Sanctuary Hills
Overview of Sanctuary Hills in its original state after leaving Vault 111
Site
map marker
part of
Segments
buildings
The House of Tomorrow
Root cellar
Rosa residence
Hawthorne residence
Root cellar
Rosa residence
Hawthorne residence
People
factions
External links
owners
leaders
Other actors
creatures
robots
Other
quests
War Never Changes
Out of Time
The Molecular Level
Raider Troubles
Sanctuary
Taking Point
When Freedom Calls
Out of Time
The Molecular Level
Raider Troubles
Sanctuary
Taking Point
When Freedom Calls
Technical
cell name
PrewarSanctuaryExt01 (pre-War)
SanctuaryExt (post-War)
SanctuaryExt02
SanctuaryExt03
SanctuaryExt04
SanctuaryExt05
SanctuaryExt06
SanctuaryExt07
SanctuaryExt08
SanctuaryExt09
SanctuaryExt10
POICC01 (northwest)
POIRJ03 (raider outpost north)
SanctuaryExt (post-War)
SanctuaryExt02
SanctuaryExt03
SanctuaryExt04
SanctuaryExt05
SanctuaryExt06
SanctuaryExt07
SanctuaryExt08
SanctuaryExt09
SanctuaryExt10
POICC01 (northwest)
POIRJ03 (raider outpost north)
ref id
000a801d (pre-War)
0000dd60 (post-War)
0000dd3f
0000dd61
0000dd81
0000dd3e
0000dd5f
0000dd40
0000dd3d
0000dd5e
0000dd82
0000dd1d (northwest)
0000dcfc (raider outpost north)
0000dd60 (post-War)
0000dd3f
0000dd61
0000dd81
0000dd3e
0000dd5f
0000dd40
0000dd3d
0000dd5e
0000dd82
0000dd1d (northwest)
0000dcfc (raider outpost north)
terminal entries
Sanctuary Hills, often referred to as Sanctuary, is a location and settlement in the Commonwealth in 2287.
HistoryEdit
Built sometime in the 2070s, Sanctuary Hills was a friendly suburb of Concord, located on a small island about a mile north of the town and accessible only by a wooden bridge, consisting of 14 prefabricated homes. Before the Great War, Sanctuary Hills was the home of the Sole Survivor, who lived in the House of Tomorrow with their spouse Nate/Nora, their son Shaun, and their robot butler Codsworth.
On Saturday October 23rd, 2077, many families were just beginning their weekend mornings when their radios and television sets began reporting nuclear detonations in New York and Pennsylvania at 9:42 a.m. At 9:47 a.m., Boston was hit by one atomic warhead, and Sanctuary Hills was hit by the subsequent atomic blast seconds later. Select citizens that had spaces reserved fled to Vault 111, just through the woods surrounding the community, to escape the atomic fire. After the war Sanctuary Hills was largely left to decay, with several of the original homes collapsing and the others falling in to various states of disrepair. Its only residents during the post war era were radroaches, bloatflies, Codsworth, and the Vault-Tec rep for a very short period of time. Upon return to the town following cryogenic stasis, Sanctuary Hills will often become the first settlement in the Commonwealth to fall under the Sole Survivor's control.
The ruins of the development became a prospective settlement for the survivors of the Quincy Massacre, led by Preston Garvey, who are trapped in the nearby Museum of Freedom in Concord. After the quest When Freedom Calls, Sanctuary Hills becomes the first new Commonwealth Minutemen settlement after their destruction at Quincy.
The settlement is equipped with the pre-existing crafting stations:
LayoutEdit
Sanctuary Hills is accessible by a small footbridge from Vault 111 and original main road over the larger bridge crossing the Misty Lake river, leading to Concord, via the Red Rocket fueling station. The village itself is built along a single road, which ends in a cul-de-sac. The site is populated by several houses which, by 2287, are in various states of decay. To the west of Sanctuary Hills the Misty Lake is located and is the source to the two rivers surrounding the small island of Sanctuary Hills.
There are multiple safes and lootable items to be found in Sanctuary. Starting from the bridge leading out of the community, there is a floor safe (Advanced) hidden under a dresser in the blue house to the north of the road. In the yellow house at the curve of the street, there is a terminal (Novice) and a safe (Novice) with a makeshift bomb on the top and tension trigger affixed to the left hand side. In the blue house next to the yellow one is a Nuka-Cherry in the fridge, a first aid box in the bathroom and a locked suitcase (Novice) in the bedroom. In the Sole Survivor's house, the player character can find an issue of Grognak the Barbarian on the kitchen table and the 'You're SPECIAL!' book under the dresser in Shaun's room.
There is a safe (Novice) in the house and a root cellar around the back of the following house down the street; just before the roundabout. The house south of the roundabout has a floor safe (Novice) hidden under the baby bed.
The root cellar is a shelter built under a neighboring property, two houses up from the House of Tomorrow in 2287. It appears that the owner was not able to reserve a space in a vault and so made his own shelter. The door can be found at the back of the house, just before the cul-de-sac in the northeast of Sanctuary Hills. It is next to a bush of wild mutfruit plants. There is a duffle bag containing leveled loot on the roof of the same house, accessible via the fallen tree to the rear of the house.
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InhabitantsEdit
In 2287Edit
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Pre-War inhabitantsEdit
- Nora/Nate
Notable lootEdit
The House of TomorrowEdit
- Grognak the Barbarian issue #3 – On the kitchen counter.
- You're SPECIAL! – In Shaun's bedroom, under the dresser. Grants +1 to the selected SPECIAL stat.
- Shaun's crib, a unique crib – In Shaun's bedroom. This is only useful in the crafting menu.
Root cellarEdit
- Three gold bars can be found around and on the safe.
Related questsEdit
- The Molecular Level (optional; only if the Sole Survivor chose to ask for help from the Minutemen)
NotesEdit
- Attempting to leave pre-War Sanctuary Hills via any method other than evacuating to Vault 111 will result in the bomb being dropped instantly, resulting in an instant death.
- There is a military vehicle on a small island southwest of Sanctuary Hills amid strong rads, with a medic box inside, a military helmet next to the dead soldier, a box of ammo hidden between waste containers and some glowing fungus.
- There is a single raider with a small shelter to the north of the town, who usually has an attack dog and some loot. The raider respawns occasionally.
- Sanctuary Hills is a useful place for an early settlement as it contains all the base game crafting workshops, of which all but the cooking and chemistry stations are near to the fast travel spawn point. The cooking station is on the driveway of the blue house marked 'Russell' on the mailbox, north of the bridge to the Red Rocket truck stop and the chemistry station is behind the yellow house marked 'Hawthorne' on the mailbox. It is a good idea to move the cooking and chemical stations to a more desirable location instead of scrapping them as the second rank of the Local Leader perk is not readily available until level 14.
- There are four mailboxes with the owners' names painted on, 'Rosa' opposite the Sole Survivor's house, 'Hawthorne' on the first house still standing on the left coming over the main bridge, 'Russell' is on the ground next to its original post in front of the first house on the right as the player character comes over the main bridge and 'Able.' However, in the pre-War version of the town, all mailboxes are generic, with no name painted on any.
- One can find some fragmentation grenades in a green trash can on the left of the wooden bridge exiting Sanctuary Hills to the east. This is similar to Fallout 3 where, in Springvale close to the exit of Vault 101, one can find frag grenades in a blue mailbox.
- Sanctuary Hills is referred to as just 'Sanctuary' on the official location marker in the game.
- There is a random encounter in which one can come across feral ghouls with the names of some of the pre-War inhabitants of Sanctuary Hills. This encounter is repeatable, even if the ghouls are killed.
- Upon returning and 'discovering' Sanctuary Hills for the first time, an acoustic echo from It's All Over But the Crying plays and slowly fades out, a nod to the place that Sanctuary once was.
- The white picket fences found around the outside of the houses count towards the item limit. They can be scrapped, or stored if the appropriate Picket Fences magazine is found if this becomes a problem.
- When Sanctuary Hills is under attack, assaults can come in via the south bridge, via the path north to Vault 111 and even from the east.
- After exploring the neighborhood with Codsworth, he tells the Sole Survivor the directions to Concord. In his directions, he mentions the footbridge to the south. This is slightly odd considering there were cars and even an IFV that were in Sanctuary Hills, meaning the residents drove on a footbridge. However, as Preston Garvey states, the footbridge dates back to the American Revolutionary War. Meaning, it is technically still a footbridge, one that's over 600 years old.
- The Concord water tower which can be seen in pre-War Sanctuary uses the post-War model.
- The Chem dealers house in pre-War Sanctuary contains two large, blue shipping containers.
- The Chryslus Cherry Bomb found in the driveway immediately to the right of the path leading to Vault 111 can be found rotated 180 degrees after leaving the vault.
- The pre-War version of Sanctuary Hills is not truly changed by the nukes in the game files; instead, Sanctuary Hills (pre-War) is a separate location, and the player character is moved to the standard game map after the cryo freezing room scene, so one is not really missing out on seeing nuclear destruction. The original Sanctuary Hills may be accessed by using the console command coc PreWarSanctuaryExt01.
- Sanctuary Hills can become a target for the Nuka-World raiders to take over.
- Sanctuary Hills appears in the ending slides.
AppearancesEdit
Sanctuary Hills appears only in Fallout 4. Additionally, it is mentioned in the Game Show Gauntlet quest in Fallout Shelter.
Behind the scenesEdit
- Sanctuary Hills appears to be set in the same location as the real-world Minute Man National Historical Park, as both are located northwest of Concord across what appears to be the Concord River, the bridge used to access Sanctuary in-game is nearly identical to the real-life Old North Bridge[1] and the location's map-marker bears a resemblance to the Minuteman statue adjacent to the bridge in real-life (Sanctuary also has a Minuteman statue, albeit adjacent to the wrong side of the bridge). Preston Garvey can be heard commenting on that if one accompanies him all the way to Sanctuary Hills from Concord without fast traveling.
- The houses in Sanctuary Hills are based on the real-world Lustron prefabricated houses, constructed after World War II in response to the shortage of housing for returning G.I.s.
- The acoustic echo of It's All Over But the Crying, is possibly a reference to the original Fallout and Fallout 3, as other songs (Maybe and I Don't Want to Set the World on Fire) from the same band are played at the beginning of the two games' introductions, before the series' iconic 'War.. War never changes' speeches.
BugsEdit
- Playstation 4Xbox One Upon fast travel to the settlement, the residents may appear on the roofs of some buildings—especially the one with the workshop — making dialogue difficult or even impossible. This can be resolved this by either fast traveling again (sometimes 2 or 3 times to resolve), waiting for them to walk and fall off the roof, by building stairs up to the roof via the workshop and climbing up or, if the player character already reached level 41, jetpack onto the roof with a modified power armor.[verified]
- Playstation 4 Occasionally, upon fast traveling to Sanctuary Hills, a lone Vertibird will appear over the settlement hovering for a moment. It will then suddenly lose control and crash, inflicting damage to the Sole Survivor if they are too close to the area of impact.[verified]
- PCPlaystation 4Xbox One Checking the settlement stats on the player's Pip-Boy for Sanctuary Hills may display erroneous stats, such as 0 defense, 0 beds and/or 0 water. This does not affect the settlement in any way, and the stats should reset to normal by fast traveling back to Sanctuary Hills, except for the happiness level which may drop (especially if the Sole Survivor is away for a long time without noticing the glitch on the Pip-Boy). That stat will take some time to re-establish.[verified]
- Playstation 4 There is an invisible maple tree for scrapping in the northern corner behind the yellow house that is next door north of the blue house with the cellar. It can't be seen normally, but in construction mode, the outline is highlighted in yellow. It can be scrapped for wood.[verified]
- Playstation 4 Sometimes upon fast traveling to Sanctuary Hills, the settlers may become hostile. Simply reloading a save seems to fix this.[verified]
- Playstation 4 Sometimes upon fast traveling to Sanctuary Hills, Trashcan Carla's Brahmin may be stuck inside the house that contains the workshop, weapons workbench, and power armor station. Her merchant services will not be affected, however.
GalleryEdit
Pre-WarEdit
You're SPECIAL! book in pre-War Sanctuary
Pre-War flamingos
Pre-War home Sole Survivor
Pre-War home kitchen-room
Pre-War home bedroom
Pre-War concept art
Welcome sign art
Post-WarEdit
Aerial view of Sanctuary
Novice locked ledger terminal and Novice locked, booby trapped safe in the chem dealers house
Advanced locked safe under the crib
Novice locked safe in the house on the eastern side of the House of Tomorrow
Entrance to the root cellar
Mailbox of the Russell residence
Mailbox of the Hawthorne residence
Mailbox of the Able residence
Mailbox of the Rosa residence
Fallout 4 trailer screenshot
Post-War concept art
E3 concept art
The Art of Fallout 4 concept art
Misty Lake on the western side of Sanctuary
Ending slidesEdit
Sanctuary Hills in an endings slide
ReferencesEdit
- ↑Comparison of Old North Bridge
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I have been playing for over 60 hours. I've never shot a settler, unless they were a synth. I returned to sanctuary hill to drop off my junk. A settler asked me to take care of some raiders at the satellite station.
I went and took care of them. Upon returning it is night tone and none of the settlers are in their beds. I found a large group behind the house. They all go red and attack. Preston is there and isn't aggressive.
Any ideas what happened?
JamesAJamesA
3 Answers
Your settlement was infiltrated by Synths. If you look where the bang happened you'll probably find a dead settler who has synth components on them, or if a settler just started randomly shooting then they're the Synth. I had this happen to me as well, when the Castle was attacked by Super Mutants. Turned out the person who started it all was a Synth.
Edit: Meant to post this as a reply to the other answer, but since it's here I'll say that if you check your settlers after you slaughter them, one of them will have Synth parts. That was the instigator. You can find out if you've been infiltrated by using VATS. Synths have Energy Damage Resistance, although you need a perk to see this. Even though you know it's a Synth, your other settlers don't, so killing the Synth will still make your settlement hostile.
RFKomosRFKomos
I suddenly had this where my settlement at Red Rocket went red and started to try and kill me. Luckily I saved before I went there. But i did notice that just before it happened I was at the chemistry station making something and I heard a load bang like a generator blow up. Now my settlement I had built up to be quit big and wondered what the 'size' tab at the top right of the screen meant when your in the workshop. The bigger your settlement gets it goes yellow near the end of the bar. My bar was full. I reloaded to my save and went back and deleted some buildings and sent some settlers to other settlements until my bar went back to green. Nothing has happened since and this was quite a few hours of game play ago. I think it was perhaps an accident caused by me over building, a generator blew and it obviously ended up hurting some people which caused them all to go hostile.Ungrateful little ***** XD
CandyVdgCandyVdg
So I just had this happen from accidentally using a power armor slam in the middle of town. The fix was to go to an inside world space (e.g. inside a loaded building, in my case the root cellar in Sanctuary), and sleep for 2 to 3 days (I did 99 hours [mod]). Came out, and it looks like their aggro reset. Fortunate, as I had just made a whole bunch of stuff for the settlement, and didn't want to have to redo it all.
NexmilitisNexmilitis
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Every couple of days or so a huge Radiation Storm blows through the area that I'm currently in. How do I decrease my chances of contracting RADS if I'm outside?
FoxMcCloudFoxMcCloud19.8k3333 gold badges107107 silver badges191191 bronze badges
11 Answers
The best solution I found to this is to use fast travel to travel to the nearest thing you've discovered. Or perhaps the second nearest. The point is to use it as a way to pass time, but not to make you travel far away from what you're doing.
So far for me, that makes the storm pass and no rads are absorbed.
Per your comment about being hit by these storms in gun fights, this won't help in those cases since you need to be a little ways away from hostiles in order to fast travel. But if you can break off from the fight (become hidden) or end it quickly, the fast travel will still be of use.
Also, as kalina mentioned in their answer, a radiation suit will help. There's a free Hazmat Suit with 1000 Radiation resistance in the Cambridge Polymer Lab. Here's the CPL's location:
I didn't think to take a screenshot of the Hazmat suit's specific location. The Hazmat Suit itself is on the first floor, in a room across from Ericka's lab(where you mix ingredients plus an isotope), and sits on top of a shelf in the corner. Below is where I think the hazmat suit was, but again I forgot to screenshot before picking it up.
Having such a suit will allow you to do some exploring in the open world during a rad storm, but as mentioned in the other answer it comes at the cost of your armor stats.
ShazShaz
Radiation storms are not all that dangerous. At most, I usually soak up about 60-100 RADs. Easily curable with a paltry 40 caps at a settlement doctor. If you are earlier in the game, the best things to do are:
- Hop in your power armor and wait it out
Whether it has a charged fusion core or not, any power armor will add hundreds to your RAD Resistance, which is more than enough to completely negate the minor bursts of radiation from a storm. Most storms pass in about 60 seconds or so, so just buckle up and wait it out. Fusion core power is only drained by movement and combat actions, so if you sit still and refrain from doing anything, you can sit through the storm without depleting your valuable cores. - Hide in an 'out-map' area
An out-map area is any area that requires you to load out of the 'Commonwealth' over-map. Structure interiors, vaults, certain caves, etc. There are very few exceptions, such as areas that require a load, where you remain outdoors. The downside of out-map areas is that you can not tell if the storm has passed. Storms can vary in duration, and are fairly frequent. You may end up waiting, only to emerge into an entirely new storm, but this is not a common occurrence. - Carry a radiation suit with you everywhere
Similar to power armor, a radiation suit offers an inordinate degree of RAD resistance, and can shield you from a radiation storm. However, carrying it with you always eats up precious inventory weight, that might be better spent carrying junk. It might also be a hassle to rush to equip the suit, only to re-equip your original gear about 60 seconds later. This becomes especially cumbersome when you use pieced armor such as raider, leather or metal. - Fast Travel
Arguably the easiest solution. Simply fast travel to a nearby location, then back again, and the storm will have passed. If that spot happens to be in the middle of nowhere, try placing a map marker, before your first fast travel. This will allow you to hone in on your exact previous location. Other downsides to this include spawning into a repopulated area, which means fighting on arrival. Also, if there are corpses you have not looted when you travel away, they may despawn by the time you return.
user106385
ObiThumbKenobiObiThumbKenobi
You could wear a radiation suit but it would come at a penalty of all of the stats you get from your armor. Wearing a radiation suit would effectively protect yourself from any radiation.
It is also possible to gain radiation resistance from armor which would reduce the amount of RADs gained. For temporary resistance to radiation you can also take Rad-X.
The collectable book Astoundingly Awesome 10 (available from the church near Trinity Plaza) adds a +5 radiation resistance.
kalinakalina62.3k132132 gold badges399399 silver badges586586 bronze badges
Radiation storms actually don't hit you with a great deal of radiation. You'll take more simply fighting with ghouls. If you're doing something that you'd rather not interrupt, I recommend you simply keep going. Also note, it's always helpful to consider armor with a bit of radiation protection. Many types have at least some radiation in addition to ballistics and electrical. Make sure you consider this instead of simply taking the armor with the greatest ballistics defense. If all else fails - find a bed or the often overlooked seat. You can sleep in a bed and simply wait in any seat and allow time to pass.
PocketdarePocketdare
Yea, best solution seems to be 'fast travel away, fast travel back'.
I've tried waiting one out in Concord (first time I encountered it was when I was first exploring that town), waited out in a chair (inside one of the buildings that switches you out of the main map) for 3 days, storm was still outside. I've also went into the water treatment plant when a storm was outside and by the time I finished the mission the storm was gone. No clue what the logic behing it all is.
I've also tried going into buildings with roofs on them - unless the map swaps out you still get radiated so that doesn't seem to help any.
So now I just fast travel out and then back in. They don't add anything neat beyond the overall appearance (which is cool but already seen it) so not worth bringing up my rad count if I absolutely have to (though I'll go nab that suit in case I'm ever forced to deal with one)
NoctiferNoctifer
You have various options when caught in a radstorm.The ones I prefer are listed:1. Find a bed in an enclosed area or where ever you have made your own bed that isn't owned by someone else, sleep for about 2 to 3 hours and from time to time it will make the storm pass.2. Wear some power armor. The rad resistance is pretty high with any power armor you might find. The same goes for a radiation suit (You could possibly wear both, however, I'm not sure if that works).3. Find shelter in a vault or underground area. Try to find a chair or anything to wait it out. Eventually the storm should subside.These storms usually don't last too long but they lead to heavy fog or rain afterward so just be prepared for that.
Anna NewellAnna Newell
Easiest thing is to sleep for 1 hour (if you're somewhere around beds) or fast travel to a close location and back again.. It's still strange that you get rad dmg in buildings without holes in the roof - it would have been nice to be able to hide..
bambasticbambastic
All you have to do is sleep, you get no RADS and you can just sleep it off and feel well rested. (I slept for 24 hrs to let the storm completely pass over.
KylerKyler
Its impossible to hide from all the rads without suits or out of map locations however hiding behind or inside buildings or walls that are structurally intact or very well built it won't get rid of rad absorbtion But helps reduce the amount Think of a jug holding water.. the better its built and put together the more it keeps in also it seems certain locations get the worst of the storm but i have yet to see a rad storm legitamitely kill me or someone else honestly dont be stupid ALWAYS carry rad-away and look for signs of the storm before it hits it always makes a decinct noise over all the others and usually can be avoided very easily as the others said sleeping or rad suit is best for staying in a settlement
AustinAustin
Well Rad Storms are easy to get away from you can either go inside a building (only buildings that take time to enter like a shop) or sleep. The way you can tell when ones coming by looking for strong winds and green clouds. Have fun and stay Rad free!
One last thing. Adam new vegas. Despite what the rest of my description page may or may not say, feel free to utilize the mod in your works without any hindrance from me.
ColtonColton
What I usually do is wait it out and deal with it. Sometimes, I wear a hazmat suit but not all the time. Its sometimes simpler to just pop in a rad-x or use a radaway after the storm.
NBN-Alex2,88411 gold badge1717 silver badges3333 bronze badges
user170220user170220
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Your Sanctuary Root Cellar
Feeling a little sick so I won’t be my usual wordy self.
Another entry in the list of “things that drive me nuts”. This time it’s the Root Cellar accessible in Sanctuary. It’s a cute little location and all, but it’s leaves some things to be desired.
First, it has lights and very obvious power lines stretching to and from the Root Cellar door, but no way to access the power. I’m not suggesting it needs to output 300 units of power or anything, but at least some way to hook up to it would be nice.
Second, despite being very clearly within the confines of the Sanctuary settlement, sleeping in the bed placed there does not grant you Well Rested perk, because (somehow) the bed is not owned by you. Yes, even if everything else in Sanctuary is.
Root Cellar Sanctuary Fallout 4
Finally, minor objection but still relevant, the music selection changes from generic relaxed music outside Sanctuary to dark and foreboding when inside the Root Cellar. It’s a Root Cellar, not the doorway to the underdark or something!
Obviously, I’ve addressed all of these:
There is now a power conduit you can wire into in the back of the house containing the Root Cellar. It provides a whopping 2 units of power, i.e. barely enough to power one turret. It will also power any lights/etc. in the area as-is.
The entire Root Cellar cell has been marked as owned by the Player, and the bed has been specifically marked as owned by the Player. This means anything spawned in the cell will be considered owned by the Player, and also means that sleeping in the bed will grant you the Well Rested bonus.
The default music for the cell has also been changed to match the default music for Sanctuary. No more jarring shifts in music; instead the music should stay the same going in or out of the Root Cellar. Autocad 2008 xforce keygen.
NOTES
The power conduit for the Root Cellar may not be accessible until you wire something to it. Specifically, you’ll need to put down some other wire-up powered item (turrent, conduit, whatnot), then run the wire from the item to the Root Cellar power conduit. Once it is wired once it will work normally, e.g. you’ll be able to run wires from it to other locations.
Campsite - Simple Camping for Fallout 4
Camping is obviously one of those mods everyone wants in Bethesda games, myself included since day one. A month or so ago I jotted all my ideas down, and after I released Basement Living I set to work on this, with the intent on making something simple, but still 'immersive' and fun. It ended up growing into what you see here.
Campsite adds craftable / carryable tents & sleeping bags (new meshes and HD textures in several colors, including camos), cloth wall, fires, lanterns, and cooking pot, each with their own unique gameplay dynamics, sounds, interactivity, and animations. Simple enough for light play, detailed enough to make you feel involved.
When Survival Mode is out of beta this will be updated to include some new functionality, but the goal is to keep it very lightweight and simple!
NEW ITEMS:At the chem station (or AWKCR station if you use the included patch) there is a new category called CAMPING GEAR. In here you will find the following items:
- Adventures in Camping Book: When in your inventory will unlock all the color variations; can be found in the Root Cellar in Sanctuary.
- Colors included are vanilla/white, black, blue, forest camo, desert camo, grey, green, red, and for sleeping bags two more extra colors: Nuka Cola (red) and Vault-Tec/Vault-Boy (blue.)
- Makeshift Tent: A tarp draped over a branch with a sleeping bag underneath, lantern can be attached.
- Pole Tent (single): New tent mesh, with a single sleeping bag. Lantern can be attached. 7 colors available.
- Pole Tent (double): Same as above but with two beds, so you can sleep with companions/NPCs. Lantern can be attached. 7 colors available.
- Sleeping Bag: The good 'ol trusty sleeping bag. Available in 10 colors.
- Dog Beds! New furniture with unused Dogmeat sleeping animations (and new snoring sounds!) - he'll sleep 'til you wake him! 7 colors available.
- Cloth Wall: Cloth draped between two poles, good for some extra cover and wind buffering. 7 colors available.
- Fire Kit: Wood, oil, cloth combined into a kit to start and maintain fires.
- Cooking Pot: Attaches to a campfire to cook food in the wild. Requires a lit fire.
- Lantern: Portable light on the go! Will attach to tents, or can be placed on the ground and won't fall over.
- GPS Beacon: Drop this at your campsite to put a map marker in your Pip-Boy map so you can use it as a base. Can be used anywhere.
- All items have Workshop equivalents so you can make these items at your settlements. Tents/Sleeping bags are under Furniture>Beds. Dog Beds, Cloth Walls are under Decorations>Misc. Campfires and Lanterns are under Power>Lights. Tents count as single or double beds in your Settlement stats, and fires made at settlements burn forever.
GAMEPLAY:
- Grab the Adventures in Camping book from the Root Cellar in Sanctuary, so you can craft all the colors!
- Craft the items you'd like to bring with you. They will be in your inventory as 'Camping Kit - [item]'. Fires will burn out after several hours so craft a few extra!
- When it's time to settle down and camp, look for a flat area; furniture doesn't like to work at steep angles. There's always flat ground somewhere nearby, even the middle of the street!
- Stand where you'd like an item placed, and drop it from your inventory. It will place directly in front of you. Set up your camp how you'd like.
- When interacting with the items, you will receive a menu, the first option always being that item's default action. For example, Sleeping Bags will give you the option to 'Sleep' or 'Pick Up', which will put it back into your inventory.
- Each item has a MOVE and ROTATE sub-menu, that will let you nudge and rotate objects if you'd like better positioning. It's obviously not as good as the Workshop system, but it's better than nothing! Sometimes simply picking up and dropping the item again is the best way to move it.
- TENTS: If you have a lantern in your inventory Tents will show the option to Attach/Detach Lantern. This will automatically hang it inside of the tent, giving you a soft, dim light. Can be removed, and if the tent is picked up, the latern will also return to your inventory. Followers can be told to sleep in the tent and will sleep with you.
- FIRES: Placed fires will burn for 4 hours. You can activate the fire and re-light it using another fire kit. If you have a cooking pot in your inventory, you will be shown the option to attach it to the fire to cook. NPCs and companions will sit by the fire, and as the player you will see a RELAX option, which will give you three options: sit, warm hands, warm hands kneeling. The vanilla camera does not adjust for these animations, so it's best so zoom out in third person all the way when using. Once you are performing the idle, you can WAIT like a regular chair, or press any key to get up.
- COOKING POT: Requires a lit campfire. If the fire dies out, the cooking pot will no longer work, asking you to re-light the fire with another kit.
- DOG BED: I'm very happy with this one. Tell dog meat to lie down and he will SLEEP. Unused animation, head-tracking is disabled so it's not creepy, and he will SNORE quietly so he doesn't seem dead (lol.) Simply command him to follow or do something else to wake him up!
- PET DOGMEAT! If you activate the bed, you have an option to pet Dogmeat if he's close enough. There's a 50/50 chance your male or female character will also say 'Good dog!' or 'Good boy!'
F.A.Q.Q: Can you use the Workshop positioning/placement system?A: I've done some deep experiments, and there are some risky issues with doing this, so no. At least, not yet ;)
Q: Why can't I craft fire kits in the wild just using wood?A: I wanted to keep it simple. Full Workshops don't work well out in the wild, and long, complex workarounds are required in order to 'scrap' inventory items into their base components. I'm working on additional ways to make fire kits in the wild without requiring a crafting station for those who want to completely 'rough it'
Root Cellar Sanctuary Fallout 4 Mod Xbox
Q: Why didn't I read the description?A: You tell me!