Travel from the Sanctuary Red Rocket station to Concord and help a strange Mr. Handy to gain access to your small and lore friendly hideout in Concord. This player home comes with all the necessary crafting stations as well as plenty of storage and a few interactive objects.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThe author did not upload this mod to Bethesda.net for console users yet, but he or she will at some point
Author notes
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File credits
This author has not credited anyone else in this file
1. Cleaned the mod via xEdit to the best of my abilities(precombines should hopefully be fine now).
2. Corrected a minor spelling mistake.
3. Added a few, small objects to the ceilings of two rooms.
4. Added a bathroom with its own toilet for hardcore RPG players and immersion.
5. Adjusted the description of the water conditioner to make its inner workings clearer for immersion reasons.
6. Adjusted the radio activate text to make its functionality more obvious.
7. Adjusted the text of the last quest objective to make it more clear that the player is supposed to read the note.
8. Changed the location of the rope and the robot's destination to make the mod more compatible with "Depravity" and "UniqueNPCs-CreatureMonsters".
9. Changed the way the player climbs the rope to avoid problems with companions.
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The Way Home 1 - Concord Hideout V1.1 by 84Cronos Table of Contents: 1. Mod Details 2. FAQ 3. Compatibility 4. Credits
1. Mod Details Take the road from the Red Rocket station at Sanctuary to Concord and look for a strange Mr. Handy robot at the right side of Concord. Once you've helped him, you'll gain access to your own, lore friendly hideout in Concord which comes with a destinct Fallout style. The hideout is currently a non-settlement interior, just with the necessary crafting stations, plenty of storage and a few interactable objects which make life easier.
Detailed functionality: 1. A radio which lets you choose which music to play(interior music, radio stations etc.) 2. Weapon, chem, power armor and cooking crafting stations. 3. A personal terminal, bed and sink. 4. A water conditioner which lets you craft purified water. 5. A force field generator which shields your power armor station. 6. An armory to store your weapons and ammo. 7. The ability to close the shutters in the hideout in order to seal the hideout from the outside world. 2. FAQ 1. Where is the missing voice module in the Concord Museum? After entering the museum, take the way to your right and move through the first room(the one with all the red coats) into the second room(the one with the sail in the middle). There you will find a small, blue container in the left corner of the room after entering. Make sure that the quest is set to active, because there is a marker in the room which will highlight the position of the module in the container when you enter.
2. Where are the robot and the hideout? First of all make sure that the mod is enabled. Secondly, if you're still not sure, take a look at this picture:
Spoiler:
Show
3. Why is this hideout so dark? The lighting was done with the base game as a reference in mind, since it's hard to account for all the different ENB and mod setups. As a result, certain sections of the hideout or everything in general might look extremely dark, because I went for a more dimly lit lighting approach. However, I might look further into this and create a more ENB/lighting mod-friendly version with adjusted/brighter lights.
4. Why is there no settlement workbench? The initial version of this mod was supposed to be a testing ground for me. Settlement workbench functionality and all the things that come with it might be an option in the future for an updated version.
5. Can this player home be somewhere else, please? I made this player home specifically in Concord, because I always wanted to have a cool player home when I start the game. However, I've plenty of ideas for other player homes and if those can ever be realized, they will be in the city or close to points of interest.
6. Are the workbenches linked? Yes. All crafting benches are linked via a "cloud chest".
3. Compatibility 1. Depravity - A harmless bit of fun Compatibility: Fine for just one exception afaik(see below) Known bug: UPON REACHING THE ROOF, TAKE THE RIGHT ROOF HATCH NEXT TO THE ROPE(THE ONE THAT SAYS CONCORD HIDEOUT, NOT THE ONE ON THE LEF TO THE FALLON'S INTERIOR. The quest markers are somehow getting mixed up for the entrances and I wasn't able to find a solution after some testing.
2. Unique NPCs - Creatures and Monsters of the Commonwealth Compatibility: Fine afaik. My rope and robot should be far enough away from the "Concord Townhouse" building.
3. Sim Settlements 2 Compatibility: Not really tested yet, but it should be fine afaik.