Fallout 3

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PhoenixTril

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PhoenixTril

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About this mod

Vault X15 is designed as a well-developed player home. It includes all your standard home features, like beds, an infirmary and bobblehead stands.

Permissions and credits
Name: Vault X15 Player Home
Version: 1.2
Date: 09/25/2009
Category: Buildings
Author(s): Phoenix T'ril


Changelog
=========
v1.0: Resetting to 1.0. Some folks might have seen this before, but it was horrendously broken due to some file-overwriting. Should be good now, though.
v1.1: Some bugfixes. Alfred should talk about the infirmary and stuff. Nuka cola machine won't make nuka-colas disappear. Toolbox in the workshop is fixed. Filename for the ESP will drop the version number for better upgrade compatability.
v1.2: Bugfixes. A fixed toolcabinet in the workshop, a few tweaked scripts for the robo-butler and the nuka cola machine. I've also added some extra lights to the Atrium area, to brighten it up a bit. Bear in mind, that the atrium lighting changes dynamically based on the time of day. When it's dark outside, it'll be dark inside, though now not quite as dark. I hesitate to add any more lights because the render load is already quite significant on my machine (194 ms).

Since I've made changes to the PTVaultHome cell, you will need to **** empty your containers **** before installing.

*** IMPORTANT ***
When you install this, make sure you empty your storage containers, otherwise you'll lose what's in them. I have changed the name of the ESP to OMIT VERSION NUMBERS. If there's any further updates, they'll paste right on top of the existing version. But



Description
===========
Vault x15 is a subterranean vault complex following the examples of Vault 101, 87, and others. The caveat is that it was only made to hold a handful of people, and was designed and built by two individuals who saw the end coming, and figured out the best way to save themselves was to build their own Vault. In essence, Vault x15 is the product of a long con. However, in true Great War fashion, the best laid plans of men went to waste along with most of the rest of humanity. The vault has laid dormant ever since.


Location
========
The Vault entrance is a sewer manhole cover atop a hill, approximately two minutes' walk southwest of Megaton. It is also roughly west-west-north of Fort Independence. Nearby, is a ruined national guard checkpoint. A new map marker will help you find it, as well as help you fast travel to its location.


Details
=======
Vault X15 is designed as a player home. It is made independently of any other addons, with the exception of the excellent blank vault door replacements by Mercury00 on FalloutNexus. Those files are included with the archive, so it should be good to go.
The vault includes a number of features, including:
* Well rested bed
* Clean furnishings, food, and clothing.
* All the comforts of a Tenpenny or Megaton home, with workbench, infirmary, lab set, bobblehead stand, and plenty of storage.
* Firing range.
* A complete navmesh for the main and entrance levels.
* Dynamic atrium lighting.
* A reactor level to flesh out the Vault.
* A good deal of backstory in the computer, so it's fairly lore friendly.
* A diner, with clean food stockpiled.
* Named containers for lots of stuff.
* An optimized layout and portal system, to reduce load as much as possible while maintaining a small footprint.


Install
=======
1. Extract the files Fallout3\Data
2. Start Fallout 3 Launcher, click 'Data Files', place a checkmark beside the .esp file(s).


Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.

* Data\meshes\dungeons\vault\doors\vdoorsliding0blank.nif
* Data\meshes\dungeons\vault\roomu\vgeardoor0blank.nif
* Data\meshes\dungeons\vaultruined\doors\vdoorslidingrr0Blank.nif
* Data\meshes\dungeons\vaultruined\doors\vgeardoorr0blank.nif


Incompatibility
===============
This mod should be fairly innocuous. All of the references have been cleaned up. I can see problems with follower mods, because firstly the reactor level hasn't been navmeshed. The main and entrance levels have been, though.


Known Issues or Bugs
====================
* This Vault is resource-intensive, and may run poorly on low-end computers. To try and keep the room transitions down, and keep it as compact as possible, I've had to cram a lot of stuff into a small area. This vault, for all its complexity, is only three cells. The result is that the load on your computer might be quite significant, despite all my optimizations. Don't say this thing isn't optimized, because I spent two weeks just making sure all the rooms had portals and occlusion.
* No navmesh in the reactor level. This might irk some.
* No packages for followers / NPCs.
* No quest to get in. The amount of grief that Fallout 3's scripting engine has given me exceeds any further efforts I care to make in this area.

Beyond that, I haven't found anything catastrophic. If you do, let me know.


History
=======
1.0, 2009/09/08 - Initial release. Rerelasing, actually, after some serious beta testing and leaving-on-back-burner.

Contact
=======
Fastest way to contact me is to send a message to phoenixtril at gmail.

Credits
=======
Mad props to illyism for getting Alfred to work.
Also props to Mercury00 for the blank vault door textures.
Thanks to Vaul for being a guinea pig whilst I tried to get this thing done.

This has been in development, on and off because of real-life interruptions, since December 23, 2008. Six months later, almost to the day, I've finally done enough with it that I feel it's worth releasing.

Odds are of this point that it's of rather limited utility, especially with the advent of so many other player homes in the interim, but nevertheless, here it is. For what it's worth, I hope you folks enjoy it.

Tools Used
==========
GECK 1.0
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You can do whatever you want with this mod. All I ask is credit if you distribute any part of this mod. I'd also appreciate knowing what mods are including my work.