About this mod
Underground Hideout - A medium sized oldschool player home heavily inspired by the two mods for Fallout 3 and Fallout:NV by danthegeek. This is my take on this timeless mod, with a new look and layout while still having all the classic features we all remember.
- Requirements
- Permissions and credits
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Translations
- Russian
- Mandarin
- Changelogs
- Donations



The Underground Hideout is free other than the materials required to construct the elevator.
Cost = 10 ceramic + 10 circuitry + 50 concrete + 20 copper + 10 gears + 10 glass + 10 rubber + 40 steel + 60 wood

Fully automatic sorting system for all items with the ability to add custom items to sort lists.
Fully automatic item stocking systems for ammo, bobbleheads, chems, drinks, explosives, traps, food, robot models and weapons.
H.E.I.D.I. - Hideout Environment Interaction And Defence Intelligence. A voiced AI terminal located in various locations throughout the Hideout that is used to control many options and features. Yes, she can lock down the fish tank xD
Two pet cats, Winston and Theodore to keep you company with idles and AI packages, Optional in H.E.I.D.I. and enabled by default.
A custom teleportation system.
Light switches in nearly every room and lots of interactive lamps and candle light sources around the hideout.
Ice cold fridges - There are 3 custom textured fridges around the Hideout that will turn Nuka, Vim and Gwinnett products ice cold in 6 hours. Requires the power to be on. Disturbing the fridge resets the 6 hour timer... Didn't you're mother tell you to close the fridge?
Pre-war Nuka Cola machine - Custom textured, menu driven Nuka Cola machine that lets you purchase ice cold products with pre-war money.
Around the hideout you will find a few radio units. You can turn these on or off and if you activate the shelf or table they sit on, You will get a menu to change radio stations. Just the main 3 radio stations are currently available.
Fully optimized using roombounds, portals, occlusion planes, pre-combined mesh generation as well as pre-visibility generation
Should be conflict free with 99% of mods, The only edit to the commonwealth is in cell -96, -96 (ocean - no mans land) to add one map marker and two xMarkerHeading's
Cleaned with xEdit
All containers in the Hideout have one of two designations, (Auto) meaning they are included in the autosorters, or (Safe) meaning it is a completely unmanaged, safe container.
If you come across any undesignated it may be used in a script like the infirmary or water purifier machine. Undesignated containers could be wiped out from the script functions they serve. Please use only the (Safe) or (Auto) containers for your loot, there are plenty of them. If you come at me bro, because you lost all your power armor in the generators undesignated fusion core container, I will tell you that you were warned...
Otherwise the location and all containers are set to no-respawn.
Pre-placed NPC idles scattered throughout the Hideout to keep your NPC's lively.
Brotherhood Flag And Plaque - Call To Arms (Stage 555)
Institute Flag And Plaque - Synth Retention (Stage 1000)
Minuteman Flag And Plaque - When Freedom Calls (Stage 1000)
U.S.A. Flag And Plaque - Institutionalized (Stage 200)
Valentine Detective Agency Sign - Unlikely Valentine (Stage 210)
Free The Robots Sign - Restoring Order (1100)
Acadia National Park Sign - Where You Belong (Stage 1000)
Nuka World Sign - The Grand Tour (Stage 655)
Atom Cats Sign - Atom Cats (Stage 100)
Nuka Girl Rocket Model - Star Control (Stage 1500)
U.F.O. Model - UFO Crash Quest (Stage 5)
U.S.S. Constitution Model - The Last Voyage Of The U.S.S. Constitution (Stage 960)
Vault 75 Door - Vault 75 (Stage 800)
Vault 81 Door - Vault 81 (Stage 1000)
Vault 88 Door - Better Living Underground (Stage 600)
Vault 95 Door - Benign Intervention (Stage 255)
Vault 111 Door - Out Of Time (Stage 1)
Vault 114 Door - Vault 114 Map Marker Found
Vault 118 Door - Brain Dead (Stage 1000)
The crops will respawn in 48hrs after being harvested, so long as the water is left on. There is a valve on the wall which will turn the water off and stop the crop respawning. There is also a fully automatic display shelf for all of the "crop" type foods.
Shelled ammo, .38, .44, .45 etc = 20 per box
5MM box = 50 per box
Shotgun = 10 per box
Plasma = 10 per cell
Fusion = 20 per cell
2mmEC = 10 per cartridge
Gamma = 10 per cartridge
Cryo = 10 per cell
Flamer = 10 per tank
Alien Blaster = 20 per round
Railroad spike = 5 per pack
Everything else is 1:1
Giddyup Buttercup Model - Giddyup 'n Go (Stage 80)
Robobrain Model - Mechanical Menace (Stage 1000)
Robot Armor Model - Headhunting (Stage 255)
Rust Devil Model - Headhunting (Stage 255)
Marine Wetsuit Model - Best Left Forgotten (Stage 2000)
Mirelurk Model - Taking Independence (Stage 1000)
Marine Combat Armor Model - Cleansing The Land (Stage 250)
Nuka Cola T-51 Power Armor Model - A World Of Refreshment (Stage 2000)
Bunker Hill Plaque - The Battle Of Bunker Hill (Stage 200)
Butterfly Statue - Safari Adventure (Stage 2000)
Nuka Cola Clock - A World Of Refreshment (Stage 2000)
Marowski's Portrait - Diamond City Blues (Stage 900)
Silver Shroud Photo - The Silver Shroud (Stage 1425)
Pickman's Painting - Pickman's Gift (Stage 500)
Cabbot House Plaque - The Secret of Cabot House (Stage 2000)
National Guard Training Yard Sign - Traffic Jam (Stage 300)
The five vanilla robot models are also displayed in the Gallery.

*UndergroundHideout.esp(Required)
*UndergroundHideout-NoFollowers.esp (Optional)
*UndergroundHideout-SKE.esp (Optional)


Fixed HEIDI script for enabling / disabling the dog bowl
Added 4 terminals to be able to play holotapes
Added a function to teleport gun to teleport nearby power armor back to the gallery.
Added some waterfalls and switches and valves to control them in the bath.
Changed close sound of animated safe.
Fixed some missing properties on the sink activators for health regen.
Changed bed sleep markers by 90 degrees so NPC's sleep the correct way.
Removed all ownership on guest and armory beds.
Re-worked shooting range similar to V75 simulation. Two target types now.
Increased custom teleport locations to 6
Added a Settlement Menu Manager version (in vault build menu)
Added option in H.E.I.D.I. menu to enable a second set of fridge shelves for those with issues.
Added a carry weight modifier spell to enable FT for entrance doors, surveillance system and teleporter while over encumbered.
Modified P.P.A.S.S. script for storing frames to avoid possible CTD issues.
H.E.I.D.I. menu script tweaks.
Added function to bobblehead chest to remove quest item status from bobbleheads in player inventory so they can be stored.
Placed collision boxes under Power Armor and Armor Rack Locations to prevent funny buisness
Removed rogue PondMuddy3 Turned sideways near atrium door, which I believe was causing the splashing issues
Added code to stop lockdown siren on cell detach to prevent it from getting stuck on
Created different record for H.E.I.D.I. fridge fix, hopefully this solves the issue when it is enabled
Added autosorter trigger to mailbox on interior elevator pad for convienence
Moved teleport spawn locations for PA far enough away from P.P.A.S.S. intentionally, this forces the player to get in and move the suit closer to display it, which I believe will stop modded PA from dissapearing.
Added interlock preventing player from using interior elevator without first building the exterior elevator object
Added an optional "no follower patch" which will prevent followers from tagging along inside the UH
Unfortunately I had to remove the SMM version of this, as there are bugs and once you scrapped the elevator to move it, the build menu dissapeared permanently.
V1.5 - Changes to autosorter script to try and prevent CTD's
Small changes for upcomming settlement patch
Re cleaned all plugins with xEdit
V1.6 - HEIDI script optimizations
PPASS script optimizations
Removed power armor teleport function due to bugs
Fixed mailbox autosorter delay
Fixed HEIDI autosorter delay
Solved water splashing issue
Added bobblehead quest object status script remover to autosorters so you can deposit bobbleheads properly
Removed hammering idle marker in player bedroom
All crafting workbenches in the UH are now linked to the workshop container of the settlement where you build the UH elevator
Fixed issue with commissary showing double inventory on some objects
Fixed issue with ingredient respawn script
Regenerated PreCombMeshes and PreVis
Cleaned with xEdit
V1.6.1 - Underground Hideout workbench container link script changed to ensure compatability with Workshop Framework
- Armor racks - "For some reason items that use "slot-55" will make the head invisible as long as the item is equipped, this issue exists in vanilla mannequin as well and it has nothing to do with this mod."
- P.P.A.S.S. - If you teleport power armor back to the UH, you must get in and move it to reset its "home position" before storing it in P.P.A.S.S., or it may respawn back to its original location. - Resolved in V1.6+
- Any mods that disable Pre-generated meshes or pre-visibility can cause visual glitches with things inside the Underground Hideout
- Autosorter - Some modded weapons and armor have caused crashes in the autosorter, narrow down which and try adding them to the sort lists manually.




