Fallout 4

About this mod

This is a pre-war military versión of Vault 88 settlement. Made with vanilla assets and with famous settlements mods.

Requirements
Permissions and credits
1-INTRODUCTION

2-DETAILS

3-REQUERIMENTS

4-INSTALATION

5-NOTES

6-BUGS

1-INTRODUCTION


I bring to you my Vault 88 settlement blueprints. Since all the vault 88 blueprints that i have seen in the nexus have a standard Vault Tec theme , i made this one with a military one. I call it HellStorm Military Base, the second command base of the pre-war UE Army in the Commonweath, after the Sentinel Cite. It is made with vanilla assets and famous settlements mods, as Homemaker and OCDecorator. You won't be disappointed.

2-DETAILS


The vault is absolutely huge, using all the possible buildable space in all sectors of the cave. The only area unused is the subway tunnel. Everything is snapped and correctly build, without obscures and confusing structures. It has been built to be capable of shelter 108 NPCS. The NPCS should be able to navigate all the vault without problem, although sometimes they get stuck in corners and some rooms ( shitty pathfinding XD). It has two entrances, the main one, and the decoy pharmacy. The Base is, also, heavy furnished, without empty spaces, so you wont have to build anything.

In detail, the HellStorm Base consist in:

- Vanilla Main entrance with two security checkpoints and sentry defences.
- Two floors big command room/atrium.
- Commander Officer ofice, bedroom, livingroom, kitchen and personal bathroom (player/overseer rooms).
- Three floors barracks, with several personel rooms, break room and cinema.
- Big armory, training room and shooting range.
- Eight security checkpoints distributed throughout the base.
- Three secondary reactors and three main/super reactors.
- Junk/materials storage area.
- Seven bathrooms distributed throughout the base.
- Robot manufacture area.
- Medic bay.
- Eight Contaiment Cells.
- Archives/library.
- Radio and DJ room.
- Decoy Pharmacy (Second entrance). Drugs and medicines production under the pharmacy.
- Bar with Nuka World recreatives.
- Big dining hall and kitchen.
- Food storage and food automated production room (100 food resource).
- Three/four transit rooms.
- Barber.
- Laundry.

All the base is heavy furnished adequately to it´s function so you dont need to built anything.

3-REQUERIMENTS


- Fallout 4 fully updated with all the DLCs.
- Homemaker.esm
- OCDecorator.esp
- OCDispenser.esp
- OCD FarHarborDLC.esp
- tumbajamba Advanced Engineering.esp (only required for a Workbench. You can skip it).
- ArmorKeywords.esm (the same as the above, only for a type of workbech)
- ContraptionsFoodProcessorProvidesFood20TA.esp (Needed to provide the base the food resource)
- dinoshelf.esp
- dinoshelf_extra_ammo.esp
- Crafting Workbenches - Ammo.esp ( workbench. Dont really needed)
- AnS Wearable Backpacks and Pouches.esp ( the same as the above)
- HUD Framework
- Transfer Settlements - Shareable Settlement Blueprints version 1.41 or greater.
- Vault 88 Unlimited Build Budget ( to prevent any crash related with the build size). Any other mod that do the same should work fine.


4-INSTALATION


Prior to installation, be sure to have all required DLC installed. In addition, you should already have F4SE, HUD Framework, and Transfer Settlements - Shareable Settlement Blueprints version 1.41 installed.

NMM Install Instructions:  Download with manager and install.

Manual Install Instructions:Download and unzip to C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data

This settlement installs to blueprint slot 6 by default.  If you want it in a different slot then navigate to C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\TransferSettlements\blueprints\3 and manually move the .json file into an empty folder named with a number 1-10 in C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\TransferSettlements\blueprints . If you already have another blueprint in slot 6 then you are advised to delete or move one of the two files.

5-NOTES

- This blueprint contains over 11720 individual pieces ( yes i know, its huge).  It will take some time (1 to 2 hours) to import the blueprint and reactivate the power. So be patient, watch a film, play chess, read a book, whatever you do to entertain.

- When the import is complete, in order to restore navmeshing/settler pathing, and make the settlement work as it should, you must save your game and then load the save.  Then travel away from the vault and either wait, sleep, or pass time in the game doing other things.  When you save the first time after import, it will take several minutes and your game will seem like it's frozen.  It's not frozen, just let it do its thing.  This is a one-time thing.  CDante, the mod author of Transfer Settlements, also strongly recommends that you not attempt to build or modify parts of the settlement until you've completed the save/load/wait procedure.

- When entering the vault, expect a loading screen of about 2/4 minutes. The reason of this is the enormous size of the base. You should have a powerfull PC to handle this without lag or crashes. I got a NVIDIA GTX 980 and the game runs flawlessly, so a pc with better or a little worst of this specs should run well.

- In case of the power wires not import correctly (it shouldn't be a problem, but just in case), there are four things that require connection.

1- The water purifier.
2- The three superreactors.
3- The decoy pharmacy.
4- The food procesors.

Connect the first three should be easy, just follow the connectors row and connect. They are in plain seeing so no problem looking for them. To connect the food procesors you should clip throught the room walls and connect from the outside.



6-BUGS

I will copy and paste what a fellow member of the nexus post in his mod about bugs and crashes ( i am lazy i know):

" I want to be clear that this is not a mod, it is a settlement blueprint.  It's not much different than if you download a face preset for LooksMenu.  Blueprints themselves do not contain bugs since blueprints only replicate the placement of settlement workshop objects. There is no option for bug reporting on this page because the vanilla settlement objects are part of the main game, and that's all this blueprint consists of. There's nothing special I did to create this beyond using the normal, vanilla in-game settlement building system.  In no way did I use F4Edit, the Creation Kit, or other mod creation tools. 

There is nothing I can do about CTD issues since this Vault is not a mod.  The mod you are using to import this blueprint is Transfer Settlements.  I am 100% certain that your individual issue has nothing to do with the blueprint.  If you experience CTD it is likely either a problem with your own Fallout 4 configuation, a conflict in your own mod configuration, improper installation of one of the required mods for using Transfer Settlements, an incorrectly configured or underpowered PC, or some combination of these.  Users with reproduceable CTD issues should refer to the main Transfer Settlements mod page and follow CDante's instructions about enabling Papyrus logging and submitting a bug report
." mayaterror.





Thanks for your time. I hope you like it and enjoy. Feel free to comment and post your image