Outcasts' Hideout - FNV / TTW

The Outcasts’ Hideout is a large bunker style player home located on the outskirts of Boulder City. It is designed to act as a main base for your Courier with many amenities and scripted quality-of-life features, including a Commissary terminal similar to those from the Lonesome Road DLC.

The former residents were a group of Brotherhood of Steel Outcasts from the Capital Wasteland who made their way to the Mojave. They have returned to DC after realizing the Outcasts were brought back into the fold, with one of their former members left behind to an uncertain fate...and holding the key card to the player home.

This mod is a “backported” version of my Outcasts’ Hideout mod for Fallout 4. That mod was based on the Reimann’s Bunker cell from the FNV version of A World of Pain by djmystro. This mod uses the original cell from AWOP, with several modifications and additions. I’ve kept much of djmystro’s original look and feel (I did remove the teleporters!), but have made bunker into a fully functional standalone player home with the addition of many features and changing the location.

Location and gaining entry :
The Outcasts’ Hideout is located on the outskirts of Boulder city, just north of the ruins. There are two entrances: the sewer drain to the Outcasts’ Cave, and the main bunker door which you can only open from the inside with the Hideout key card.

NOTE: There are two entrances to the Hideout. The sewer drain and the main bunker entrance. The main bunker entrance can not be unlocked from the outside. You will need to traverse the Outcasts’ Cave and obtain the key to unlock it from inside the bunker.

Make your way to Boulder City and find the sewer grate behind the billboard across from the monument where Pvt. Kowalski hangs out. Once you enter the sewer drain, you will need to have lockpick skills of Average or higher to pick the lock on a door to gain entrance to the Outcasts’ Cave. Like the original Reimann’s Bunker cell in AWOP, you must explore/fight your way though a cave of creatures to find the key card unlocking the door to the Hideout.

I have changed very little in the cave from the original AWOP version of Reimmann’s Cave beyond using a different lighting template (to make it darker) and adding a new load door. All enemies remain intact (with their original AWOP stats), as well as the lost Outcast named Bix, who you will have to find to get the key card for the Hideout.

Since all enemies retain their original AWOP stats, the cave might prove challenging for low level characters. Bring lots of ammo. Once you find Bix and get the key, you will be able to unlock the door granting access to the Hideout, just like the original cell in AWOP. After clearing the cave, you are free to use the cave/sewer entrance instead of the main bunker entrance if you rather. If you use Mobile Truck Base, this might be a better option as it’s actually quicker than using the main bunker entrance. The Boulder City truck location is very close to the sewer grate entrance.

FNV and TTW versions available:  Install ONLY one! DO NOT use the FNV version with TTW!
Optional patch for SawyerBatty TTW is available: adds the Expired and Homemade Stimpaks to the sorting form lists.

Mod Features:

  • Fallout: New Vegas and all DLC
  • Tale of Two Wastelands v3.3.2 or higher
  • xNVSE
  • JIP LN NVSE
  • JohnnyGuitar NVSE
  • v1.0 6-15-22: Initial release

Djmystro for A World of Pain for FNV which was the inspiration (and use of the original cells) for this mod and my original Fallout 4 version.

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:

  • - Hengebobs
  • - Jokerine
  • - Pixelhate
  • - SpeedyB64
  • - Chucksteel
  • - Chucksteel
  • - ViperMX
  • - LlamaRCA
  • - elr0y7 (for the Chemistry Set Cooldown script)
  • - hman101 (for the Dynamic Weapon Displays resource)
  • - A huge THANK YOU to LlamaRCA for permission to use her inventory sorting script as the basis for the one used in this mod. It was a great help in getting acquainted with FNV scripting after years of working with Papyrus in FO4.
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Licensing/Legal:

Mods are provided "as-is" with no guarantee or warranty implied. Inclusion of my mods in "mod packs" or "collections" is prohibited. You may not upload the mod or portions of the mod to ANY website or hosting service. You may not make changes to the mod and upload it as a “patch” or anything else. You may not release translations of the mod without my written permission. Commercial use or selling of the mod or any of its assets is strictly prohibited.