before the bridge leading to the Geothermal Power Plant - this was done as it is a more central
location, I needed the space it took up, and the bathroom was too close to the one in the East Hub making it
redundant; moved the Robotics Repair Depot to this area; edited the terminal note.
West Hub: redesign included: adding an upper level leading to the Science Labs; moving the entrance area up once
level and extending the staircase making it even higher than before; moving the lower area tunnel up two levels
and added supports to make an overpass; added a new tunnel to the elevator going down to the Fusion Power Plant
as it was moved here due to layout redesigns and player feedback; added a working elevator but timing and sound
is off by a little bit; experienced a FPS drop so will consider some workarounds in the future.
Mainframe: minor changes: added new blast doors to the glass areas; added new doors to the sides indicating how
maintenance is performed on the mainframe (possibly already in the previous version).
Medical Bay: slight redesign of the auto-doc to match the version in the Personal Quarters.
Main Gate: major redesign: completely redid the MG from the entrance to the gate - bulked up the armored look and
played with sound and lighting to give it a more ominous impression; added another set of doors to fill in the
space in between the hatch and secret doors; added two turrets to the ceiling, sort of like a rear guard; added a
note to the terminal. Should now work properly and allow passage back and forth.
Personal Quarters: major redesign - split off the cell into several sections: A) Personal Quarters (Main) - consists of living room, dining area, kitchen, and hallway: added a recycler to the
kitchen area (not implemented); like most of the cells in this area - changed the walls to the lighter type found
in the Lucky 38 and added wood floors; added some paintings to the hallway to make it look better. B) PQ - Administration Wing - consists of the overseer office and server room: due to the cell split up and
moving the area back, filled in the window; added back-in the overseer terminal; added a top part to the overseer
desk; enhanced the hall leading to the Master Bedroom; added some stuff to the server room to make it more
impressive looking. C) PQ - Master Bedroom - consists of the bedroom, closet, and bathroom: removed armor display; added in
bookshelves; modified the closet to be more open; added a drop-down TV; played with the fountain fx a little bit;
modified the bathroom to fit the new wall style and replaced the secret door accordingly; edited the terminal
note. D) PQ - Guest Quarters - consists of the same type of room as the companions have: same as most of the other
companion quarters except has a terminal near the entrance and replaced the darker wood with the lighter walls. E) PQ - Sub-Level - formerly known as the Personal Vault: redesign of the entrance up to the center; removed all
the crates and replaced them with lockers; added a staircase going down two levels to show depth better. F) PQ - Workshop - consists of training area, med bay, and inventory sorter/retriever: some minor cosmetic
changes; removed the script causing CTDfs for some people.
Robotics Repair Depot: moved location to the South Hub due to the Science Labs redesign and modified entrance
accordingly; edited terminal note and added a new one to the lower terminal.
Science Lab - Upper Level: split into two sections: A) Science Lab ? Upper Level and B) Science Lab ? Center
Level. A) added a new area to fill in where the chem area was before, now is an analyzing tool; aligned the craft
room to a center point; filled in four walls with rock instead of the glass. B) Expanded the eye candy and moved
the secondary mainframe to allow passage by that corner.
Science Lab - Lower Level: moved the entrance to where the fusion power plant used to be, and added a door to the
bio lab (still just an idea).
Specimen Laboratory: minor redesign: enlarged the surgical room; fixed the barrier so it opens properly now;
changed the pipes to different models and replaced the valve to a different version; fixed a problem in the
Specimen Cells where I accidentally modified all Scorpion Queens.
Stockyard: replaced the refrigerators with a closed version to match the one in Geoponics; played with the
lighting a little.
Training Area: major redesign. Cleaned up and expanded the fighting ring, including adding a weapon display and
retractable dummies; complete redo of the shooting range and added the ability to move each target individually
using a control switch; added back in the chairs for the VR pods.
================================================ General: Various overlaps fixed throughout the cells. Changed most of the display lights to a different fixture type. Replaced the old auto-door script but modified it a little. Added gEmergency Bulkhead Doorsh (EBDfs)and/or a floor iris door to seal off the aquarium areas ? like all the
areas with EBDfs, they will now auto-open, just once, when you come in the cell for the first time and activate
the trigger area. I also added a switch so that they can be opened/closed at will. Currently, the cells are:
Central Nexus, Mainframe, Science Lab ? Upper Level, Dining Room, Training Area, and in the Personal Quarters ?
Master Bedroom and Administration Wing. Added a yellow light to the vault signs above doors to make them stand out more. Got the turrets operational. Created a new template to simulate a vault-style elevator - not perfect as itfs made up of multiple parts, but
better than the alternative. Got a retexture of the HARES doors ? thanks Volkogava!
Major Revamp of Atrium. Completely replaced elevators and second floor areas with a more polished
look.Replaced all the concrete planters to nice looking versions. Revamp of Personal Quarters. Additional space made in access tunnel and added a backup server room. Split off
the workshop and armory area into their own cell called "Personal Quarters - Workshop". Revamp of Personal Vault. Completely redid the entrance area and added a long staircase to simulate depth.
All crate containers removed and new ones added and placed on shelves. Renamed cell to "Personal Quarters - Sub-
Level". Played with the lighting a bit and added two more turrets. Modified the auto-doc in Medical Bay a bit to match the one in PQ - Workshop.
Major remake of the Training Area and Speciment Labratory. Changelog now available. Added a new note to the shooting range terminal. Played around with the teleporter. I think I fixed the door problem, but more testing required. Also, be
warned, the method I used may interefere with Followers, but I can't be sure as I haven't tested it completely. Fixed the turrets in Specimen Labratory and Personal Vault. They will no longer float and will attack
hostiles. Minor clutter changes like changing some of the lamps to other versions, and adding eye candy to other areas
Major remake of the ZAX mainframe. VERY IMPORTANT! (If updating from an older version)- In the mainframe cell, make sure to turn off all the
lights and switches to off states so that the update doesn't mess some stuff up. Went through the other cells and replaced every console I could with blue versions, but some replacements
• A new base of operations from which to carry out your mission - for whatever path you carve out. • 60+ unique cells. • An original and detailed back-story in the form of Personal Logs spread throughout the complex. • A working Teleporter. • Ammo, food, and beverage sorters. • Mannequins and model displays (including a Snow Globe and Bobblehead display). • Beautiful viewpoints and designs. • Companion Rooms, with possible expansion for custom NPC’s. • Your own personal apartment and overseer office.
HEAR the testimonials!
"It's alright." - my 'friend'.
TASTE the frustration!
As I blunder my way through without knowing what the heck I'm doing.
SMELL the air, now with a hint of salty freshness!
At least that's what I think this place would smell like - if it was flooded.
TOUCH your controls!
...to make sure you haven't fallen into another world from the SHOCK and AWE you feel after playing - that, or to make sure you stay stable as you fall asleep sitting in your chair.
Mod Description: =====================================
This mod is a re-imagining and expansion of the great Underwater Hideout Mod which can be found here. I began work on this mod in September 2011 and am comfortable enough with its progress to finally release it.
That said, please note: THIS IS STILL A WORK IN PROGRESS. My lack of scripting skills and constant revisions/remakes of each cell have held back finishing this mod over the months. Some scripting parts I’ve been able to replicate from the version I started with, but others remain broken or incomplete (such as the quest line). If you don't mind the bugs, the mod is in a functional state, and will hopefully get better as each update is released.
If anyone is willing to lend their time and effort to help, that would be wonderful and much appreciated - scripting, texturing, and modeling help would certainly make the mod shine. Both the Underwater Home and HARES mods can be used simultaneously, if you should wish - but be warned: as more stuff gets scripted, there may be serious conflicts due to shared script references.
Mod Requirements: =====================================
At this time, no DLC is required, but it will be in the future, as I add stuff in from those mods.
Warning! Some parts can be graphic intensive - I cannot guarantee that performance will be smooth and steady in some sections. This can be be especially felt in the Library, West Hub, Atrium, and Armory - Upper Level.
NVSE is required for some scripted processes. It can be found here.
Just follow the same steps as above, but in reverse.
Credits And Special Thanks: =====================================
This mod has been released with permission from the original mod creators. My thanks to them for their hard work and providing the inspiration for this mod.
Much appreciation for Wikipedia, the Fallout Wiki, and Google for the tons of information and concepts.
Thanks to the game developers - Obsidian Entertainment, for their great work; and the Nexus for allowing modders like myself to share their work.
Thanks very much to Volkogava for the door retexture!
Special thanks to devinpatterson; StupidRestrictions; amau05; Xeonerable; and Claustromaniac for their help!