A movable, dynamic home mod, that needs repairs, maintenance and resources to make it habitable again, there is an extensive decoration system unlocked by completing quests, achievements, challenges and killing certain NPCs or creatures, modded radio stations supported! (JSUE, SawyerBatty, BobbleHunt, TOTNW supported)
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/////////////////PLEASE MAKE A SAVE OUTSIDE THE HIDEOUT BEFORE UPDATING/////////////////
Due to the drastic changes this mod had over the past big updates I feel like the entrance area no longer fits the general scope of the mod as it was at first aimed for a static home mod and not movable like it is now, so I overhauled the whole entrance to be more direct and wider to get rid of problems when having over one companion at a time, while also staying true the atmosphere of the mod.
- Overhauled the entrance area. (The entrance is inside the green crate)
- Further optimized the hideout.
- Further optimized the NavMesh.
- Adjusted some fertilizers recipes based on the creatures sizes.
- Fixed the Incinerator switch emission lights.
- Fixes the missing fertilizers work station table.
- The water valve work both if you have dirty or clean water now.
- Fixed garden fungus activators showing up before unlocking.
Version 1.7
- Garden: Overhauled, now the type & quantity (Max 20) of any plant/fruit is completely up to your choice.
- Garden: Added every base and DLC plant and fruit as harvestables with custom meshes & textures.
- Garden: A new Farming System.
- Garden: Added a wall activator with a question mark that explains to you how the new farming system works.
- Garden: Added Cave fungus & Mutated Cave Fungus planters on both sides of the room. (Unlocked through a small set of requirements)
- Garden: Added a Fertilizers Work Station, used to produce fertilizer from different ingredients. (Unlocked Via Hideout Terminal)
- Garden: Added a Biological Research station prototype to convert plants into salient green. (Unlocked after OWB)
- Armory: Added an Incinerator in the workshop area.
- Hideout: All crafting containers are linked now. whether you craft from the reload benches, the oven or the workbenches, if you chose the craft from containers option, every single craft item in the hideout will be available
to you.
- Fixed and optimized the shared containers scripts. (If you notice some containers or assets gone, make a quick save and load it without even exiting and they should appear)
- Fixed the god awful glass reflection alphas in most of the hideout. ( the glass window by the entrance and the diner one aren't touched because they're vanilla assets)
- Fixed the missing texture for the bathroom locker.
- Fixed the Salad and stew bowel being movable in the Diner.
- Adjusted some items in the Armory sort form-list.
- Fixed a water pipe in the water pump room.
- Minor adjustments.
Version 1.6.5
- Armory: Added a new custom workbench to make ammo casings.
- Armory: Swapped around the workshop area.
- Diner's Oven: Added an option to craft/cook from all the diner's and garden's containers.
- Lab-Set: Reverted the time to create a new chem to 24hours.
- Minor adjustments throughout the hideout.
Version 1.6.1
- Added Sawyerbatty support. (via script no ESP or patch)
- Rewrote the armors sorter script, now it should detect and sort all armors based on their type. (Armors from other mods included)
- Rewrote a lighter more efficient scripts for the following functions (Sort Ammo /Books & Mags /Currencies /Explosives/ Plants & Fruits)
- Fixed some minor inconsistencies with ammo stocking.
- Added Mutant Cave Fungus to the plants sort list.
Version 1.6
- Added Merchants Radio which will allow you to trade via radio with big traders you find in the Mojave. (Only usable when the Mojave Express Dropbox is unlocked)
- Added a Mojave Express Dropbox, to Send/Receive stuff. (use Box to Box option to receive all items in the Mojave drop-boxes to the hideout Dropbox)
- Changed most of the neon lights FormIDs to prevent certain mods from adding an annoying buzzing, left some in places I felt appropriate.
- Fixed weird name duplication of some doors.
- Fixed currency storage showing up before unlocking it.
- Removed 2 towels causing weird texture problems in the bathroom.
- Minor tidy ups.
Version 1.5.5
- TOTNW Support. - Added a dirty water barrel in the water-pump room, for people who need dirty water for certain recipes. (especially useful for people using mods like Water Overhaul or any bottle refiller mod, availble after fixing the water filterer) - Fixed the bug where water chips spawn in random containers. - Adjust a slightly misaligned water pipe. - Fixed a minor texture missing on the new switch light.
I did my best the last couple of weeks, but again life caught up to me, I literally can't afford anything now, I'm gonna have to stop for a while guys this time for real I hope to see you lovely people on the other side.
Version 1.5
- Changed the layout of the hideout a bit to harbor the new added room.
- Added a water pump and a water purifier machine, now the hideout has running water if you decide to fix the pump, and clean water if you decide to fix the purifier.
- Added a functional shower that gives you a small temporary Charisma boost. (+1)
- Added a new misc clothing. (Towel) (right now female only)
- Added a new misc item "Water Chip". (Found in a certain Vault)
- Added support for BobbleHunt mod, no patch needed, a JIP script will automatically detect it. ( if you use any of the optional ESPs like hardcorer make sure to rename it to "Bobblehunt.esp")
- Rearranged the panic room to make it more neat.
- Added a SM Dropbox in the panic room that gives you access to the abandoned bunker dropbox without needing to fast travel there every few days.
- Added JSUE ice-Cold SS to the food sorting list.
- Adjusted some hallways to remove minor flickerings here and there.
- Minor adjustements.
Version 1.4.6
- Reworked the panic room, its a lot smaller and more condense, it feels more like panic room than an extra room like before. (please remove any weapon displayed before updating)
- Added a new trigger message when entering the garden for the first time.
- FINALLY found and fixed the faulty mesh that had weird collision near the entrance door. (it was the LR SnowGlobe)
- Fixed Raul's and Lily's room not showing up after completing their quests. (For real this time)
Version 1.4.5
- Jsawyer Ultimate Edition is now fully supported. (no patch needed a JIP script will automatically detecte it and make the necessary changes)
- Added a new unlockable Sunset Sarsaparilla Machine in the Companion quarters hall. (will automatically detect Jsawyer Ultimate edition mod, and you'll be able to make Ice-Cold SS with it)
- Reduced the cost of the Nuka cola machine to 250Caps, to make it inline with the new SS machine.
- Added a new model with animation for the secondary light switches. (like the one controling the labsets lights in the LAB, check images)
- Added a small Washing machine sign in the bathroom.
- Minor stuff.
Version 1.4.1
- Added a new washing machine in the bathroom to wash dirty pre-war clothing.
- Added 2 shelves to stock and display Abraxo and detergent boxes in the bathroom.
- Added Gannon power armor display in Arcade's room.
- Added a new cleaner and nicer model for the clocks.
- Added a really cool ammo bag in the private quarters. (replaced the ammo container)
- Added a new upgrade section in the hideout terminal for the bathroom area. (moved the hair cut kit to it)
- Added a neon decoration in the armory related to the gun runners quest.
- Fixed a stain puddle in the bathroom not disappearing when cleaning the hideout.
Version 1.4
PLEASE EXIT THE HIDEOUT THEN SAVE BEFORE INSTALLING THIS UPDATE. (It should work without exiting but just in case)
- Reworked the whole radio scripts (Thanks to Carxt), and added the ability to support custom radio stations ! (Please note that the radio audio files need to be _mono files, check Carxt patches if you use some of them mods that don't use mono-files. (https://www.nexusmods.com/newvegas/mods/86361)
- Completely changed the entrance to the hideout, now its done through a hatch that you can move anywhere you like in the Mojave, deleted the old compound entrance (upcoming quest area) now the only way to the compound is the old entrance to the hideout.
- Added a moving tool display to the PQ (if you have several moving tools in your inventory they will be all removed and only one will be displayed and picking that one will only give you 1 copy of it, to avoid having several moving tools sitting in your inventory)
- You could always have 1x moving tool through the hideout settings terminal in case you lose it.
- Several tidy ups.
Version 1.3.1
- Added NavMesh to the display room.
- Added a new condition to check if the companions are still alive before decorating their rooms.
- Fixed two beams missing in the display room.
- Fixed the misc crops sack appearing before unlocking the garden.
Version 1.3
IF YOU HAVE A POWER ARMOR IN PA Storage Unit PLEASE REMOVE IT BEFORE UPDATE!
- Display room completed. it has x40 dynamic and movable mannequins, a lot of room to display them, x3 PA Stations, x4 wall mounted weapon displays (supports custom weapons) and a big table to put any item on display.(note this is not the final version aesthetic wise and I still didn't figure out how to implement some features, like dynamic headwear display)
- Fixed all the mannequins bugs related to when you shoot or hit them. (blood splatter, Moving, becoming alive, fleeing...etc)
- Made the mannequins tokens M/F droppable either when you have 0 mannequins available or via a container (doesnt matter how many mannequins are left), also once you reach the exit of the hideout if you have any tokens on you inventory they will be removed and put back to the token storage in the display room.
- The tokens are originally found on said token storage in the display room now.
- Added a small Aquarium in the PQ.
- Potential fix to some companion rooms not showing up after completing their quests.
- Fixed the Yao Guai mounted head missing textures.
- Changed the workshop a bit in preparation for next update which will feature a display for crafting items.
I want to thank all the amazing people I met this past few weeks, FNV community is truly amazing, sadly due to some IRL problems (I barely make ends meet) I got to take a break for a while I have a very sick cat and no money to pay next month's rent so the updates are going to be very slow now if any until I get back on my feet (hopefully).
Version 1.2.5
- Overhauled the crafting systems (except for the diner 'oven') Now all reloading benches & work benches are linked and share from all the crafting containers of the hideout.
- Private Quarters crafting container now has access to all crafting containers of the hideout (see pictures) , you can also sort all of the crafting components from there if you're too lazy to walk down to the armory.
- Fixed some blinders clipping with walls.
Version 1.2.1
/////////IMPORTANT NOTE: please pick up all items you have in the panic room mannequin before update, else you'll lose those items for good.
- Reworked the whole mannequin system for more efficiency, and made them movable now! (You'll have 20 for each gender for now in preparation for the display room launch)
- Fixed the locked primary door to the armory (my bad)
- Tweaked some lighting, and tiny tidy ups.
Version 1.2
- Fixed Weapon wall displays becoming invisible after loading a save or re-entering the hideout cell, and added support for b42 discription and an option to make the metal display invisible in the INI file.
- Removed a lot of items from the sorting form of the workshop that didn't make sense.
- Removed static noises from the radio in the LAB.
- Fixed some missing textures in the shooting range.
- Fixed weird issue where the Auto-door function is disabled even if it is enabled in the hideout terminal.
Due to the 'annoying' nature of some of these bugs I had to release this update asap, sadly I didnt finish the display room yet, so now you'll notice some slight changes around the hideout.
(changed the generator room place, and added the new display room although its inaccessible for now, wait for next update for that and sorry for the inconvenience and the late update my cat is really sick)
Version 1.1
- Added a toggle (On/Off) for carpets after you unlock them. (some might not toggle off untill you leave the current cell, Im still working on a fix for this and the stains)
- Added a toggle (On/Off) for Auto-close doors. (please disable then enable this feature if the doors arent auto closing on your first save)
- Adjusted some places in the hideout to navigate more easily with certain height/size altering mods like TOTNW.
- Added an option to Mute/Unmute the Hula Girl decor.
- Adjusted placements of some weapons in the armory.
- Added a MSG notification when near the secret armory room, so people wouldn't miss it.
- Removed the incenerator static flame.
- Minor tidy ups.
Version 1.01
- Added Tremble to the venom formlist.
- Added Daturana to the food formlist.
- Added a new Misc sack container to the garden for mod items.
- Adjusted the Crafting items formlists.
- Fixed some explosives not sorting into the right container.
- Removed 1 'Blinde One' from the compound entrance, they're already hard as is.
- Movable hideout entrance that you can place anywhere on the map. - An extensive decoration system tied to your actions in the Mojave and elsewhere. (Quests/Achievements/Perks/NPCs/Creatures) - Each companion has their own room decorated after finishing their personal quests. - Several rooms dedicated to specialized purposes. (LAB, Armory, Garden...etc) - Fully optimized and Navmeshed. - There are no free services in this hideout everything needs to be repaired and maintained. - Internal support for several mods (TOTNW/JSUE/BobbleHunt/SawyerBatty) and plenty more to come. (via scripts no ESP or patch) - Radio system that detects and support all modded Radio Stations. (audio files need to be in mono format in order for them to play) - A new mannequin system that enables you to place them anywhere you like inside the hideout. - You can sort and display pretty much every single item in base game + DLCs. (Food, Drinks, Ammo, Weapons) - A Display Room to display all your power armors & armors. - Custom Mojave Express Dropbox & a Vendor Radio. - A robust farming system that adds & supports every base game + DLCs Plants/Fruits even those of which didn't have harvestable trees in the world. and a whole lot of other stuff.
//////////// GUYS PLEASE MAKE SURE ALL THE NECESSARY REQUIREMENTS ARE UP TO DATE A LOT OF PEOPLE MISS THAT ////////////
WIP
- Lighting overhaul. - Shooting range overhaul. - Teleporter. - Bring the Sink companion modules to the hideout (if doable). - TTW Support. - Classic Weapon Remaster support. - Quest. (+ A new power armor that's already finished) - Unique weapons. (meshes already done) - Further develop the pledge system. - A courier journal. - Upgrade modules system. - Companions Living Room. - Farming Overhaul. - New workbench to craft ammo casings from different materials. - Radio Vendors. - Mail system. - TOTNW Support. - JSUE Support. - Bobblehunt Support. - Entrance Overhaul. - Mannequins Overhaul. - Radio Overhaul. - Fish Tank. - Display Room. - Panic Room Overhaul. - Water Pump.
Introduction danthegeek's Underground Hideout mod was the best home mod I ever seen in FNV, I remember having the best times in FNV as a youngster playing with that mod, so recently I got back to the best game of all times and wanted to make a new playthrough sadly underground hideout didn't age that well, its been almost 14years after all, so I scoured the nexus looking for a similar more modern mod but alas even after 14years it's still the one of its kind, so I took it upon myself to make the ultimate sacrifice and started modding for the first time in my life in hopes I could fill the void that DantheGeek left us with.
Quick disclaimer : this mod has nothing to do with the original mod, nor did I use assets from it, sadly I couldn't contact the author he must have moved done I suppose.
Description Now that we got the history and the reason out of the way, lets talk about what this mod does and doesn't.
I made it with hardcore difficulty in mind, there is no free loot in the hideout, no free services like rad removal and stuff, even after you unlock those machines you still need electricity to keep them running and resources (depends on what the machine does) and no free water.
If you wish to support or help my cats please send donations but more than anything thank you for playing my mod.
The Hideout:
Generator Room:
One of the few things that I really hated in the original mod was the Nuclear reactor, it felt so 'Off' having a freaking reactor in the basement that could sustain a whole city for a 5 rooms bunker, so I made it a generator that you fix and maintain, you need to keep it filled with fuel or micro-fusion cells if you have the technical know how. Decorations:
This feature is the cherry on top for this mod, decoration stuff are unlocked through completing missions, acquiring certain perks/Challenges and achievements or killing certain NPCs or Creatures. Private Quarters:
Private quarters meant only for the courier, there is also a lot of decoration clutter to reflect your actions on a more 'personal' level, also here you'll find your secret panic room which is used to :
Store all your wealth. (Caps, Chips, NCR/Legion money and gold..etc)
PQ upgrades terminal.
Personal storage containers.
all in all a cool place to chill, away from the world. Garden:
Pretty self explanatory.
Dynamic and immersive Plant & Harvest system that supports all base game + DLCs plants even those which did not have a world harvestable trees.
Store and sort all your fruits/vegetables into their own custom containers.
Robust farming systems that relies on water and Fertilizers.
A biological research facility prototype / Fertilizer Work Station.
For now it doesn't require a lot of resources aside from time for the plants to grow, in the future that water quest will be needed to plant those seeds, for now 'Irradiated water' will suffice. Diner:
Pretty self explanatory too, a place where to store and sort all your food/water/sodas...ect it has some functionalities that you can unlock like :
Coffee maker
Nuka Cola fridge.
Oven to cook.
and some other small things. LAB:
here you'll find all your medical and scientific equipment.
Sort and display all your drugs, chems and gadgets like the stealth boys.
Repair and upgrade machines that will cure your radiation, decontaminate your irradiated food, or heal your limbs.
Lab sets to do all kind of stuff.
Please notice that most of these machine use a 'refill' system that is visually represented, and some other small gadgets you unlock as you journey. Companion Quarters:
This is strictly a 'cosmetic' area for your followers to chill, each base game companion has their own room, which will be heavily decorated after you finish their personal quests. The Armory:
And finally the coolest place in the hideout, here you can:
Store and display every SINGLE base game and DLC weapons and explosives.
Sort and display every ammo type variant of the game + DLCs.
A fully functional shooting range.
and a little secret room to display all your unique weapons and yes even the courier's stash DLC is fully supported.
A workshop area where you can craft/sort (workbench & Reloadbench) and even destroy every item in the game in exchange of scrap metal if the the destroyed thing is metallic. (incinerator)
Conclusion this mod brings features that I dreamed of seeing in the original hideout mod while also being completely balanced, so you can safely pair it with any modlist of your choice.
Also I tried to leave as little footprint as possible performance wise, there is no active script that runs in the background even if you're outside the hideout, everything is 'checked' once you get through the entrance door of the hideout.
And finally thank you so much for downloading this mod, hope you enjoy it. (Don't forget to support me :D)
CREDITS DantheGeek for the unforgettable experience he gave me as a youngster. Brigand231 for play testing this mod and helping me a lot, also the screenshots. SpeedyB64 for a lot of assets. Jokerine for a lot of assets too DonKnotts for some light assets. HengeBobs for some shower meshes. Pixelhate for a lot of COOL assets. LordInquisitor for reloading bench assets. Delete999565User for some clutter assets. Bourgoisbanana for some furniture assets. AtomicAmelyn for some clutter assets. Se7enraven For some clutter assets. Goldentriangles for some vanilla meshes assets. Lostone1993 for the lab meshes. Nuke4Duke for some assets. Diegonom for PA station and some assets. Wavion2 for some of the assets of his underwater home mod. Munnibhai for awesome textures tutorials. Hman101 for the weapon displays. Yojeff for mannequin assets. Carxt for the awesome Radio scripts. VIPerMX for godlike assets from his Novac Home. Woooobat for some PA assets and the awesome TOTNW mod. georgem1010 For the magistic custom workbench. JunkTownMods For new farming inspiration checkout his mods, really good stuff. EdibleGrenade12 For Nuka-Cola & SS Vending machines assets. RadioActiv03 for keypad assets.