Fallout 4

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GAZArts

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GAZArts1

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222 comments

  1. RunErikRunO
    RunErikRunO
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    I did the quest, but I have questions not related to quests themselves, but about npc, I killed them both after completing the quest, because at some point this place start to scare me, who is this guy skeleton on the table? Looks like he commented suicide but then you read the letter he didn’t sent and there is about how he found this library, about weird librarian reaction and how he found the new point of life without drugs. So there is no much point in him killing himself. Then the only bookshelf you can use “horror” one, and why they didn’t throw all the skeletons away and instead place them in chairs and etc? At some point I just decided that maybe this two ppl some murdering hobos so I killed them. But maybe I just paranoic. Mod author maybe you can explain? Thx for mod btw
  2. trebel95
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    Thank you kindly.
    Cheers m8.
  3. CHASE6
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    Hi.  I can't find the key in either version of cafeteria.  I wonder if it feel through the map.  Could I have a location where it's supposed to be and the item id, please?
    1. GAZArts1
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      I wish I could help but I made this mod 6 years ago and I don't really recall the specifics anymore. I also don't have access to my old files as I put them into storage so I can't check the Item ID. If I remember there's a cafeteria when you first walk into the Vault, its very small and it's set up as if the Vault Dwellers were having some sort of Karaoke Session. It's highly doubtful I'd have put a key that early into the Vault exploration. The second Cafeteria is downstairs and is maintained by a Robot Chef. Now...if the key was in this room, which I suspect it was, I'd have probably made it so the Robot Chef gave you the key during conversation. If I were making the mod today, that's how I'd have done it. Make sure you exhaust all dialogue with the robot. Absolute worse case scenario, you may have to revert to a previous save before you entered Vault 28 so that everything gets reset. 

      Kind Regards - Gaz 

      Follow up: Weird, as I was getting up from writing this I had a memory flash... I believe the key WAS in that first cafeteria, but back in the past when it was all clean, and I left it on one of the booth tables. If its not there its probably been blown off into a corner or under another table. Good Luck!
    2. CHASE6
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      Thanks for heads up. I understand. It’s definitely not there. I’ll tcl to check under the floor. If I don’t find it, I’ll just tcl through the locked door. lol. I’m liking the mod btw, thanks!
    3. streetyson
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      I just finished the quests, and definitely found all keys without too much difficulty. Note there's one keycard you don't find but is given to you by an NPC (not the handy chef). Anyway, iirc, one key was near/under a cafeteria table, maybe by some skeletons. Others were similarly tucked under/in certain spots at least partly visible if you were stood in the right place and looking the right way. One was, iirc, on the floor near a skeleton outside a door, but even that wouldn't get disturbed as it's a quiet spot and you need that key to open the door where the next lot of trouble exists. Anyway, nice little story that kind-of builds into lore in an unexpected way. Many thanks.
    4. ljonathan
      ljonathan
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      Used this Mod many times, Always worked, This time, No Nursery Key
    5. WickedDispair
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      In case of future people looking for the Nursery Key, and can't find it laying around.  Check the synth that was in the room.  Somehow it had been picked up, and I could loot it off of the synth's body.
    6. crehater
      crehater
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      I played this mod again. Before, I had no issue getting the key from the Cafeteria (Past Vault). Now, there was only one synth in that Cafetaria. I destroyed it... no key. Reloaded, went in hiding mode by crouching and looked at it's inventory (pickpocket mode). It was carrying the Nursery key. I killed the Synth and poof... the key was gone.

      I was using an energy rifle. I switched to a normal rifle, shot it and then the key was there.

      Disintegrating the Synth, seems to disintegrate the key... 
    7. CHASE6
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      Interesting, that's probably what happened to me.  TCL is amazing for odd stuff like this!
  4. Anna2255
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    An interesting quest. I just played it. I love all of 4 your quests. You are good at making interesting mods. I'm waiting for more quests from you. The only thing I didn't understand was how did the story about the cruise end? Who did he recognize there? Whose voices?
    And thanks for the Prydwen model. I play with Danse, he is my favorite companion. I even took a screenshot of the Prydwen.
    Casey Miller sounds terrible.
  5. PAISAMAN7490
    PAISAMAN7490
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    Hi, if someone playing the mod got stuck on the atrium, may i have a solution, use cheat terminal(the portable holotape btw) and unlock the door that way, just in the case u can't find the key, like me xD, i liked the mod very much, short quest but interesting.
    1. AcheronTheFox
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      *SPOILER, which all the keys are listed in the mod description anyway....*








      The key is at your feet next to the skeleton in front of the atrium door lol
  6. PoisonCoyote
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    Does this work with Horizon 1.9?
  7. FDenton
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    The mod is fairly good.  BUT, I can not understand, why mod authors like you, brake vanilla cells and content. Like Mahkra Fishpacking and Vault 75.
    You simply deleted 4 quest Terminals in Mahkra including the terminal for the Protectron.  In Vault 75 walls are missing or changed to open void.
    Why?   Why do you touch and change vanilla cells instead of copying the cells if you need them as refs?

    (It took me a long time, to find the faults in Mahkra.) :-(
    1. GAZArts1
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      Just to clarify, I don't think many mod Authors go into mod creation with the intent of busting up the base game. For me personally I was painstakingly methodical in the creation of my quest mods including this one. For example when creating this mod I never once deleted / removed any asset that was tied into the base game. I wouldn't dare. But one thing I did do was often I would load up interior cells just to observe and not touch.

      I was teaching myself how to mod while I was creating this so if I got stumped on how to make something I would load up an interior cell just to see how Bethesda did it. Once I saw how they'd managed it I'd close the cell and go back to work. Years later I found out that the simple act of opening an interior cell just to observe it, tagged that cell as having been tempered with (when in fact it hadn't been). So a lot of these warnings for my mod are false positives. I most certainly would never have deleted terminals in Mahkra. I'd never dare, so that might be the result of someone else. 

      As for the walls in Vault 75. Apparently this was some absurd issue with precombines being deleted out in the external world. When I put down the library building in some empty part of the map, I removed the odd rock, a stone, a tree stump. Assets that to my understanding weren't being used by the base game, they were just set decorations. But then I learned that these random objects can contained precombine data that the game needs to keep things running smoothly. I was completely unaware of this at the time and I believe may have something to do with the invisible walls in vault 75. The weird thing about those walls is not everyone got the issue, which made it even harder to pin down.    
  8. Sagarsmith
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    Vault 83 The Librarian Full Gameplay

    Full Gameplay is here.....Nice Mod. Endorsed.
  9. hopventure
    hopventure
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    Great mod, but I'm stuck.
    No problem finding the library or talking to both NPCs, I found the vault and killed the good Doctor Williams...but now I can't get into the atrium to get the photo album because I don't have the key. After reviewing the comments I think I should also mention that Chef Ava was hostile as soon as I entered and I killed the bot thinking it just went berserk because of the synth invasion. Was I supposed to talk to it to get the key?
  10. streetyson
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    Answered this query at GAZArt's Vault 28 mod but I'm repeating it here to help folks installing both mods. Both contain two files with the same names (a fonix file and temp-sampler file), in a folder called Processing. Don't know if they're even needed but they don't hurt to install - the problem is which to allow to overwrite? Well, it won't matter for the fonix file as they seem identical anyway, but I let the bigger temp-sampler file (i.e., Vault 28's) overwrite the smaller one (i.e., Vault 83's), I then started the Vault 83 quest and spoke to Casey (he's the guy who's voice is generated using the fonix system) and he spoke just fine. Btw, check out the exopatches for both mods (28 & 83). Cheers all.