1.5
- Layout changes
- Added Ammo Press function to Assembly line terminal (not 100% efficiency vs the Pitt version)
- Added Deconstruction function to Assembly line terminal (not 100% efficiency)
- Added a Water Purifier (requires water chip)
- Added Uplink to Caravan Traders (requires second investment individually)
- Teleporter now only works outside of combat
- Teleporter now bundled free with the Vault
- The Purchasable Teleport upgrade will unlock use in every area and interior
- Interior Teleportation costs more and is more penalizing
- Automated doors
1.4
- Made House functions (workbench etc..) compatible with base game
- Requirement to buy house upgrades to unlock them (from Moira or Lydia)
(prevously bought ugprades work retroactively)
- Added Teleporter to inventory of Moira or Lydia
- The Teleporter is based on Antistar's script, with some modifications to its rules
- You get Motion Sickness whenever you teleport
- If you strain yourself too much by using the Teleporter, you can get long-term Teleportation Sickness. (you get warnings)
- Every time you recieve Teleportation Sickness, it will be harder to recover
- The Teleporter only works on the mainland to not break any DLC
- The Teleporter only works under clear sky to not break any quest from the base game
- The Teleporter requires special power cells that you can buy from Moira or Lydia
- Added a new "Collectibles" container
- Added a new stockpile function on the terminal for collectibles
- Streamlined the finishing of the related quest and even the skipping choice.
- Skipping the quest will disarm a trap too now.
1.3
- Layout changes
- Integrated no-quest version
- Added new containers
- Added completely new dressing script (use dialogue to tell companions to move in the vault)
- Restricted sandbox only for the moved in followers
- Prompt after finishing quest
- Expandable multi-container organized guns locker (activate from terminal)
1.2
- Layout changes
- Added Bit less beta dresser script
- Added multi-drawer dressers
- Added cooking oven
- Added emergency lights for quest
- Added Re-mountable Armored Vault Suit.
- House functions disabled until quest finished
- Scripted shower
- Fixed Map Marker
- Fixed navmesh
- Added Optional No-Quest version
1.1
- Layout changes
- Added Refresh effect to shower
- Added Beta version of dresser script
- Added Beta sandbox script
- Added Slow-cure option for the radpod
Instructions to update to newer version are included in the archive.
Known Issues
- If you leave the Vault, sometimes your follower will not follow you. This is caused by the automatic sandbox package. If you leave the Vault interrupting them in a continous action, their AI may get stuck. This can be fixed by either going to them and making sure they follow you outside, or waiting 1 hour far from them so they teleport to you (outside the vault is a good place for that).
===info===
Inspired by Rayek's Mini Hideout
Really liked the short idea the mod of building a private vault, however as fun as the mod is, it wasn't actually really vault-themed.
Tried to create something that really screams it is Vault-tec, yet still as small as possible, being a mini vault.
===description===
Adds a new possible player home through a small questline. The first clue is a holotape found near the bus stop in Springvale (see screenshots)
The instance is initially not a player home, will eventually gain ownership in the conclusion of the mini quest.
Through the questline the location of the Vault will be revealed (the clue only gives a location that is close to it, not the exact one). The reason I chose such an unusual place is because normally I never explore that area, so wanted to give myself an excuse for that.
You can chose to follow the quest as per description or go straight to the Vault after the first clue. Tough it does have a lil suprise which may be a lil easier if you do the full quest first. There is also a hard computer and an average lock, BUT, it is possible to finish the quest with entirely zero of either skills!
As I am not native english speaker, it is very likely that I made some grammar mistakes, please let me know of them so I can correct it.
===features===
- Teleporting Device
- Upgradable Teleport from Moira or Lydia
- Uplink to Caravan Traders (requires second caravan investment)
- Unique Robotic Butler
- Full navmesh and idlemarkers for sandbox
- Bobblehead stands compatible with vanilla player home
- House upgrades unlocked through base Fallout 3 player-home quests.
- Map marker
- Lots of storage containers, lockers, footlockers, cabinet, trunk...
- Stockpile functions on the vault central terminal
- Special orgainzed guns locker (activate from terminal)
- Special multi-drawer dresser
- Follower dresser with dressing behaviour (via dialogue inside vault)
- Automatic sandbox behaviour for companion
- Automated doors
- Fridge
- Cooking Oven
- Unique infirmary
- Unique radiation pod (requires infirmary upgrade)
- Laboratory
- Unique "workbench"
- Ammo Press (not 100% efficiency)
- Deconstruction for workbench (not 100% efficiency)
- Nuka Cola machine
- Resting beds
- Purified water fountain and sink (requires upgrade)
- Water Purifier (requires upgrade)
- Refreshing Shower (requires upgrade)
- GNR tuned vintage radio (separate from the butler)
- Re-mountable Armored Vault Suit
- Hall
- Living room
- Bedroom
- Bathroom
- Kitchen
- hidden Panic room
- Small quest to unlock the player home
- Option to skip quest
===requirements===
Nothing special, haven't tried but likely not even archive invalidation invalidated, but everyone got that anyway
Download, copy the contents into your data and either select it from fallout launcher / data, or FOMM.
===compatibility===
Should work with pretty much anything other than the ones that make changes to the above mentioned instance, no special required mods.
Depending on the nature of conflicting mods, it may be easy to solve with just load orders. If you find any conflicting mod please let me know.
===in the case of ctd===
If the game crashes on any stage of the mod, you may need to run a master update - and / or create a merged patch if you are having many mods.
Masterupdate guide written by Rayek :
If you are having problems crashing please see the following mod: FO3Edit by ElminsterEU
This fixes Megaton, random, load or save crashes most of the time...
Steps for use:
1. Download FO3Edit
2. Copy the FO3Edit.exe to desktop
3. Rename to FO3MasterUpdate
4. Open up FOMM (Fallout Mod Manager) and check the mod
5. Click the FO3MasterUpdate.exe with FOMM still open (then close window when it says it's finished)
6. Launch Fallout 3 through FOMM.
You do not need to install the esp that comes with FO3Edit. And you will need to do this each time you install a new mod.
===merged patch===
To create a merged patch:
1. Run the original FO3Edit (not the renamed one).
2. By default every mod that you have in FOMM should be checked, if not, then check each of them and load in.
3. Wait for it to load everything, this can take a while. In the messages field on the right it should list "Background Loader:finished".
4. Right click anywhere on the white space on the left panel, where the mods are listed.
5. Select "Create Merged Patch" from the list, should be around the middle.
6. Add a name to the file and create it.
7. Load your merged patch in FOMM, it must be always the last mod to load in. Don't care about what anyone writes about his mod to load last, your merged patch will always be last.
8. It is adviced to create a new merged patch if you apply new mods.
=======
Please let me know what you think of it / how it could be improved. Any suggestions or constructive criticism welcomed! :)
Thanks Antistar for the Household Teleporter script.
Thanks to Rayek for the inspiration.
Nexus community for the forum discussions / tutorials.
Bethesda for making a great game!