Well, when I opened the door from inside the Vault 81, the transparent cover of the red button didn't open, the animation looked like I pressed on the cover and then the door opened, which is weird.
You are so right it totally broke immersion with me. At the very least they should have it be closed by a guard or something but no. I think every time i go back "couldn't some raider see this go tell his friends and f*#@ the place up?"
I don't know about 1080 but 111 at least has the vault door open when the elevator goes just as the elevator comes down when you open 'er up from the inside. For this one, having it close when you and your companion(s) are off the "drawbridge" and in the Vault interior proper then need the console to open up again would do the trick. Just making the vault open up the one time you go down as a not-a-Vault-Dweller drove the Start Me Up crew crazy.
Hi ThreeSocks3: First, I really liked this mod and everything seemed to be working during my time in vault 81. However, after completing all of the quests, opening the vault door and leaving the vault 81 worldspace, I encountered an issue where the VATS hotkey [Q] does not enable VATS. Wasn't sure what was causing it at first so I started testing things. First, I loaded up a previous save while still in vault 81 and with the vault door closed. I then left my little room and pressed the [Q] key to enable VATS on the vault 81 security personnel and had no issues with VATS. I proceeded to enter the elevator and headed up to the Vault 81 entrance area. I again tested VATS by pressing the [Q] key with no issues. Since the vault door was closed, I then proceeded to the vault door control panel and opened up the vault door. After the vault door opening animation completed, I proceeded up to where you exit the vault 81 workspace. Just before going down the stairs right in front of the vault door (outside the vault), I turned around and pressed the [Q] key to enable VATS and "No VATS". So I saved my game at that point and disabled your mod (I use MO2) and reloaded my save that I had just made. I pressed the [Q] key and voila I once again had VATS.
Not sure why this mod is all of a sudden is not playing well with VATS but I am pretty confident that it is this mod that is causing the issue. Is there some sort of count mechanism in the code that somehow limits the number of times that you can open up the vault door with your pipboy?
Any .ESL version coming along the way to Vault 81?
Incredible timing by the way... I entered vault 81 a few days ago an just yesterday I thought... "dammit.... this gate cannot stay open like this" and there was no worshop bench around to put on a few turrets and defenses around the entrance area. And here it comes your mod. Thanks!!!
I would just open up F4Edit and change the header tag to .esl, and then rename it's extension from X.esp to X.esl. It's pretty easy to do if you are looking to lighten your load order on your mods. I've never had an issue with it personally, but attempt at your own risk.
Sent Curie back to the Vault 81 after getting another follower, but she isn't anywhere in the vault now, I think that is because the gate is locked in a way only the player can open it x_x
61 comments
Immersion is the key
Not sure why this mod is all of a sudden is not playing well with VATS but I am pretty confident that it is this mod that is causing the issue. Is there some sort of count mechanism in the code that somehow limits the number of times that you can open up the vault door with your pipboy?
Incredible timing by the way... I entered vault 81 a few days ago an just yesterday I thought... "dammit.... this gate cannot stay open like this" and there was no worshop bench around to put on a few turrets and defenses around the entrance area. And here it comes your mod. Thanks!!!
:'(
Didn't work for me.
The console "moveto player" command might be the only option...