The Scavenger’s Safehouse is a mid-sized bunker style player home located on the western side of the Commonwealth between the Mass Pike Interchange and the Electrical Hobbyist’s Club. It provides a place of refuge from radstorms allowing you to catch up on your sleep, drop off some loot and do some trading with the resident merchant.





PLEASE NOTE: This is player HOME, not a player SETTLEMENT!



IMPORTANT INFO FOR UPGRADING TO v1.1 FROM PREVIOUS VERSIONS:

v1.1 makes a VERY MINOR change to the sorting script properties to address the Cryolator not sorting properly. Scripts get baked into your save file, so this minor change WILL NOT be reflected in a save file that has this mod activated. In order to update the mod, you need to perform a clean save.



A clean save means you will need to remove ALL ITEMS that you have stored inside the cell prior to upgrading.



If this is not something you want to deal with or do not plan on sorting the Cryolator, there is no need for you install the 1.1 update.



My advice is to not upgrade if you are in the middle of a game and just not sort the Cryolator. Removing a mod mid-game is not generally recommended, so you do so at your own risk. You have been warned.



***BEFORE UPGRADING TO v.1.1 IF YOU CHOOSE TO DO SO:***

REMOVE ALL STORED ITEMS AND POWER ARMOR FROM THE cell. This includes all Bobbleheads, Magazines, clothing displayed on mannequins and items stored in any container.



EVERYTHING that you brought into the cell needs to be removed. The cell will reset to its default state after upgrading with a clean save, so your items will no longer exist in the game. Again, you have been warned.



Please refer to the instructions in this ARTICLE for details on how to perform a clean save and install.



TL;DR: If you don't use or plan to sort the Cryolator, there is no reason to install the update.



Requirements:



This mod requires the following Fallout 4 DC:

Automatron (DLCRobot)

Far Harbor (DLCCoast)

Nuka World (DLCNukaWorld)

Contraptions Workshop (DLCworkshop02)



There will not be a non-DLC version, so please don’t ask.

This mod is PC only and WILL NOT be ported to consoles.

Mod Promo Video:

Location:



Getting inside:

Mod features:



Meet your new roommate:

NPC Info (highlights):

NPC Info (detailed):



Show

Troy is willing to sell you much of the ammo and weapons he stole from the Gunners, along with a mish-mash of other items he’s collected while scavenging for supplies. His selection of items will increase with your skill level, and if Piper is your companion he will give you a small discount due to her gift for gab. He is available for trading 24/7 so you never have to worry about him being “outside of business hours."



Troy is content with staying inside the Safehouse and will sandbox around the cell and use the numerous idle markers and furniture. He will let you go about your business undisturbed and will only speak when spoken to. He won’t greet you every time you walk past him.



Troy used to sleep in the bed located in the main room of the Safehouse, located inside the shipping container. But after your arrival, he has given it to you (with your name on it along with a personalized locker) and is content using the bed in the back room when you and your companion(s) are not at the Safehouse. Any time you are in the Safehouse, you can opt to use that bed yourself (it also gives the Well Rested/Lover’s Embrace bonuses) or command a companion to use it if you’re into that sort of thing.



If for any reason you decide you don’t want to share the Safehouse with Troy, he can be sent away (disabled) via the Safehouse Terminal. He can be re-enabled at any time should you change your mind.



NPC Technical Info: Troy is voiced but only uses generic merchant dialog. He is built off the Leveled Merchant template with much of the same stats and data as other “minor” merchants (such as Opal, Leonard, Slim). He has been set to Essential and placed into the PlayerAlly faction, so don’t plan on f*cking with him. If you don’t want to deal with him, just set him to disabled with the terminal as described above.

Spoiler:

A VERY IMPORTANT NOTE ON THE ARMOR DISPLAY MANNEQUINS:



ALWAYS remove ALL items from the mannequin before changing the gender. If you do not, you will PERMANENTLY loose those items! This is a vanilla issue with the mannequins and is the same issue they exhibit when storing them to the workbench in workshop mode. You have been warned!





NOTES ON INTERACTIVE FEATURES:

My First Infirmary:





Known/Potential issues:

Please go through the Read Me thoroughly before commenting or reporting a "problem!"

Performance and Optimization:

F.A.Q.



Installation:



For you FO4Edit aficionados:



Credits and Special Thanks:

Other Notes:

YouTubers:



You are welcome to use/showcase my mods in your reviews, mod showcases, and Let's Play videos.

But, you ARE NOT under any circumstances allowed to upload, share or otherwise distribute this mod or any of its files to any mod “sharing” service such as ModDrop.

Licensing/Legal:

Do not redistribute or alter this work or any of the files contained therein without explicit written consent from the original author (RedRocketTV). This applies to translations uploaded to websites other than nexusmods.com without the explicit written consent from the mod author (RedRocketTV).



This mod will not be uploaded to Bethesda.net or any other site. If you find it anywhere but on the Fallout 4 Nexus, it has been stolen. Please report it as such.



Commercial use strictly prohibited.



See the permissions tab for details.



Translations:

I am open to having my mods translated to other languages provided you contact me and ASK PERMISSION FIRST! It’s a simple courtesy, and chances are I will be cool about it provided you agree to a few simple rules.

Unlike many of my previous player homes the Scavenger’s Safehouse is a (nearly) no-frills way station that is not intended to be a main base.The Safehouse is a gritty, dimly lit little bunker. If you’re looking for a bright, cheery location this is probably not the mod for you.The lighting is intentionally dim and dark, and if you use an ENB with an interior lighting overhaul the dimness is even more pronounced, but it just adds to the atmosphere.The Safehouse is geared towards survival playthroughs and does not offer many of the amenities found in my other mods: no Bobblehead stands, no magazine racks, no fusion core chargers, no water purifiers. There is a small makeshift hydroponics garden (with crops that regrows in 48 hours after harvesting) and an unbuilt My First Infirmary unit that you must repair with the proper components before you can use it. Beyond that, the only other luxuries are clean water sources, a working shower that gives a +2 Charisma boost, a barber chair and a personalized bed that gives the Well Rested and Lover’s Embrace bonuses.The Safehouse features the same two inventory sorting systems found in all of my other player home mods: one is container based, the other is terminal based. See the “NOTES ON INTERACTIVE FEATURES” section of the Read Me for details.There is also a resident NPC vendor with whom you can trade 24/7. He sells a large variety of goods, but his specialty is guns and ammo.I really miss the faction safehouses that were found in Fallout New Vegas and wanted to replicate the feeling of a worn down, unfinished bunker re-purposed as a temporary shelter to be used on your way to someplace else...a place to stop, catch your breath and get some rest before moving on.This mod was heavily inspired by the Hidden Valley Player Bunker and Merchant Roommate ﻿ mod for Fallout New Vegas by Rezthebear: I started using that little gem in my recent FNV playthrough and really wanted something similar for my FO4 games. The Scavenger’s Safehouse is the result.If you decide to revisit FNV, I highly recommend the Hidden Valley Bunker mod as a great little player home. Be sure to endorse the mod if you use it!- There is NO workshop!- You can not assign settlers here!- You can not dismiss companions here!- You can not create supply lines here!- This mod was made for my own game the way I wanted it, and I will not be making changes or taking “requests.”- Yes, I know the lighting is dark. Please go back and read the previous line.Most items are static, but there are a several lootable items and containers.The Scavenger’s Safehouse is located on the western side of the Commonwealth roughly mid-way between the Mass Pike Interchange and the Electrical Hobbyist’s Club. The trapdoor entrance is located on the backside of a ruined house just off the road running between those two locations. If you find the ruined house with a doghouse behind it, that’s the place.There is a discoverable map marker that will allow you to fast travel to the load door after you discover the location. See the screenshot in the Images tab for the map location.Gaining entry to the Safehouse requires you have an Advanced lock pick skill level to pick two locks. It also helps if you are good at detecting mines.- Discoverable map marker- Two inventory sorting systems: One container based, one terminal based- Two power armor stations (Contraptions DLC PA displays converted to fully functional PA stations)- NPC vendor: buy, sell, trade 24/7!- You can fast travel from the interior cell- Custom design workbenches- All workbenches are linked to shared storage- Lots of custom assets and textures- Working light switches for most room (main hallway lights are always on)- Hydroponic crops: regrow 48 hours after harvesting- My First Infirmary unit: restores health, removes Rads. MUST BE ASSEMBLED BEFORE IT CAN BE USED. See the NOTES ON INTERACTIVE FEATURES section below for details- Interactive storage units: Weapons storage, food shelf, chem storage, power armor parts, mod storage will display shelf clutter when items of each category are added. Clutter will deactivate when container is emptied- Fully navmeshed for companions with may idle and comment markers- Personalized bed and storage locker- Two beds, both give the Well Rested/Lover’s Embrace bonuses- Trash compactor, reduces junk items down to their base components- Refrigerator will turn all Nuka-Cola, Vim! and Gwinnett drinks to the Ice Cold variant after six hours- LOTS of storage! All containers (and the entire cell) are flagged to not respawnUpon entering the Scavenger’s Safehouse , you’ll soon find it already has an occupant: Troy Augustine, a former Mojave courier and current ex-Gunner turned fugitive. You see, Troy defected from the Gunners taking a sizable stash of weapons and ammo along with him. The Gunners were not too pleased about that. Troy is using the Safehouse as a hideout until the Gunners loose interest in tracking him down.Once he feels it’s safe, he plans to make his way back to the NCR to track down his niece, the only other surviving member of his family. More of Troy’s backstory can be found in his journal entries on the Safehouse Terminal.But fair warning: remember that Troy is a wanted man and is unsure of your intentions. He’s left a few “surprises” both inside and outside the bunker to deter anyone from getting too curious. So tread lightly when you first discover and enter the Safehouse. Be prepared for some explosions if you don’t.He’s also locked the exterior entrance and the first gate inside the entrance hall. Both require an Advanced lock picking skill level to unlock.- NPC is voiced (uses vanilla dialog from Leveled Merchant template)- buy, sell trade with Troy 24/7- gives you a small discount if Piper is your companion- sells the unique Legendary Western Revolver “Intense Diplomacy” (has Incendiary legendary effect)- will sandbox and use furniture and idle markers- does not force greet you when you are near him- can be disabled/re-enabled via the terminalPlaced within spoiler tags to reduce scrolling:The Contraptions DLC Armor Displays have a reputation of randomly not spawning the first time a player enters the cell they are in. This is a vanilla issue potentially found in any mod that uses these items and is not exclusive to this one. I personally have never had this happen, but know of other mods and users that have experienced it. If you encounter this issue (in any mod, not just this one) save your game, quit to the desktop, relaunch the game and reload your save. That will fix it. Alternately, quit to the desktop, relaunch the game and reload a save prior to entering the cell and try again.There is some very important information in the READ ME regarding the interactive features of the mod. I strongly suggest you read it THOROUGHLY before asking questions or reporting issues. Questions regarding items clearly spelled out the in the READ ME or mod description will likely not be responded to.The My First Infirmary unit will restore all health and remove all rad damage. However, upon entering the Cinema storeroom for the first time you find it has not been fully assembled. YOU WILL NEED TO COMPLETE THE ASSEMBLY BEFORE YOU CAN USE IT. The required components are as follows:1-Antiseptic3-Stimpak3-Radaway3-SteelOnce you have these items in your inventory, you will be able to assemble and use the My First InfirmaryA detailed explanation of known or potential issues with this mod is outlined in the Read Me.The interior cell has been optimized using room bounds and portals with a fair number static collections to help cut down on polygon counts. To keep with the theme and atmosphere I wanted, I’ve used much less clutter in the Scavenger’s Safehouse than most of my other player home mods. That being said, I have used more shadowed light sources than I normally do, again to enhance the atmosphere I was looking for. There are eight shadowed light sources in the cell, including three spotlights used for some of the hallway lighting.Be advised that some players WILL likely have FPS issues if your machine can’t handle this number of shadowed light sources.I have done thorough testing using three machines with a variety of hardware configs. My “low end” machine is a 4700-series i7 with a 2GB GTX860M and 16GM RAM. I am able to maintain a solid 45-60 FPS in the entire home on medium and high graphics settings with no ENB. The most noticeable FPS drops were in the large main room do to the number of shadowed lights and fog/mist elements. If you have a low spec machine, expect performance hits in this room.If you do have FPS issues when entering the cell, save your game, quit to the desktop then reload your save. That is the only advice I will offer.Exterior cell edits were kept to an absolute minimum. No precombined meshes were touched nor disabled, so regeneration of optimization data for the exterior cell was not required.1. Q. Any chance of adding a workshop? Can I send companions here? Can I set up supply lines here?A. No, No, and No. The mod Amazing Follower Tweaks has a function that will let you define any location as a companions home. If you want to send companions here (or anywhere else) I suggest you take a look at that mod.2. Q. Is there a version that doesn’t need the DLC?A. No. Just buy the DLC or GOTY Edition. You’re missing out on some great gameplay.3. Q. HALP! It doesn’t work. Plz fix!A. First off, you need to be more specific than “It doesn’t work.” Most “problems” are a result of a mod being improperly installed. Recent versions of Nexus Mod Manager have become highly unreliable and seem to have problems installing mods properly, especially ones with large archives such as this mod. Try reinstalling the mod and/or adjust your load order. Re-install manually if you are still having trouble after that.4. Q. HALP! Troy sounds like a sewing machine. Is there a fix?A. See the Known Issue section entry in the Read Me that addresses this vanilla issue.5. Q. It’s soooo dark! Is there a fix?A. Yes. You can open the cell in the Creation Kit and adjust the lighting to the way you want.6. Q. I get bad FPS! Is there a fix?A. You should re-read the Performance and Optimization portion of the description and Read Me.7. Q. I don’t like the location. Any chance of a version with the door moved elsewhere?A. Nope. If you want it moved elsewhere, I suggest you learn how to make teleport doors in the CK and move it where you want. It’s a simple thing to do even for a beginner and there a lots of tutorials available to get you started.Use the mod manager of your choice,Or to install manually:Extract the archive. It contains three files:RRTV_ScavBunker_Home.espRRTV_ScavBunker_Home – Main.BA2RRTV_ScavBunker_Home – Textures.BA2Place all three files into your Data folder. Manually activate the mod in your plugins.txt file.The mod has been cleaned and checked for errors in FO4Edit. If you still feel the need to do so, have at it, Hoss. Also, I suggest you use FO4Edit version 3..2.1 or later. If you use an earlier build you will get errors pertaining to room portals on account of FO4Edit having deprecated data flags that the CK still saves for cells using room bounds and portals. The 3.2.1 build of Nov. 3, 2017 (or anything later) resolves this issue.bLaCkShAd0w for the footlocker texture modder’s resource ﻿ used for the custom footlockers Animated Normal Toilet Modders Resource ﻿ by bruce142The Plastic bin with Soap is by damanding from the Creative Clutter Modders resource Tin Can Chime, Cleaning Supply Wooden Crate, TV tray with food, ammo and grenade bins, duffle bag with rifle are by dinozaurz from Creative Clutter Modders Resource Classic Fallout 3 Holotapes ﻿ are by RyceKaeksThe playing cards from Se7enraven FO4 Modder's Resource Rezthebear for the Hidden Valley Player Bunker and Merchant Roommate ﻿ mod for FNV which was the inspiration for this modThe scrapping script used by the Trash Compactor is based on code posted by isathar on the Bethesda CK forumDarkfox127 and Seddon4494 for their amazing Creation Kit video tutorials which have been crucial to the success of every mod I’ve made.Fallout: New Vegas Lucky 38 image used in postcard: Jspoelstra from the Fallout Wiki Lucky 38 entry, used under the designated Creative Commons license.1. This mod is PC only. There will not be a console version, so please do not ask.2. There is no settlement workshop and I will never add one so please don’t ask.3. There will not be a non-DLC version, so you guessed it, please don’t ask.4. Based on any texture replacements you have installed in your game, the appearance of items in the mod may vary from what is shown in the screenshots and promo video. I use many texture replacements in my game and videos, and none of them are included in this mod.I use the Decent Plus ENB preset ﻿ for my screenshots, videos and gameplay:5. I make mods for myself first and foremost. They are created for my game with my gameplay style in mind, according to my tastes and standards. I do not take requests nor suggestions for changes. If one of my mods doesn’t run on your computer, or it doesn’t fit in with your personal preference, or it doesn’t have a feature that you would want, I would respectfully suggest (and encourage) that you learn to use the modding tools that are freely available to change the mod yourself to your liking.