Bunker House
By vmroche
Community Rating
Warning! For this update (v2.17.01), you need to remove the previous Bunker House mod before installing this one. This has a filename change and will conflict with previous versions. This was done because there is a conflict potential with the Achievement Friendly version of this mod. Sorry for the inconveninece, but this is necessary to avoid any mayor issues.
A player house that has a bunker with lots of items and areas to build on. Has custon ships, weapons and suits. Only uses vanilla items. Has overpowered weapons, suits and ships. Fight the cave creatures to get the key to the vault, which has lots of items and credits.
The bunker house is located in the Bradbury IV planet of the Bradbury system,
This mod is basically composed of three mayor cells (areas): The exterior, the player house and the bunker.
The exterior area is where the landing pads are, and it has three basic areas; the exterior area, the storage and living area for the exterior NPCs, and the player house access hallway area. There is a terminal for Ship Building/Buying in the Control Tower and in the Landing Pad.
The player house area is where the player can build his own home and it is completely unfurnished, so you can decorate it to your liking.
The bunker has 3 levels; first level is mostly for you to decorate and let your imagination fly. Second level is where the stores, ship technician and the cave is. This level is where the action takes place. Third level is a vault full of items and credits.
To report a bug or comment about this mod, please find me at Discord at: https://discord.gg/cPgMxAd9XH
Release notes
Xbox
-
2.21• Created LOD for all exterior textures.
• Added content from newest game update.
• Added Surface MAP.
• Fixed issue on consoles where there was no notification when picking up Credits. -
2.17.01• Fixed some Z fighting in Player's home kitchen.
• Changed filename to avoid conflicts with the Achievement Friendly version.= -
2.17• Added signage to make navigation in Bunker easier
-
2.16- Corrected typo on Player House name
- Added some collisions
- Corrected some Z fighting on various areas.
- Corrected cave ceiling and exterior structure gaps.
- Corrected map name incorrectly being displayed -
2.15• Corrected typo on platform name.
• Added some collisions
• Corrected some Z fighting on doorways and walls.
• Corrected cave floor misalignment. -
2.14- Changed the Player House's door name to be more specific to where it leads to.
-
2.13- Corrected some Z fighting in some areas.
- Corrected some clipping in the clinic and control tower.
- Corrected control tower stairs that were off, causing some collision when reaching the top.
- Added a script that was missing for the Player House light switch.
- Corrected a tower in platform that had collision underneat.
- Removed ship seat in shop, that could cause to see through player. -
2.12• Removed the OP Inflictor Rifle and replaced it with a standard one.
• Packed exterior building and gave it LOD (so it's visible from far away.
• Added a quest to get an OP Inflictor Rifle that was removed.
• Re-arranged the small lantern lights in the cave passages, and added some wires to hang them.
• Added a visual for the Olivia XXII ship to land at the Bunker House.
• Added fire FX to the firepit in the balcony -
2.11- Fixed an issue where some users where having a CTD when getting out of their ships (thanks @rux616 for this fix).
-
2.10::VERSION CHANGES::
• Fixed and issue where outpost airlock doors were not functioning (Thanks for the help of @LjTiger69 to fix this issue).
• Reduced the size of the .esm, from 58Mb to 9.4Mb (thanks to @LgTiger69 for accomplishing this).
• Removed some object that were not being used (Again, Thanks for the help given by @LjTiger69 for this).
• Added a patio area with a swimming pool to the player house.
• Activated a loot box that was set as hidden by mistake.
• Added patrol routes for the warehouse and the watch platform guards.
• Guards do not show as hostiles anymore.
-
1.09• Fixed the Cave Door Terminal, that was not opening the door between the Cave and the Bunker.
• Fine tuned the NavMesh. There were some areas that did not get NavMEshed in the exterior, and removed the NavMesh from odd places.
• Increased the MapMarker to make the place discoverable as soon as you get off your ship.
• Updated the MapMarker to allow for the POI to be discovered (was set to suppress discovery).
• Fixed elevator doors. Now they open and close by themselves.
se == -
1.08== Describe this relea• Removed a terminal that was conflicting with the base game (we accidentally modified a PackIn, with out making a copy of it first).
• NavMeshed the exterior area. Now you can travel in and out with out any issue.
• Lowered the MapMarker, so the place can be "Discovered" (we had it set too high before).
• Removed some duplicate Navmeshes and items from the Base Game that were bloating up the size of the mod. We still have some depuration pending. This do not affect the base game, but do make the mod size a lot larger.
• Added some clutter to the back stairs that lead outside. It looked like missing something (empty).
• Fixed a flickering on the rail of the watch out platform.
• Added some rocks to easily get out of the cave river if you fall into it.
• Added some clutter to the tables upstairs in the Bunker Living area's Restaurant/Bar to give a more live sensation.
• Two empty habs of the Victor XXIII ships were changed for fully furnished ones, to momentarily remove dependency on SFGBS006, in order to be able to work on some of the issues addressed here. They will be back in a future update. Sorry.... se == -
1.07Removed a "Garage Key" keycard that was used for testing and forgot to remove before releasing the mod
-
1.06Reduced the damage two of the lootable overpowered guns could do. They were making excesive damage to enemies
-
1.05Fixed 2 vendors (Terabrew and Chunks) and IA
-
1.04Fixed some issues with vendors, but some issues still remain when converting the file to .esm. We will try to address this issues in the next version
-
1.03Fixed an issue with the version number. Fixed vendors containers. Added furnishings
-
1.00== Describe this release ==
-
1.02Fixed vendors not having anything in their inventory and some IA problems. Reduced brightness of some lights (were way to bright when checked on xBox). Added terrain (forgot to upload that file...;-) )
-
1.01Reseted bunker´s IA and vendors (where not working properly). Issue with not being able to pilot custom made ships included has not been resolved in this version
-
1.00There is an issue with the NavMesh in the exterior area that has yet to be solved. Only the landing plataforms could be NavMeshed due to CTDs when all levels where NavMeshed. This will prevent the NPC from going anywhere beyond the landing pads area.
Sometimes, IA does not do its programmed duties. Reloading the cell fixes this issue. This is an issue we are still working on.
Playstation
-
2.21• Created LOD for all exterior textures.
• Added content from newest game update.
• Added Surface MAP.
• Fixed issue on consoles where there was no notification when picking up Credits.
PC
-
2.21• Created LOD for all exterior textures.
• Added content from newest game update.
• Added Surface MAP.
• Fixed issue on consoles where there was no notification when picking up Credits. -
2.17.01• Fixed some Z fighting in Player's home kitchen.
• Changed filename to avoid conflicts with the Achievement Friendly version.= -
2.17• Added signage to make navigation in Bunker easier
-
2.16- Corrected typo on Player House name
- Added some collisions
- Corrected some Z fighting on various areas.
- Corrected cave ceiling and exterior structure gaps.
- Corrected map name incorrectly being displayed -
2.15• Corrected typo on platform name.
• Added some collisions
• Corrected some Z fighting on doorways and walls.
• Corrected cave floor misalignment. -
2.14- Changed the Player House's door name to be more specific to where it leads to.
-
2.13- Corrected some Z fighting in some areas.
- Corrected some clipping in the clinic and control tower.
- Corrected control tower stairs that were off, causing some collision when reaching the top.
- Added a script that was missing for the Player House light switch.
- Corrected a tower in platform that had collision underneat.
- Removed ship seat in shop, that could cause to see through player. -
2.12• Removed the OP Inflictor Rifle and replaced it with a standard one.
• Packed exterior building and gave it LOD (so it's visible from far away.
• Added a quest to get an OP Inflictor Rifle that was removed.
• Re-arranged the small lantern lights in the cave passages, and added some wires to hang them.
• Added a visual for the Olivia XXII ship to land at the Bunker House.
• Added fire FX to the firepit in the balcony -
2.11- Fixed an issue where some users where having a CTD when getting out of their ships (thanks @rux616 for this fix).
-
2.10::VERSION CHANGES::
• Fixed and issue where outpost airlock doors were not functioning (Thanks for the help of @LjTiger69 to fix this issue).
• Reduced the size of the .esm, from 58Mb to 9.4Mb (thanks to @LgTiger69 for accomplishing this).
• Removed some object that were not being used (Again, Thanks for the help given by @LjTiger69 for this).
• Added a patio area with a swimming pool to the player house.
• Activated a loot box that was set as hidden by mistake.
• Added patrol routes for the warehouse and the watch platform guards.
• Guards do not show as hostiles anymore.
-
1.09• Fixed the Cave Door Terminal, that was not opening the door between the Cave and the Bunker.
• Fine tuned the NavMesh. There were some areas that did not get NavMEshed in the exterior, and removed the NavMesh from odd places.
• Increased the MapMarker to make the place discoverable as soon as you get off your ship.
• Updated the MapMarker to allow for the POI to be discovered (was set to suppress discovery).
• Fixed elevator doors. Now they open and close by themselves.
se == -
1.08== Describe this relea• Removed a terminal that was conflicting with the base game (we accidentally modified a PackIn, with out making a copy of it first).
• NavMeshed the exterior area. Now you can travel in and out with out any issue.
• Lowered the MapMarker, so the place can be "Discovered" (we had it set too high before).
• Removed some duplicate Navmeshes and items from the Base Game that were bloating up the size of the mod. We still have some depuration pending. This do not affect the base game, but do make the mod size a lot larger.
• Added some clutter to the back stairs that lead outside. It looked like missing something (empty).
• Fixed a flickering on the rail of the watch out platform.
• Added some rocks to easily get out of the cave river if you fall into it.
• Added some clutter to the tables upstairs in the Bunker Living area's Restaurant/Bar to give a more live sensation.
• Two empty habs of the Victor XXIII ships were changed for fully furnished ones, to momentarily remove dependency on SFGBS006, in order to be able to work on some of the issues addressed here. They will be back in a future update. Sorry.... se == -
1.07Removed a "Garage Key" keycard that was used for testing and forgot to remove before releasing the mod
-
1.06Reduced the damage two of the lootable overpowered guns could do. They were making excesive damage to enemies
-
1.05Fixed 2 vendors (Terabrew and Chunks) and IA
-
1.04Fixed some issues with vendors, but some issues still remain when converting the file to .esm. We will try to address this issues in the next version
-
1.03Fixed an issue with the version number. Fixed vendors containers. Added furnishings
-
1.00== Describe this release ==
-
1.02Fixed vendors not having anything in their inventory and some IA problems. Reduced brightness of some lights (were way to bright when checked on xBox). Added terrain (forgot to upload that file...;-) )
-
1.01Reseted bunker´s IA and vendors (where not working properly). Issue with not being able to pilot custom made ships included has not been resolved in this version
-
1.00There is an issue with the NavMesh in the exterior area that has yet to be solved. Only the landing plataforms could be NavMeshed due to CTDs when all levels where NavMeshed. This will prevent the NPC from going anywhere beyond the landing pads area.
Sometimes, IA does not do its programmed duties. Reloading the cell fixes this issue. This is an issue we are still working on.
Additional Screenshots Available
This mod has 12 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
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Mod Information
- Published
- Oct 18, 2024
- Last Updated
- May 13, 2026
- Platforms
- Playstation, PC, Xbox
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