Fallout 4

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Fissure

Uploaded by

MrFisse

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About this mod

Removes the static light sources and their connected models (reversible) and creates pre-built tunnels in the hard or close to impossible to build areas within the vault.

Requirements
Permissions and credits
Donations
Intro
So Vault 88 is kinda cozy and nice right, a perfect place to make your own and vault things up a notch. But the more you build in there the more you get that feeling that the level designers at Bethesda were in some kind of rush, most likely the people in charge were worried that the staff was close to killing themselves since this is the most pressing feeling one get when using the Creation Kit.
Why can I remove that light but not that one is a question I asked myself over and over and why can't a build a vault tunnel into the subway tunnel? So I decided to try to find a mod that fixes this. There is ofc Scrap Everything, but it did not work as I wanted to in there either. Light sources not all going away etc. Also found another one called lights out but got the feeling it was only half done. So I had to reinstall the Creation Kit and try to do something about it. Was a pretty long time I used the CK, called GECK back then so it took a little while to get warm again.



So what does this mod actually do

-Adds a terminal in the Vault 88 reactor room, from this terminal you can add/remove my premade tunnels and disable the lights separately for each sector in the Vault. The sectors for the lights are divided up into five parts.
1.Main Room, this is where you meet the Overseer for the first time and where she has her bed and desk etc.
2.East Tunnel, this is the tunnel leading down to the Uranium caves and to the Pump Room.
3.Pump Room, yup it's for the pump room.
4.North Sector, this is the sector leading north from the Main Room, with the slope down just after the Main Room.
5.North East Sector, this is the area to the right of the Overseers hut and desk, with a couple of rusty stairs down to some unfinished vault buildings.

Currently there are two pre-made tunnels/transition areas.
1.East Tunnel, adds a wide utility tunnel that runs down with an exit to the Uranium Caves, it also arches here down to the pump room with a second exit there. Prepared for inserting doors. Will most likely add this to the pre-made set as well. Unsure if to add more items to the tunnels or let you guys fill it up after your own desire instead.
2.North East Tunnel, adds a transition removing the rusty stairs and replacing with the vault system stairs down to the lower level to get a seamless transition for you vault. 

-The tunnel entrances and exits are aligned with the default building grid setup by Bethesda in there so you can build floors using snap all the way to the tunnel entrance and it should snap together nicely. This is only valid of you start you build you vault snapping it to the premade exit from the Vault entrance area into the Main Room.

-*Bonus* for some reason Bethesda did not include any snap points in the Wide utility parts for attaching the vault power module, so I have also made an alternate version of all the Wide utility parts with some connection points so you can hook up the Vault Powered Conduit in there as well. These can be found where the other Wide Hall parts usually are found.



Installation NMM
Download and activate

Installation Manual
Extract Data directory into your Fallout4 game folder




Tips
-Before enabling the tunnel I recommend you to scrap as much the stuff in the east tunnel to avoid clipping (in case I missed some smaller stuff etc) or missing scrap. Same goes for the stuff around the North East stairs down at the crane.
-The parts the tunnel is built with can be scrapped if you wanna try doing some changes etc, but please be careful if you do since like I mentioned some parts of the tunnel has been disabled to avoid clipping and there will be immersion breaking and a risk of falling through the world if you do. Falling is not that bad though since you will be returned to the surface again.
-Due to how the CK works it is extremly finicky with power transmittance through the Wide Hall parts when placing them within the CK. If you cannot get any power from the connection points when using the Vault Powered Conduit try entering workshop mode and selecting (E) the pieces of the Wide halls and then just pressing (TAB) returning them to the last position. This should connect them properly to the power grid. Cannot find anyway to solve this within the CK unfortunately :( Some work some don't but atleast the solution is reasonably easy to perform.



Plans for the future
-Try to make the terminal in the reactor room blend in more nicely with the current electrical equipment, might just recolor the current terminal from the greenish color to the same grey used in the reactor room.
-Not all the parts of the tunnels have been de-lit yet and I will continue to do so when I have time to work on this.
Finished so far is Main Room, East Tunnel, Pump Room, North Tunnel and some parts of the North Section

-I have prepared the scripts to be able to toggle the different areas independently, so will most likely enable this feature later on.
-Maybe change the buttons to something more tidy, like a terminal or something
-Add more tunnels where needed
-Bugfixing and improvements where needed 



Finishing Words
And ofc please leave an endorsement if you liked it and if you have suggestions or find any bugs etc please let me know in the comments and I will try to sort it out.


Support?
Like my work and want to show some support? visit my Patreon. Don't forget to leave a thanks ! :)


Update Notes

1.3d
-Placement adjustment of a couple of objects
1.3c
-Added some script source files to the mod just to rule out possible issues for some users
1.3b
-Changed the material for the terminal and moved it to a more fitting location in the reactor room
1.3
-Added a terminal and removed the three buttons, all functions can now be operated from this terminal (found in the reactor room, see images)
-Divided up the lights into sectors that can be toggled separately from the terminal (five of them)
-Also kept to toggle all lights on or off
-The Tunnels are also operated separately from this terminal now.
1.2
-Added more parts to the tunnel/stairs from the Main Room to the North-East sector. Should now be usable. Not as complicated as the East Tunnel/Pump Room tunnel. As last time the stairs/tunnel should connect to the starter tiles bethesda used within the Vault.
-Fixed a few light sources hidden within rock walls and added them to the disable lights button.
*Worked on the terminal that hopefully will replace the buttons and divide up the disable lights to different sectors. Not finished and did not make that much progress tbh due to two CK crashes :/ and the Terminal system seems to be a bit limited with certain script calls.
1.1
-Added the rest of the lights in the vault to the switch. All buildable areas should now be delit when the button is pressed.
-Added a third switch to prepare for a shorter tunnel/stair from the main room to the North-East section of the vault. There is also a temporary alignment floor piece to keep the tunnel/stairs aligned to the workshop grid.
-Added feedback messages to the switches, only the ones for the lights work currently for some reason. Will have to look into that when I work on this next time.