Great mod but the Elevator Bug Fix you've added to the description is XBox only. Not a huge problem but I can't add it to download it to my PC, the invisible exit is just weird, you just see a huge hole where it's meant to be if you take it to leave Vault 111 & seeing as I don't use any alternative start mods, it's just a minor thing (Honestly I'd hate to say negative, because it's not game breaking etc). Any PC users know of any mods to fix this?
Back to mod itself, the extra weapons, armour/clothes & ammo add a lot to the game's intro, the Combat Shotgun added is a nice alternative to having to use the double-barrelled shotguns you get early on from raiders & finding some actual Vault Security armour adds to showing the scale of the mutiny that happened in the vault, "nobody made it out alive" but where the hell was all their gear Bethesda? lol
Makes sense that you'd find some guns and security armor in the vault. There's been a mutiny, after all, why wouldn't there be equipment strewn across the place? I use this for every playthrough, don't care if it's cheating.
I like this mod idea you have, but there is one small problem. You see I also use the 10mm Suppressor at Vault 111 mod, and if you notice the rad aways and the mods would be on the same self. So if you could move them to the other side of the desk that would really help. Unless you know the guy who made the other mod and can ask him to do the same.
even though haven't downloaded this but i did came to comment on something makes food thing little more lore interesting however.. could say that some of that food was left by the scientists when they taken Shaun anyhow or were later added before you were woken up as a small helping guide when father releases ya i honestly don't see it lore breaking in that area what so ever but i will try this mod of course when i start a new game run
It works on PC Darole - when you start up the game at the main menu if you click "mods" (and I believe you need a Bethesda.net account but that's easy enough to get) then you'll be taken to a sort of mod library, there's both the load order for what you have - and a library of ones on Bethesda.net - if you search (pressing x) you can find it - click "download" under the main picture and you're set.
Although to my knowledge the mod I made doesn't cause this bug - this is just a "cover your back" suggestion.
Good idea behind this mod. Its a shame the cryolator cannot be attained (not your fault) as by the time you have levelled up the other in game weapons have overtaken its usefulness. I think you aught to be able to break into the dam cabinet surely, oh well.
There is a different mod out there that gives you a key to the Cryolator ( http://www.nexusmods.com/fallout4/mods/13658/? ) - which I have and is why I wasn't interested in bothering with the case - seemed redundant. There's also an apparent option where - if you get Dogmeat early enough and take him to the Vault with you, he will get the Cryolator out for you - but I've never tried so I don't know if that works.
I like the concept of this mod. I just played through Helgen in Skyrim a couple of hours ago, and am struck by how much more hand holding takes place there than in Vault 111. Did you remove the Science Bobblehead and the copy of Unstoppables from their original locations, or just copy them? I ask because if I were going to use this mod, I would probably skip picking them up and get them in their vanilla locations.
I'll be honest - I don't even know/remember where the original locations are - so I'm pretty certain I didn't delete them but just copied. I'm one of those folk who figures if there are duplicates of this sort of thing in game then you can sell the extra for caps and sit pretty. Feel free to skip 'em and go to the vanilla locations - they're probably still there.
They are duplicates. I tested the mod, and checked the original locations and tested so that it doesnt break anything when picking up both. The magazine and bobblehead, if you pick them up twice, just does not do anything . It doesn't crash anything, it just overwrites the previous one. So you don't get two extra tries, etc.
24 comments
Back to mod itself, the extra weapons, armour/clothes & ammo add a lot to the game's intro, the Combat Shotgun added is a nice alternative to having to use the double-barrelled shotguns you get early on from raiders & finding some actual Vault Security armour adds to showing the scale of the mutiny that happened in the vault, "nobody made it out alive" but where the hell was all their gear Bethesda? lol
Where does the Doctor's Bag come from? Is it original in this mod?
And I can't see a way to directly download it to see if it works on PC.
Although to my knowledge the mod I made doesn't cause this bug - this is just a "cover your back" suggestion.
Thanks for the feedback.
Did you remove the Science Bobblehead and the copy of Unstoppables from their original locations, or just copy them? I ask because if I were going to use this mod, I would probably skip picking them up and get them in their vanilla locations.