Just some guy being a dude Posted October 21 Posted October 21 What locations are you guys going to make into bases that you couldn't or just didn't want to before with part 6? 3
Leeanda Posted October 21 Posted October 21 (edited) After decorating my main base at pv farm upto serious hoarder status.. I'd like to add a few bits to mountaineers in twm.. and if i can add a workbench to lonely meadow cabin in mystery lake......I might actually do a lot of places if u can lol,but mostly pictures and rugs Edit I just remembered that mountaineers is a no go.. no loading screen...drat... Maybe trappers instead Edited October 21 by Leeanda 1
ManicManiac Posted October 21 Posted October 21 (edited) @Leeanda From the sounds of the Dev Diary... it seemed like there were listed a few additional inclusions: On 10/17/2024 at 2:31 PM, Raphael van Lierop said: Safehouse Customization. [Some text removed for brevity] Make pretty much any valid interior in the game your personal Safehouse with this powerful system. Note that “valid interiors” in this case include any interior space that has a separate scene load (ex. Trapper’s Cabin, Quincy’s Quonset, etc.), and most of the structures connected to the region scenes (like the Lookouts and the Mountaineer’s Hut). The possibilities are (almost) endless. There are also some new Safehouse-centric gameplay tools included with the release. It seemed to me that the Lookouts and Mountaineer's Hut (at least having been listed explicitly) would be included as "valid interiors." I may be misinterpreting... but that how it reads to me. Edited October 22 by ManicManiac 1
Leeanda Posted October 21 Posted October 21 1 minute ago, ManicManiac said: From the sounds of the Dev Diary... it seemed like there were listed a few additional inclusions: It seemed to me that the Lookouts and Mountaineer's Hut (at least having been listed explicitly) are to be included as "valid interiors." I may be misinterpreting... but that how it reads to me. Thank you.. there was so much to take in in the dev diary I forgot that bit... If that's the case then hopefully mountaineers and vacant depot in transfer pass😊 2
ManicManiac Posted October 21 Posted October 21 (edited) @Leeanda Me too! Since only two examples were listed by name... I'll be curious to know the extent to which interiors will be included as "valid interiors" for in-region (non-loading transition) structures. Give the particular wording, I tend to agree with the assumption that it would likely not include the "indoor" portion of smaller (non-transition interior) caves. But it does make me wonder what in region structures will end up counting🤔 (i.e. fishing huts perhaps?) I can hardly wait to test what the limits of "valid interiors" ends up being. 🌞 Edited October 21 by ManicManiac Edited for clarity 1
Leeanda Posted October 21 Posted October 21 2 minutes ago, ManicManiac said: @Leeanda Me too! Since only two examples were listed by name... I'll be curious to know the extent to which "valid interiors" will include in region structures. Give the particular wording, I tend to agree with the assumption that it would likely not include the "indoor" portion of smaller (non-transition interior) caves. But it does make me wonder what in region structures will end up counting🤔 (i.e. fishing huts perhaps?) I can hardly wait to test what the limits of "valid interiors" ends up being. 🌞 Never thought of fishing huts.. not sure there's much room for anything in them but it'll be interesting to find out... Putting doors on some of them would be nice😊 1
ThePancakeLady Posted October 21 Posted October 21 I plan on doing a long Pilgrim run, just to customize the heck out of the PV Farmhouse, the Community Center in Thompson's Crossing, and the Big Red Barn. Pilgrim, so I don't have to worry about Cabin Fever while I hang pictures of Pancakes everywhere. 🥞 3
The Feng Hunter Posted October 22 Posted October 22 7 hours ago, Just some guy being a dude said: What locations are you guys going to make into bases that you couldn't or just didn't want to before with part 6? Base Quality — • Sundered Pass: Last Lonely House • Transfer Pass: Vacant Depot • Ash Canyon: Foreman’s Retreat Not Base Quality — • Forsaken Airfield: Bunker Omega • Far Range Branch Line: Railroad Office • Blackrock: Warden’s Office • Keeper’s Pass: Mirthless Fork • Desolation Point: Lonely Lighthouse // It’ll be nice to trash places like Quonset, tbh. It’s always looked too orderly for a convenience store at the end of the world.
twyn1 Posted October 22 Posted October 22 The Community Center would definitely be fun to try ... not sure if there would be some sort of way to make a real bed, rather than those bedrolls on the floor. Also the Kitchen cabin in the workers cabins (Idle Camp?) in Zone of Contamination might be interesting to fix up as a main base. Definite potential there. There are so many places that I could see minor tweaks making them so much more pleasant to stay in ... the little cabin off by itself by the falls in Bleak Inlet, the Desolation Point Lighthouse, Foreman's Retreat, most all of the Coastal Highway cabins and the Lookout there too. So excited to see how this is all going to work! 2
Lemonhartsour Posted October 22 Posted October 22 I have my main base in the HRV bunker, and it looks so disheveled in there, so it would be nice to clean it up a bit, and maybe move the workbench into the entry room of the bunker. The main thing I am hoping for with these interior additions is some kind of candle or other longer-lasting light source. I have been to places in real life with very gas-efficient little bulbs piped up to a central tank, and they last forever on very little gas, but adding that to the game seems unrealistic. I just want some sort of permanent lighting source that doesn't take up a crap ton of materials, which I think could be balanced pretty easily. Super Excited to put up some pictures though, there is some really cool ones from the ZOC and Forsaken airfield. Spoiler This would look so nice with some cozy candle lighting and cleaned up a bit! 1 1
Pınar51-06 Posted October 23 Posted October 23 I am on my long pilgrim run and PV farm is my main base. I would like to do some cleaning and reorganizing in Farm but mostly, good shelf for my polaroids and research books. And so much cleaning in Camp Office ı think this beautiful place looks so messy and a creepy dead person inside. Can we put him out in Base Customization? 2
past caring Posted October 23 Posted October 23 Thing with bases/safe houses is that a good base requires not only good storage and cooking facilities etc - equally important is location and decent hunting and foraging possibilities nearby. So I'll be sticking with my current favourites - Pleasant Valley Farmstead and Paradise Meadows. It will be great to be able to tidy those up, repair cabinet doors and set fallen file cabinets upright (they weren't mentioned by name, but Ralph said customisation will be available at any location that 'loads' on entry/exit). 1 1
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