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chefbynature

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chefbynature

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About this mod

A new, completely portable player home inspired by the 'Safehouse' structure from the game 'Death Stranding'

Wherever you wander, you'll have shelter.

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  • Mandarin
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Description

Adds an entirely new, portable player home. Ideal for any mission on the surface.

Inspired by the 'Safehouse' structure found in the game 'Death Stranding' by Kojima Productions

This is the first mod I've made and the first I've published, so I would really appreciate any feedback/constructive criticism in the posts section.

Features

  • 100% portable - Place the shelter whereever you want. The Commonwealth. Far Harbor. Nuka World. Mod-added worldspaces. Anywhere with solid ground. (Including interiors)
  • Fully functional workbench - Be a minimalist, a hoarder, a collector of Nuka-Cola machines. The space is yours to with as you please
  • Decontamination airlock - Removes raditation damage from a hard days work on the surface
  • Sizeable bed - Suprisingly comfortable
  • Bathroom - With all the amenities
  • Secured display nook - Show off your acquisitions in a secure and stylish manner
  • Water purifier - Drink aqua pura straight from the tap
  • Fusion reactor - Provides power for any projects or devices
  • Wall terminal - Load holotapes and customise your room
  • Companion friendly - Fully navmeshed
  • Included quest - "Give Me Shelter" - Discover the whereabouts of a renegade Institute scientist pursued by two warring factions

Lore

In 2287, the Commowealth Institute of Technology, known also as the 'Institute', had come across an ongoing issue brought about by the limitations of their 'molecular relay', or for the layman, their teleporter. While capable of relaying Institute personnel to and from the Institute with a 97.6% success rate, the range of the relay was limited to just beyond the Greater Boston Area. Scarce few can accomplish expeditions beyond the Commonwealth and relay back to the safety of the Institute. Operative Kellogg and a few distinguished coursers have shown this adeptness, nonetheless, for the average field researcher, every kilometer ventured outside of the relay range is found to correlate to a 13.3% higher chance of irreversible termination.

Additional training was planned to be given to all Institute personnel who had assignments on the surface, however it was deemed more logical and resource efficient to have a one-size-fits-all solution. The FCPS is this solution. The 'Field Constructible Personnel Shelter' is a joint Advanced Systems - Synth Retention Bureau project which uses uses advanced harmonic resonance theory to build a subterranean shelter wherever it is needed. This shelter is originally compressed into a suitcased sized 'CMC' or 'Compressed Material Constructor'. This device, similiar in nature, and design, to the pre-war 'GECK', requires a sizable amount of exotic materials to create, due in part to the in-efficiencies of the extractor/compressor technology. Despite that, the compressed size of the materials and the constructor itself only weighs 30kg, light enough to be carried without much encumbrance. When construction is complete, the operative may relay into the shelter using the discrete surface entrance. When the operative chooses to deconstruct the shelter, all contents inside will be compressed into a Watson-O'Brien subspace fissure. Due the prototype status of the shelter, only one may constructed at a time.

The latest version of the firmware, v.192, contained the latest functional CMC algorithm worked on by Advanced Systems. It was stolen by an Institute defector, Dr. Barclay. Her whereabouts remain a mystery.

How to obtain

  • Complete Mass Fusion and End Of The Line for the Institute, or if you have made an enemy of them,
    Spoiler:  
    Show
    resort to the nuclear option.

  • Go about as usual for a day or two, the quest 'Give Me Shelter' will start. Complete it to obtain the data needed.
  • Once aquiring the data, a great deal of scientific knowledge and a small selection of rare materials will be required to build the CMC. Find the recipe for the CMC in the FCPS submenu at a chemistry workbench
  • You'll find the CMC in the AID section of the Pip-Boy. Simply use it and exit the Pip-Boy, where a shelter will be constructed within seconds.
  • Alternatively,
    Spoiler:  
    Show
    type 'setstage 00fcps_cmc_quest 10' into the command console to start the quest


Gameplay balance

Spoiler:  
Show

As this is essentially an infinite storage space for the player, with infinite purified water and rad removal, I've tried to balance it by:
  • The player needs to have completed Mass Fusion and End Of The Line for the Institute. This allows for the shelter to only be given to mid-late players who have fully allied themselves with the Institute.
  • If the player chooses to side with any other faction and get banished from the Institute, the quest will only become available if the Institute has been destroyed, no exceptions.
  • Crafting requirements for both scenarios will only allow high level, high intelligence characters to craft it.
  • The weight of the CMC, 30kg, should be heavy enough to replace a weapon or two in the player's inventory, moreso in survival where weight management is very important.


Requirements

  • Latest version of Fallout 4
  • Suspend your disbelief slightly

Compatibility

  • This mod does not touch anything in the regular game, except for couple of items placed in a very desolate spot of the map. All assets are either re-used or re-proposed from in-game assets.
  • Most of the scripts in the mod are self-contained and only one minor script runs in the background before the quest is started.

Installation

  • Use your preferred mod manager to install
  • Or if you do it manually, simply drag and drop the esp and .ba2 files into your 'Data' folder

Recommended mods

These are not required, but if you wish to add Institute furniture, decorations and even crafting stations, I'd highly recommend you download these mods:
  • Build Your Own Pool by Akarnan. If you want to add a functional Institute shower, this is the mod I use. You could even turn the shelter into a swimming pool if you wanted to.

Known issues


  • The map marker for the shelter only shows up when saving/loading a save game. I'm not too sure what causes this, probably how the game handles new map markers. Luckily, you only have to save/load once as once the map marker has been introduced to the game, any moving of the shelter will place the marker on the shelter every time.

Credits/Special thanks

  • RedRocketTV, Seddon4494 and Darkfox127 for their tutorials ranging from light switches to quests staging. I wouldn't been able to figure out half of the Creation Kit without them.
  • LarannKiar, SKK50, pepperman35 and niston on the nexus forums for helping me find out what was causing a very strange bug.
  • The nexusmods community, the creativity, hardwork and openess to share mods is  I wanted to give a little back.
  • Bethesda, for Fallout 4 and the Creation Kit. A game with plenty of flaws, but a lot of fun to play/tinker with.



Author notes:

  • This mod will remain on PC and be a nexusmods.com exclusive for the time being. I might port it over to Xbox if the mod there is a demand, I'll update the page if that happens.
  • If you are using an ENB/Reshade and/or texture replacers, the appearance of the shelter may differ from what is shown in the screenshots. All screenshots were taken in a mod-free game.
  • I'll try to address bugs when I can, but I'm very busy with work and other projects.
  • I made this mod, and any future mod, with my preferences in mind. I may act on changes or suggestions if I feel like they would add to the mod substainstally.
  • This is a player home with a non-workshopparent linked workbench, it is not a settlement. You cannot link it with a supply line nor can you send companions here.
  • For additional infomation, check the permissions page.