Fallout 4

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Beacon

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Beacon

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54 comments

  1. NukeTheKnack
    NukeTheKnack
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    Awwww man, you missed one numeral for the Vault number.
    Currently it's Vault 35.
    Call it Vault 235 and watch all the punsters glow with glee.
    Vault 235 ...
    Uranium-235 ... A key ingredient for making nuclear weapons ...
    Eh eh?
    The location is directly under a huge H-bomb blast ....
    Get it, huh? Huh?
    Awww jeese ... Sometimes I just slay myself
    1. piddy3825
      piddy3825
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      Outstanding!
      I second your motion!
    2. Kazeite
      Kazeite
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      Yeah, except canonically there are only 122 Vaults.
    3. Freywolf
      Freywolf
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      yes but Bethesda they themselves s#*! on their lore, so it's not a number of vaults that will change that I like the real fallout lore but it doesn't bother that there are actually more than 122 vaults
  2. instyne49
    instyne49
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    It would be excellent to finally get a response from the mod author about an update and probable fix for the exit glitch. But since that's doubtful, I'll just have to experiment with some mods. I just found Fallout 76 C.A.M.P. placeable - moveable - workbench - settle anywhere - make any place a player home, last night. If I start a new save, it will be fun to install this and the Vault, just to see how far I can go before it breaks. If I can add a fast travel mat or teleporter it might start a working settlement. I'm bored anyway.
    1. ANGRYWOLVERINE
      ANGRYWOLVERINE
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      hmmm The lost vault mod has been set to hidden due to some dispute so I was hoping this mod would be worthwhile to explore but it doesn't appear to be.Sad.
  3. colorbling
    colorbling
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    Just so you know (and anyone who downloads this knows), this with the Pilgrim ENB mod is... really f*cking terrifying. But I might just be a chicken. DANG good stuff.
  4. DaleFranklin
    DaleFranklin
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    This note created 2018-Jan.Last update of this mod is 2016-July. Has great potential for update -- but not holding my breath.

    I was expecting some REALLY heavy sci-fi on the Overseer's terminal but was pretty much vanilla. In keeping with the horrific experiments done to dwellers in most all the Fallout vaults -- I was hoping to see something similar. There are lots of fine suggestions from other posters on how this mod could evolve.Since I've been a sci-fi fan for well over 60 years (yeah, I'm an old fart) -- the most intriguing sci-fi is the UNEXPECTED -- that is, something (or experiment) goes VERY WRONG. In short, something we couldn't possibly expect or figure out.

    The best example of this is Doom-3 where the original Martian inhabitants were experimenting with teleportation and accidentally opened a portal into hell...and all the demons & devils came out -- with incredible stakes at large -- you had to stop them from boarding spacecraft and invading earth.

    But then, the Mass Effect series raised the stakes even higher -- saving the galaxy. There, the developers just QUIT and killed off the hero (to the outrage of most of the players).I was hoping for a more creative (and immersive) story than the typical "duh - shoot 'em up" -- like boarding a REAPER -- to discover all the ACCUMULATED technology of countless civilizations of millions of years -- just THINK of the incredible potential there!Perhaps teleportation to another galaxy or universe. In Mass Effect, work out different endings to where you could [cleverly] defeat the reaper invasion with this technology -- or accidentally blow yourself up or delete the galaxy or delete the universe...since that game had several goofy endings...much to the outrage of us players.

    Perhaps this is beyond the scope of this mod -- but it would be interesting to READ the intent of those "scumbag" Vault Tech thinkers and the experiments they were planning.

    Cheers,
    Dale
  5. Baerthe
    Baerthe
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    Is this mod abandoned?
    Becuase if so.....
    1. radiomasson
      radiomasson
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      • 13 kudos
      .
      belive he's working on fallout cascadia
  6. LMeneldur
    LMeneldur
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    Just AWESOME!

    I cant wait to interact with some NPCs/Enemies there.
  7. piddy3825
    piddy3825
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    Hey Beacon,
    excellent start on what could be one of the better Glowing Sea mods and side story lines coming out of the mod community imho...
    Anyways, I can see that a lot of work went into the the start of this given the overall lore immersive feel that this mod appears to offer. Not gonna mention that I couldnt get out... but there is so much potential here that if the author doesnt want to continue on his work, I hope he opens it up so someone else can pursue that vision.

    If I might suggest a few ideas as to further development; maybe a side quest to scram the reactor before it goes critical (it could be a timed game where you have to scavenge parts from around the bunker to repair the reactor before it blows, while fighting hordes of feral ghouls, who were once the Children of Atom, but who have turned because of their long term exposure to radiation. Throw in a couple of rabid mutant mongrel dogs and clutch of baby Deathclaws and you'd have a pretty good adventure securing parts. just an idea.

    Looking forward to seeing further development!
  8. seagullsquest
    seagullsquest
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    It's a shame there hasn't been any updates on this since July. This mod has a lot of potential. It needs a few things if you really want a Brotherhood of Atom feel to it. If they were really using the place there wouldn't be any vault 35 skeletons around except in areas they didn't use. And maybe a few BOA bodies live or dead would give it more of an occupied feeling. And some shrines and areas to pray. Just look at the sub base in Far Harbor for ideas. And if you want proper immersion, this is one Bethesda didn't seem to understand. In the 200 yrs since the bombs fell the only fuel for heating and cooking around would be wood. So all boxes and pallets and cardboard boxes would have been burned long time ago. Same thing outside. There would be no dead tree limbs or brush laying around.
    There are two problems I came across. Actually the same twice. Invisible walls. One stops you from getting out of the vault and one is in the residential area behind some crates. You can only run into it if you remove the crates and boxes and the area behind it doesn't have any developed areas yet. But if you don't plan on doing anymore work on this I would like to be able to.
    Please don't give up on this. This unfinished mod is a lot better then a lot of completed mods I've seen. The lay of the vault is very original yet still has the feel of a vault-tec vault. Hope to see more soon.
  9. SlashSgt
    SlashSgt
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    Anything happening with this mod? I'm super looking forward to any update with this!
  10. Hybrid78
    Hybrid78
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    id add a few generic non-hostile children just to please people until the real deal comes around they wont need to interact or anything just provide ambiance