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Best Hideouts in Fallout 3 (Possible Spoilers!)


terickson227

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This topic will have spoilers in it. This will be the only warning.

If you don't want to spoil something in the game for yourself, you should close this topic.

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All console commands will be in blue.

 

I've been playing Fallout 3 on and off for a few years, and I've wondered what are good hideouts are in the game. There is of course the house in Megaton and the suite in Tenpenny Tower that you can earn, but I mean things that weren't specifically meant to become a personal hideout for players. I'll post the ones I have found that I think are suitable, including ones in the original Fallout 3, all the DLCs, and also ones that you can get from mods. These are in no particular order. Please add any you have found, and how to get to and find them, including any relevant console codes and commands.

 

 

Vault 112

coc Vault112a

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Requirements: Fallout 3

 

Vault 112 is where you enter Tranquility Lane. The rest of the Vaults are all less suitable to be a hideout in my opinion, because they have some flaw. Vault 87 is rusty, full of Super Mutants, and can only be entered by going through Little Lamplight, (unless you use the Console) and I personally have trouble finding my way through there every time. Vault 101 can be used as a hideout, but only by killing everyone in it or using console commands, and even then is a disaster. The rest of the Vaults seemed equally uninviting to me as a hideout. Vault 112, however, looks more or less like I can imagine it always did, probably because it's residents are in Tranquility Lane.

 

 

National Guard Depot

Depot: coc NtlGuardDepot01

Armory: coc NtlGuardDepot06

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Inside the ruins of the National Guard Depot, there is an armory and a few other rooms that remain intact. You need a password to get inside the Bunker, which you can only learn by finding a series of holotapes that are across the Wasteland. The holotapes are by the Keller Family, who were trying to get into either a Vault or some other shelter before a nuclear war started. The door to the shelter can't be opened because it doesn't have power, so you have to find where to turn it on (easier said than done, since I spent awhile trying to find where to do this).

 

There are a lot of shelves with weapons and other items inside the Bunker. There is also one Feral Ghoul, who is one of the Keller Family that became exposed to radiation. The others are just skeletons.

 

If you don't want to search the Wasteland for the holotapes, here are the console commands to get them:

player.additem 0003D7F4 1

player.additem 0003D7F5 1

player.additem 0003D7F6 1

player.additem 0003D7F7 1

player.additem 0003D7F8 1

 

 

Chinese Submarine

coc DLC04Submarine

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Requirements: Point Lookout

 

This Pre-War submarine is a part of a quest, and your mission is complete the objective of a Chinese spy sent into the United States to destroy it. The submarine is underwater and possibly hard to find, but if you follow the quest you will be led straight to it, and a mapmarker is placed over it at that point. The quest makes you destroy it, but you can skip this and still complete the quest. The biggest drawback for this as a hideout is that the Submarine has a small amount of flooding, and the water inside is slightly radioactivate like most water in the game. The only way that you can avoid gaining Rads that I know of is on top of the computer console at one of the ends. The radiation might be enough for some to avoid this as a hideout, but it is a unique location.

 

Here are some console codes that can help with the radiation:

Advanced Radiation Suit = player.additem 0003307A 1

Rad-X = player.additem 00015168 5

Rad-Away = player.additem 00015167 5

Rad Resistance = player.addperk 00031DA9

Rad Tolerance (Requires Broken Steel) = player.addperk ??001C1

Rad Absorbtion (Requires Broken Steel) = player.addperk ??0011BD

Increase Rad Resistance = player.setav radresist 100

 

 

Chinese Bunker

coc DLC04SpyBunker

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Requirements: Point Lookout

 

Similar to the Chinese Submarine above, getting to this is supposed to require completing enough of "The Velvet Curtain" quest. Getting here is also meant to require destroying the Submarine, but that is avoidable. Type in the console command (press the ~ key) in parentheses next to the title above in-game and press enter, then you will be transported to the Bunker. Then you can exit the Bunker and find where you are supposed to enter it. At that point, find the tile above the hidden Bunker entrance, then open the console, select that tile, and type disable. Be careful, and if that tile doesn't disappear, something else probably did, so type enable before doing anything else if the tile is still there.

 

 

Panic Room

coc DLC04PanicRoom

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Requirements: Point Lookout

 

After you return to Calvert Mansion and it is destroyed, you will find Desmond inside a small underground room, which he uses as a shelter. After you talk to him, he leaves to go try and kill his enemy in the nearby Lighthouse.

 

 

Point Lookout Lighthouse

coc DLC04Lighthouse

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Requirements: Point Lookout

 

The Lighthouse is exactly what it sounds like. I don't remember ever going up to the top, but there is staircase that goes up there. Beneath the lighthouse is the area that Professor Calvert is hiding in. If you leave Desmond alive, he will be friendly, but will remain here unless you kill him. Killing Desmond will result in Professor Calvert betraying you, so you will have to kill him as well. There is a large amount of space in the Lab alone, and there is also the Lighthouse tower, the explorable area and details of which I am unaware of currently.

 

 

The White House

coc PennsylvaniaAveWhiteHouse

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Requirements: Fallout 3, The White House Rebuilt (http://fallout3.nexusmods.com/mods/15228)

 

The White House in the game is just a radioactive crater with Feral Ghouls. This mod changes that, and adds an undamaged White House into the game. There are some rooms that were not added, but despite this it still has a large amount of space, including a Presidential Bunker. There aren't any Super Mutants or anything to fight your way through, except for a few Enclave soldiers outside who may or may not respawn.

 

 

The Capitol Building

coc TheMallCapitol

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Requirements: Fallout 3, The Capitol Building Rebuilt (http://fallout3.nexusmods.com/mods/12818)

 

The Capitol Building obviously endured far better than the White House, but is full of rubble, Super Mutants, Talon Company mercs, and Sentry Guns, making it a tough sell for a hideout. However, this mod clears all of that away. The only downside I have found so far is that the maker removed a lot of the furniture, making it a very empty place. However, it is easy to add any desired objects in the GECK, and this mod makes more constructive additions possible.

 

 

If you know of any more good hideouts you have found, please share them here, as well as any information about them, including it's coc code, any drawbacks it might have, and how they can be counteracted or minimized if possible. Hideouts from mods are fine, but please provide a link to them.

Edited by terickson227
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My personal favourites:

 

The Enclave Hideout. http://fallout3.nexusmods.com/mods/13982 Really nice place, well set-up for several companions. Interior is clean, attractive and roomy; convenient locale (in Springvale); all basic mod cons (Fast-Travel Marker, Infirmary, Workbench, Lab and lots of storage space); comes with plenty of stuff (food, ammo, some custom weapons and armours - but nothing game-breaking); a live-in NPC who can handle repairs; and a plausible backstory ("retirement plan" for an Enclave officer and his squad).

 

Tec-Vault. http://fallout3.nexusmods.com/mods/13517 Getting this home involves a quest, with heavy-duty combat against Talon Company (highly recommended that the Walkthrough be checked beforehand). What you get out of it is a Vault of your own that is much much MUCH nicer than any Vault-Tec Vault ever was. All basic functions, also manned by a crew of friendly NPCs - including traders, medics, techs and security. VAST amount of living and storage space. Options for a bunch of upgrades via spending caps (special note: if you like collecting stuff, the Museum/Display area one can build in Tec Vault is @#$%^&* BEAUTIFUL!!!!!). Can also "plug in" with Real Time Settler, if you like that mod.

 

MiniHideout. http://fallout3.nexusmods.com/mods/15066 Good one-person hideout (Warning: if you have more than 1-2 Companions, it gets embarassingly crowded). Lots of storage, all the basics and a nice big display area.

 

Alpha-CEV. http://fallout3.nexusmods.com/mods/15135 Ultra-fancy secret hideout in Rivet City. If your computer graphics can cope, this is one of the more visually amazing home-mods around for FO3.

 

DC Interiors. http://fallout3.nexusmods.com/mods/5573 Well worth installing to FO3 under any circumstances. No specific place stands out, but there are at least several that could be used for basic living/storage space.

Edited by 7thsealord
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Vault 112 is my personal favourite however I believe it needs to be modified to a degree as it doesn't seem to be complete. I have the feeling the developers just quickly cobbled it together as it's supposed to house upwards of 80 people yet we only see a dozen or so in 1 VR pod chamber. Plus no sanitary facilities or areas where they might have rested between VR sessions. It's a mod I'd like to see done but I am utterly clueless when it comes to building things with the GECK.
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I was playing the game recently, and I remember thinking that Raven Rock might make a good hideout after you escape from it. To get in after leaving, go to the large entrance door, open the Console, and select it. Then type activate and press enter. The door should start opening.

The front of Rivet City could work well, but does have a problem with flooding in a lot of it, plus Pinkerton is somewhere in there, and taking items means stealing from him if I remember correctly. Does anyone know how (if possible) make water non-radioactive in a specific area, or to remove it altogether? Thanks in advance.

I have also thought that Mothership Zeta would be a good candidate, but would be far better if not for the doors that become INACCESSIBLE after you finish the final quest. Does anyone know some console code to unlock these doors, or how to stop them from doing this in the GECK? I haven't played Mothership Zeta yet in my game, so now would be a good time for me to make any changes in the GECK.

By the way, I know I have mostly mentioned places that are more or less structurally sound, but the ruins of a house, a radioactive crater, and a tree in the middle of nowhere are perfectly fine as well. There are many views on this subject, and even though one person might enjoy more structured hideouts, another might not.

These are some ideas I've thought of, if anyone is interested in creating/using them (* = doesn't exist in the game or any mod to my knowledge):
- *An upside-down, sideways, or slanted building.
- *Shelter in the empty space outside of interiors or below the map (using the GECK, and tcl command in-game)
- *Base in the sky, made by using the GECK (I don't know if this can work, or if any building unsupported by something on the ground will fall)
- Shelter inside a bus section/truck trailer
- *Underwater base, possibly with windows showing the outside (I'm not sure if this is possible without the base being flooded)
- *A shelter inside one of the coin-operated shelters found around the Wasteland, or a larger version of one (Select one of these while the Console is open, then type setscale ____, with blank being 0 [default] through 10 [max]. )

My knowledge of the GECK is very limited. I can't even figure out how to make working lightswitches, and anything really advanced is beyond me at the moment. I know this is a bit off-topic, but I would appreciate it if anyone could give links to any good GECK tutorials on lightswitches, airlocks (such as in Mothership Zeta), terminals (that can unlock safes/doors, turn on/off lights, activate objects, etc.), and/or background noise that can be turned on or off by a switch. I've found a few lightswitch tutorials, but they require two different lights (one that is on and it's turned off version), which the lights I want to place seem to not have. A good example of this are the spinning alarm lights in Mothership Zeta, that turn on at various times. I tried adding these while linked to a simple button, but none of them appeared in the game, and I doubt they would have worked even if they had.

I have made simple changes (like adding or removing furniture) to a few places in the game, and they appeared as I expected, so it seems that my problem is my understanding of the GECK, not of getting my changes into the game. Hopefully someone knows of a tutorial that ends up working for me, as it would mean I can add more of the changes that I would like to add to the game, particularly those involving safehouses.

Edited by terickson227
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These are some ideas I've thought of, if anyone is interested in creating/using them (* = doesn't exist in the game or any mod to my knowledge):

- *Base in the sky, made by using the GECK (I don't know if this can work, or if any building unsupported by something on the ground will fall)

 

Several exist already:

 

AFS Brisbane http://fallout3.nexusmods.com/mods/9880 Quite good.

Agatha Radio Station Airship http://fallout3.nexusmods.com/mods/16550

Enclave Airship http://fallout3.nexusmods.com/mods/8974

Big Town Balloon House http://fallout3.nexusmods.com/mods/16612

 

- Shelter inside a bus section/truck trailer

 

Busworld http://fallout3.nexusmods.com/mods/4736 Probably has something in this line somewhere.

Bushome http://fallout3.nexusmods.com/mods/1513

Businwilderness http://fallout3.nexusmods.com/mods/2819

 

- *Underwater base, possibly with windows showing the outside (I'm not sure if this is possible without the base being flooded)

 

Alpha CEV, mentioned previously.

 

I suggest trying out the 'ADVANCED SEARCH' function on the Nexus. There are an extraordinary range of mods there. The above are just the ones I recall offhand, either because I've tried them or because they simply stuck in my memory.

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These are some ideas I've thought of, if anyone is interested in creating/using them (* = doesn't exist in the game or any mod to my knowledge):

- *Base in the sky, made by using the GECK (I don't know if this can work, or if any building unsupported by something on the ground will fall)

 

Several exist already:

 

AFS Brisbane http://fallout3.nexusmods.com/mods/9880 Quite good.

Agatha Radio Station Airship http://fallout3.nexusmods.com/mods/16550

Enclave Airship http://fallout3.nexusmods.com/mods/8974

Big Town Balloon House http://fallout3.nexusmods.com/mods/16612

 

- Shelter inside a bus section/truck trailer

 

Busworld http://fallout3.nexusmods.com/mods/4736 Probably has something in this line somewhere.

Bushome http://fallout3.nexusmods.com/mods/1513

Businwilderness http://fallout3.nexusmods.com/mods/2819

 

- *Underwater base, possibly with windows showing the outside (I'm not sure if this is possible without the base being flooded)

 

Alpha CEV, mentioned previously.

 

I suggest trying out the 'ADVANCED SEARCH' function on the Nexus. There are an extraordinary range of mods there. The above are just the ones I recall offhand, either because I've tried them or because they simply stuck in my memory.

 

I wasn't really planning on using any of those ideas at the moment, but thanks for the links. For the idea of using a bus, I just meant using an already existing bus section and adding items to it.

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I've been using the dumpster just North of Springvale Fast-Travel location. Enemies never go near it, only 1 load-screen, and I added 2 mailboxes so I could divide things up better.

Can you actually get inside it? The only dumpsters I recall seeing are containers with random items, not anything you can hide in.

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