Capital Wasteland Hideouts
!!! IMPORTANT !!!
Updating from previous version (v1.1): See the “Updating from previous version” section later in the READ ME file included with the download!
Capital Wasteland Hideouts are small way station player homes (10 locations in total) that offer places to safely store your stuff until you can get to your main base (or until you can acquire one). They are great places to sleep, rest up and catch your breath and do some crafting. The mod is in some ways of a Fallout 3/TTW version of my Commonwealth Express Courier Stations for Fallout 4, which itself was inspired by Mojave Express Courier Stations for FNV.
Each Hideout has its own design and style in new interior cells, with two existing in vanilla cells (Reilly's Rangers Compound and GNR Studios). Many custom assets are used through the locations.
Amenities offered is each Hideout is different with varying levels of comfort. Those with the most basic amenities are the easier to gain access to, while those with higher comfort levels and features require a bit more effort.
All Hideouts feature a Shared Storage container which links each location to a central storage hub. This means items added to the Shared Storage container in one location are accessible in all of the other nine Hideouts.
All containers are flagged to not respawn. Player home cells added by the mod are assigned to an Encounter Zone flagged to never reset. The two vanilla cells used have not had their vanilla Encounter Zone records changed (Reilly's Rangers compound was already assigned to a no-rest zone, DCSewardPark).
The Hideouts do not feature the scripted inventory sorting system of my other player home mods, but offer LOTS of named storage containers. If you want such a sorting system added to this mod, I suggest looking at using Stash Organizer.
Mod features:
Each of the ten Hideout locations offer common features among them:
Hideout locations and their features:
1. SATCOM Utility Bunker A12:
Slightly northwest of Shalebridge and west of the Abandoned Car Fort
Access: Repair the Terminal (Science Skill 30, repair with Duct Tape, Scrap
Electronics, Conductor)
2. Basement Hideout:
Just west of Germantown Police HQ/southeast of Paradise Falls, basement door hatch behind house ruin
Access: Lockpick Skill - Easy
3. Forgotten Bomb Shelter:
Canterbury Commons, in building ruins along west end of traffic circle where caravans stop
Access: Lockpick Skill - Easy
4. Survivalist Bunker:
Near Republic of Dave, a short distance west, sewer grate behind house ruin
Access: Lockpick Skill - Average
5. Listening Post Hideout:
Near Jocko’s Pop and Stop, south of Girdershade, sewer grate along chain link fence
Access: Repair electrical switch (Repair Skill 30, or repair with Duct Tape, Scrap
Metal, Sensor Module)
6. Mini Vault Hideout:
Near Jury Street Metro Station, sewer grate behind house ruin closest to diner
Access: Repair the Terminal (Science Skill 30, or repair with Duct Tape, Scrap
Electronics, Conductor)
7. Museum Office Hideout:
Museum of History entrance interior, to the right of the load door as you enter from the Capital Wasteland
Access: Hack the terminal, Science skill - Average
8. Abandoned Safehouse:
Near Fort Independence, south side, door is along retaining wall above the road leading to the Fort
Access: Hack the terminal, Science skill - Average
9. Reilly’s Rangers Compound:
Access: Gain access to the Reilly's Rangers compound as part of the Reilly's Rangers quest
10. GNR Studios:
Lower floor of GNR studios, where you first meet Three Dog
Access: Gain access to GNR Studios through normal main quest gameplay
- Fallout: New Vegas and all DLC
- Tale of Two Wastelands v3.3.2 or higher
- xNVSE
- JIP LN NVSE
- JohnnyGuitar NVSE
- v1.0 10-28-21: Initial release of FO3 version
- v1.1 4-25-2022: conversion to TTW v3.3 (same as FO3 version 1.0 but with added workbenches and weapon displays)
- v2.0 4-08-2023: added nine new Hideout locations; added Shared Storage system linking storage container to all ten Hideouts
As well as my own custom assets, assets from the following author's modders resources were used. Many thanks to all of you for sharing your work:
- - Chucksteel
- - Hengebobs
- - LlamaRCA
- - Pixelhate
- - SpeedyB64
- - ViperMX
- - elr0y7 (for permission to use the Chemistry Set Cooldown script)
- - hman101 (for the Dynamic Weapon Displays resource)