A custom vault settlement with a massive build area that lets you build down like traditional vaults. Now 99% bug free, with additional customization options.
Requirements
This mod does not have any known dependencies other than the base game.
not necessary - trash can that actually destroys items (just leave it out if you do not use it already)
Permissions and credits
Author's instructions
See description.
File credits
This author has not credited anyone else in this file
Donation Points system
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Changelogs
Version v1.3.3
FIXED: Cleaned up unneeded CK packaged files that were causing problems with Vault 88's pre-combined geometry, the Pip-Boy world map, and the default vault suit texture among others.
Version v1.3.2
FIXED: Debug terminal wasn't correctly hidden
FIXED: Vault 85 steamer trunk missing workshop icon - By @BarberMD
FIXED: Missing models and textures will now display correctly again because of the following
REVERTED: Vault 85 once again uses loose files instead of .ba2 archives (Too many issues)
ADDED: New debug terminal entry to fix the missing vault door bug that some people get when updating from v1.2.2 to v1.3.x - By @CheeseofBorg
Version v1.3.1
FIXED: Issues with NMM installer; Hopefully the .ba2 archives will work now and the loose files will no longer need to be packaged.
Version v1.3.0
ADDED: Optional Vault 101 texture swaps (Optional install)
ADDED: Optional cave entrance instead of an elevator (Changed with the Overseer's desk)
ADDED: Vault 85 jumpsuits
ADDED: Vault 85 security armor
ADDED: Vault 85 storage trunk and a crafting recipe for it
ADDED: Crafting recipe for scripted trashcans
ADDED: Crafting recipe for Overseer's Desk
ADDED: Added a chest to the entry way that spawns Vault 85 gear, like the one in Vault 88
CHANGED: Cleaned up the storage room and added some of the new equipment to it
FIXED: Overseer's Desk and scripted trash cans not being movable
FIXED: Large "safe storage" safes missing re-locking script
FIXED: Door turrets target supply line NPCs
FIXED: THE. GEAR. DOOR. ACTUALLY. WORKS. NOW.
FIXED: Storage room door was locked but not keyed to the vault's master key
Version v1.2.2
FIXED: Fixed a file path issue related to the elevator - No need to update if you can see it
Version v1.2.1
FIXED: Unneeded world cell edits cleaned up (This was meant to be in the last version)
Version v1.2.0
ADDED: Implemented Vault 85 gear door texture
ADDED: Implemented Vault 85 elevator texture
ADDED: Implemented Vault 85 gear room (Welcome sign) texture
ADDED: Added MANY more lights (You can scrap what you don't want)
ADDED: Added a storage room (By request)
ADDED: Added two bubble turrets on the wall around the blast door
ADDED: Added some intentional bugs (You'll get it when you see it)
ADDED: Likely added some unintentional bugs (There's always something I miss...)
ADDED: Added a small generator to power the entry lights
ADDED: Added an electrical system to connect the cave, entry, and water pump
ADDED: Added a large trash can to the entry area that deletes items
ADDED: Added smaller trash cans that have the same functionality (Storage room)
ADDED: Added a Vault 85 Overseer's Desk (In the storage room)
ADDED: Added several NPC idle markers to keep them busy and out of your way
ADDED: Added secure (NPC-proof) storage in the security office
ADDED: Added a key for use with some interior things (It's on the workbench)
CHANGE: Changed the fast travel to take you directly into the vault(By request)
CHANGE: Changed master acoustic space to 'vault interior'
REMOVED: Removed reactor room and reactors (Not lore friendly)
FIX: Removed the grass poking through the exterior elevator hatch
FIX: Fixed floating cones at the entry way
FIX: Replaced two small vault mats of the incorrect type that I missed before
FIX: Added an additional (Invisible) door that is more NPC friendly (To get into the vault)
FIX: Fixed security room using the wrong structure object
FIX: Improved interior navmesh
FIX: Improved exterior navmesh (Again...)
FIX: Anchored floating sign near the exterior to the fence behind it
FIX: Fixed collision detection on entry area floor (For building)
FIX: Removed unintentional radiation leak in the utility hall off the main entry
FIX: Fixed interior elevator placement
FIX: Made the exterior elevator platform easier to walk around on (No more jumping up)
FIX: Added the missing elevator gate to the entry way (For decor only, it's not animated.)
FIX: Made it possible for NPCs to enter and exit the vault again
FIX: Cleaned up some dirty edits (Unintentional/no longer needed changes)
Version v1.1.2
*Added back missing elevator model
Version v1.1.1
*Removed the build limit (Just keep the object amount tame, guys. For the sake of your computers)
*Added swinging entry gates to end of blast door catwalk
*Changed the small entry mats to the correct (Workshop/craftable) type
*Fixed not being able to build on the cave room's floor
*Fixed holes in the cave entry section (Again...)
*Fixed light placement issues in entry area
*Fixed exterior navmesh
*Expanded the catwalk in the cave a little so you can build a hall door onto it if you wish
Version v1.1
*Fixed settler recruitment (You have to build a generic radio beacon for recruitment currently though) - Ryanc229
*Fixed not being able to send settlers/companions to the vault - Ryanc229
*Klaxon lights are now connected to the blast door - Ryanc229
*Added an alternate elevator mesh that functions as a normal door that has to be interacted with - Ryanc229
*Minor decor additions to the entry area (I still plan to do a little more)
*Added lights to the pre-built section of the vault, including the elevator area
*Fixed holes/alignment issues in cave shell (Especially around the entry area)
*Moved the above-ground door to another location to conflict less with another settlement mod (See screenshots for new location)
*Added decor/props to the above-ground entry area
*Cleaned up a handful of unintentional cell edits
*Created a power hookup off the main cave (Above the entry way) that when powered, will power the pre-built section's new lights (I still haven't figured out wiring though)
*Sealed off the reactor room as it currently doesn't do much without wiring (You can scrap the divider I put up though if you /really/ must use it; it's next to the security office and has a construction sign on it)
THIS MOD IS NO LONGER MAINTAINED OR CHECKED IN ON. If you have any interest in doing anything with it, see the permissions section below. If you have any questions related to it, send me a private message.
Vault 85
About: This mod adds a new vault to the game that functions as a player settlement. Unlike Vault 88, the interior build space in Vault 85 is MASSIVE and allows you to build downwards (To create vaults like in past Fallout titles) as well as up. At the time of writing this, this is the largest single build space mod I've seen.
Current features:
A working underground settlement
The ability to change the entrance from an elevator WHILE IN GAME (Like Vault 111) to a cave (Sort of like Vault 101)
Massive area to build your dream vault in
Optimized as much as possible to be less resource intensive
Custom Vault 85 textures (For the elevator, gear door, ect)
No build limit - Don't build more than your computer can handle or your game will crash!! FPS drop = Too many objects.
A good layout allowing you to build right off the screening hall
A working (Exterior) map marker that teleports you directly into the vault (It is automatically added to your Pip-Boy on game load)
The vault contains a screening room, security room, and build cave
The pre-constructed area of the vault is fully navmeshed, as well as the exterior area (NPC friendly)
Stairs to get to the bottom of the build pit if needed
An industrial water system like in Vault 88
Hostile NPCs will never attack the vault (This is intentional and not something I'm willing to change)
NPCs will NOT wander around the cave area like they do in Vault 88
Vault 85 jumpsuits (Can be found in a chest near the entry way)
Vault 85 security armor (Can be found in a chest near the entry way)
Vault 85 steamer trunks (Can be found in the storage room and also constructed)
A large scripted trash can in the entry area that destroys deposited items
Small scripted trash cans that destroy deposited items (Can be found in the storage room and also constructed)
Safe storage containers (Security room) that don't reset and are 100% NPC proof - No more tracking down your stolen weapons!
Planned features/additions/changes:
A scaffolding system in the cave that can be enabled or disabled on demand
The ability to disable/remove the pre-made stairs and metal platform in the cave
Possibly add automatic doors (And a constructible version of them)
Suggestions?
Location: See posted images for more details.
Requirements: Fallout 4 Vault-Tec Workshop (DLC)
Suggested mods: "Craftable Vault Elevator for DLC" byccmads (http://www.nexusmods.com/fallout4/mods/17641) "Vault 98 - Vault-Tec Workshop" by Ryanc229 (https://www.nexusmods.com/fallout4/mods/25242) "Vault-Tec Workshop Lights Glow Fix" by silant (http://www.nexusmods.com/fallout4/mods/16880) - This will fix the cage lights bug
Known issues: See the bugs section.
Conflicts:
No conflict = Green Minor conflict = Yellow Breaking conflict = Orange Crashing level conflict = Red
Vault 98 - If you also use Vault 98 (Or install it after installing this), you will get some overwrite requests. It doesn't matter if you accept or deny, as the scripts in question are the exact same between this and Vault 98.
Vault 1080 - This mod edits vanilla vault assets and will potentially mess up certain vault parts for every vault in your game (Including this).
Maxwell's World - This mod can be used along side Maxwell's World but with minor issues. Because that mod edits the cell next to the vault exit (Overworld), you will see a large tear in the landscape between Vault 85 and the road. I'd be willing to make a patch for this if anyone uses both.
Credits: This settlement was inspired by Ryanc229's Vault 98 (https://www.nexusmods.com/fallout4/mods/25242), without which this wouldn't have been possible to make as I studied the workings of Vault 98 to learn how to make this. Ryan also fixed most of the issues that were present in the mod and advanced it far more than I could have alone. This mod also contains scripts and a mesh created by him (Used with permission).
@TheDeathOrb for directing me to some useful information on texture swaps
Permissions: You are free to do what you want with the mod and all included assets providing it is for non-profit use (As in you can't charge people for it). I'd also be grateful if you credited me for anything of mine you use, and although not a requirement it would also be nice if you sent me a message letting me know if you publish something using these assets (Note that you do NOT have to wait for a response to use anything, I'd just like to know so I can check it out myself!).
NOTE that the "Vault 98" assets were made by the author of the Vault 98\ mod and used with his permission. Thus any resources with Vault 98 in the name require his permission to use. Update progress - v1.4.0 (Next release) Finished features/changes:
FIXED> NPCs can now use the Overseer desk
FIXED> Settlers/companions not entering the vault
FIXED> Entry door is more NPC friendly (Especially for provisioners)
FIXED> Cave exit's "white void" no longer reflects light
FIXED> Unintentional cell edits not cleaned up from first version
ADDED> Vertibird landing platform outside the vault (Needs testing)
ADDED> Child vault jumpsuits
CHANGED> Added child jumpsuits to entry equipment container
CHANGED> Added child jumpsuits to storage room (For decor)
CHANGED> Items in store room no longer effected by psychics/collision
CHANGED> Items in store room now ignored by NPCs
Planned features:
Vault scaffolding - Will likely remain an unfinished/unimplemented feature