Grr... haven't really done a readme other than instructions on where the keys are.
The mod adds a bunker, the security system relies on IFF transponders rather than passwords (so in order to get into certain areas/files you need the IFF key)
The mod includes 3 areas (1 ranch house that is the source of the IFF unit/first key, the main bunker area, and a cave linked to the bunker area)
Basics:
1 - Bunker was set up as a test site for the Pip-Boy 3000 IFF module systems by the US government
2 - The site was also a test facility for yet another lock a group up and see how it goes experiment (1 month duration...)
3 - Things were not all they seemed at all.
The location of the house is auto-given on the instal (ghoul house = location... will likely rename the landmark.. or disable it when the bunker is activated)
Acquiring the first key activates the map marker for the bunker and the door (which is real close to the house. For a reason that will be fleshed out when I get the notes/logs and stuff done for the terminals)
Every container & mob in the house/complex is a seperate entry in the lists.
If you encounter any issues let me know.
Spoiler data:
Spoiler
First key is on one of the ghouls in the house (hint she has a pipboy)
Inside you find the Bunker IFF key down the shaft a ways on an enclave trooper corpse
The CO IFF key is by her skeleton in the drainage caverns (bring ammo... and a new pair of shorts)
The master IFF key brings itself kinda...
The local files include manuals: you can get 1 of the skill boosts, and if you lack power armor training you can get it from the terminal as well. (it's a 2pt increase to skills:
Armory tech: explosives, repair
Communications specialist: barter, speech
Medic : medicine, science
spec-ops: lockpick, sneak
Inside you find the Bunker IFF key down the shaft a ways on an enclave trooper corpse
The CO IFF key is by her skeleton in the drainage caverns (bring ammo... and a new pair of shorts)
The master IFF key brings itself kinda...
The local files include manuals: you can get 1 of the skill boosts, and if you lack power armor training you can get it from the terminal as well. (it's a 2pt increase to skills:
Armory tech: explosives, repair
Communications specialist: barter, speech
Medic : medicine, science
spec-ops: lockpick, sneak
Currently still tweaking interior data some, but mainly working now in the text parts of the location (notes, terminal entries)