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Not really a bunker, but more of a hidden maintainance room, the only thing in it is some loot and the radio for the Public Works distress signal. Has a couple desks and holotape I think.
There is another hidden area in the Greens trailer park, but I can not rmeember if you save the npc or or not.
You really expect anyone to believe that braminshit lie?
You think just because Steam rounded off the timestamps people are actually going to believe your brahminshit lie about posting at the same time.
Do you think we are all stupid enough to fall for that?
Anyone with common sense can plainly see I was the only one to make suggestions, then you turned around made comments about them.
What is next is your failed bag of troll tricks? Go back and edit posts to make it look like you said something else? Let me save you form yourself, editing those psots will not edit the quotes made on the original posts.
Alright I have chosen the place, I have picked 'The 459 pump house south of Hub City' Haha thanks my friend. I may eventually come back to the thread to tell you my progress.
Well, there's the one behind a house in Sanctuary.
There's also the (extremely) hidden one in a little park by a lake, you find using a distress call.
If you don't mind removing some ghoul spawn points, there's a door under the bridge outside of Coastal Cottage, wikia references it as 'Coastal Hideout'.
Similar, Vitale pumphouse next to Finch Farm (I think you have that and called it 459, dunno where you got that name).
Or.... South Boston Church. Behind it there's a cellar door that leads down to a room full of corpses and cats. Pretty large area with some blocked doorways that would be ripe for (ab)use. SouthBoston25 or 009ae26.
The missile silo ones used by the Bos quest line. Asuming you mean the pyramid looking one
That's probably not suitable, there's not only a quest association but a named/interactible NPC lives there *and* that interaction is changed with DLC.
Probably best to stick with places that have nothing associated with them, achievements, main quest, radiant possibilities, changes by DLC (which means keep far away from Fort Hagen, the area around the Robco sales/service center, the upper NW corner of the map, the encounter zone that kicks off Automatron, and Quincy Quarries).
Why do you keep persisting with this lie? You are the only one seeing this this lie.
What suggestions were you reffering to when you said that? I had the ONLY suggestions.
I couldnt remember the name, so I did the 459 because that is the code to open it, lol.
I dont think I ever found that one.
Yeah any inside cell without mobs, quests, or existing NPCs would be suitable location to add NPCs simply because there is nothing to interfere with what you want to add.
Alright I'll check them out. Thanks.
And there's a mod called Alpha Site- Player Home And Settlement by Uncle Roe http://www.nexusmods.com/fallout4/mods/13438/? that adds the BoS site from the glowing sea Sentinel site building near Vault 111, the Alpha Site- Player Home has a workbench inside and out and the workbench inside well attract settlers too or the radio beacon can be used inside with it, the Alpha Site- Player Home is huge inside and you could probably scrap the steel ramps and beams and other thing's in it and fit vault tec build items within it easily!..
But if you're going to go to the trouble of modding in a new vault area, it would be almost trivial at that point to just drop a bunker door static somewhere (anywhere) and assign it to teleport to a fresh interior cell...
Yep, i forgot about that one. Lot more space in that one compared to some of the other spots.
Most of the other inside cells I could think of had mobs.
There is also the two areas in Concord, the Speakeasy and Workhouse that are "empty."
I think the most space is going to be in the South Boston Church cellar, if you can manage the creep factor.
Might also put the mole rat den under Red Rocket to good use :) Can't recall if there's a quest attachment to that or not...
The cat shrine had ghouls as well. The Red Rocket mole den is a RARE radiant quest involving generator parts for Abernathy Farm.
I am assuming he wants the areas mob free so they do not kill his NPCs.