37 comments

  1. MxmOvrDrv
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    haha sorry there was more screen shots that showed some tricks and exactly how the rail tunnel was setup but in my time away somehow half the images are gone, so since it's not shown for anyone wondering as i was saying build off main room into both rail tunnels hang 1 block off the drop and the work down going 1 flat 1 down 1 flat down and so on or mix it up 22 11 if it isn't fitting in, using SOE slopes down, if you then build the water room up and another hall around the back side it will line up easier using only slopes again going out from the back opening of the water room to main room. lol I have no friends, add me on Steam MxmOvrDrv Mods
  2. Bradenh1
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    This is a great mod!! Only thing I’ve noticed is the nag mesh in the new room doesn’t work and one of the subway tunnels connecting to the water pump doesn’t support hallways all the way down. Is there a way to remove the extra stuff in the subway walls to make it smooth?
    1. MxmOvrDrv
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      I've explained this but I'll go over it, I don't have the time to fully nav mesh 1 million triangles so if you build halls down from main room the workshop floor objects have built in nav mesh so NPC's will fully use floors you build. this also fixed tons of problems like the game even with no mods NPC's will spawn outside the walls and seem to disappear or hide behind walls after building because the nav mesh outside, Now they only walk where you build and no longer disappear. to connect the 2 pump tunnels is a little janky and close fit but if you use Settlement objects expansion mods sloped vault halls going 1 flat 1 down 1 flat 1 down and so on down the sloped part of the rails, the main room centers so build off main flat out the tunnels hanging 1 slope out of the drop and then down. if you see it in the picture you'll get the idea. and whats in the subway? the tunnels or the room, I pretty much only left floors walls and roofs, removing anything more than what has will start putting holes in things that look bad, the tunnels themselves are all 1 single object so only thing that can be done is remove them and build new large cave tunnels instead but I wanted to leave some obstacles and details. unfortunately I discovered when you build over around 10,000 and some objects this weird texture glitch happens so I've put all expansion on halt as I've hit that, If anyone gets that for now all I can say is use any many prefabs as possible because they counts as 1 instead of 4-8. to fix that I'll either have to reduce space or calculate and change build limit to = 10,000 but that build limit goes by nav mesh and materiel so both and just as annoying, I had planned for yet expansion of the power room so I'll probably do that because it's small and then take abit of space probably from the biggest added room, leave nav mesh how it is for max build and then leave build unlimited as there's no way to no for sure if it'll come up to still too much or to little
  3. xkingdavidx
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    I might be soon continuing work on this mod, a 2.0 and it will be moved to it's own page when I do since I am locked out of this account, and it will be bigger and better than ever with much more features and space, however I still have no intention on rebuilding precombines, which has no performance effect for me but if anyone would like to participate and help just doing that while I work on everything else, then let me know.
    I will however be fully adding new nav mesh for NPCs outside of built rooms etc. which is already endless hours of work on it's own... I am planning on extending the actual cell itself which is the cause of mirror effect in area by the subway, which will be made to trigger an addition load screen when passing the entrance to added rooms, which will fix hall of mirrors and allow building far more on low and even high end PC's without problems or lag, bigger tunnels to connect rooms, more build areas and more planned. Not sure when to expect a new release, but I am getting back into playing and modding FO4, so hopefully in the future I will have something much better uploaded, and will add a link here later. and again, if you know how to and want to help rebuild precombines, let me know! otherwise, it won't be done and don't complain.
  4. xkingdavidx
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    I forgot to mention, since I cannot update this page/mod, I was going to remove that area that creates the halls of mirrors in the back, however I believe it may be still in the older files, I'm going to try them to see if I can find which version it is and the best for no mirrors affect so I'll let you all know if it's there but just in case I don't post just try older versions and look for version without expansion room by subway and/or don't build in that add on room/subway until I can get it fixed/reuploaded. which may be a long time, hoping to recover my account and updates on this page but if not will make new page. I had someone that said they can rebuild precombines for me, unfortunatly when I responded they never got back to me and I see no point on bothering myself but if someone else wanted to put some work in by all means, I'll test and add that version to page, that and nav mesh since it took me several hours just to patch small areas, rebuilding the entire area would need some help but like I said: all workshop objects have built in nav mesh so just build floors where you want NPC's. when exploring you can dismiss followers if they act weird when walking just until you've completed quest and explored area and start building then followers will stay on the built floors. and no auto nav mesh doesn't work, it breaks it 100x worse so needs full manual rebuild of nav.
    1. IceBlue4040
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      Hello, can you hellp me explain how to make the floors so that I can build on them? Is for a mod that I'm making and if I want to build I can't place it down because it goes through the floor.
    2. xkingdavidx
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      The base game floors and most working mods shouldn't go through the floor, I designed the mod so you only build off the first existing section with snap on parts to link the nav mesh built into the workshop floors and then should be able to build on all the placed floors, if it does go through, that is a problem with that mods floors.
  5. xkingdavidx
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    Sorry but this mod is abandoned due to getting locked out of my account and unable to recover it. I had lots of plans for this mod but unable to do anything with it now and don't play anymore, just avoid building in the added area by subway as that's where the hall of mirrors problem starts, others are fine. the cell itself needs to be expanded because it's actually out of the cell, the other areas don't have that problem because it's not. aside from that I can guarantee the pre-combines WILL NOT cause performance loss in fact your performance will be very high as that was one of the main purposes was to increase performance to allowing building much more, even though I had planned on rebuilding pre-combines towards the end of mods production it still won't have negative affect especially since it's an interior cell and doesn't really matter with interiors at all. the biggest problem was actually the nav mesh which I was also planning on ground up rebuilding but as long you build floor objects all NPCs can use them since objects have nav mesh built in and like 1 million nav mesh triangles is no small job. the area by subway was going to be removed completely and replaced with an entirely sperate cell, since another thing causing hall of mirrors is just simply building way more than the game was ever intended to handle in 1 area... My vault has over 15,000 objects in total too.
  6. Laptoprocker
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    FYI: this mod breaks precombines which might lead to performance issues.
    1. dpsampson
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      I guess I need to start saving up for some new hardware... And get a lab tech's degree in the meantime to safely setup a liquid nitrogen cooling system for a thousand clustered CPU's...

      *TEARING OUT HAIR*
  7. deleted57315412
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    I was very excited to learn about this mod, as I had always wanted to build in Vault 88 but found all the bugs and layout issues too frustrating to deal with...

    but I wish I could keep it installed.

    After spending over 13 hours building a massive vault, I had to stop a third of the way through upon discovering how terribly damaged the previs and precombined meshes are in some areas. Some particular parts of the Vault are unusuable due to the nausea inducing (and FPS destroying) 'hall of mirrors' effects that require me to build around some parts, which I initially didn't mind until I realised that there are entire walls of some areas that can't be looked at without tanking the FPS.

    If anyone knows how to fix these precombine issues without uninstalling the mod, that would be great, because otherwise I'll have to scrap my vault project, uninstall the mod and just Sim Settlement 2's built-in city plan and move on with my playthrough.
  8. DrakeClawfang
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    After having this mod installed and it working properly, upon a return visit to Vault 88 (and I have not downloaded nor enabled any other Vault 88 mods), suddenly the walls are back in their normal positions. I quit, moved the load order down one (below a mod about a weapon), and reloaded, everything is back in the place I had it (including moving some walls back myself). Has anyone else had this?
    1. Eurekav7
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      yeah actually, throwing it at the bottom of the load order was the fix?
  9. ImmortalAbsol
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    There a recommended compatible mod for 'working' radscanners and such?
  10. DrakeClawfang
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    Unfortunately this mod does not work for me - with no other mods installed that modify Vault 88, there are two different sets of balconies at the entrance to the area (where the door console is) and the train tunnels are only half aligned with the lower room's tracks not matching the ramp and objects floating in the air when they should be against a wall.
    1. DrakeClawfang
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      In response to post #73571323.


      Spoiler:  
      Show

      DrakeClawfang wrote: Unfortunately this mod does not work for me - with no other mods installed that modify Vault 88, there are two different sets of balconies at the entrance to the area (where the door console is) and the train tunnels are only half aligned with the lower room's tracks not matching the ramp and objects floating in the air when they should be against a wall.


      Putting it at the bottom of my load order fixed it, not sure what was conflicting but got it working :smile:

      Two ideas if you plan to keep updating this, not sure how feasible they are - pulling back the walls for a rectangular atrium chamber like in the mod linked below, and maybe an option to make the train tunnels bigger to use the two-tile wide utility rooms for them.

      https://www.nexusmods.com/fallout4/mods/25103
       
      EDIT - glitch is back even with the mod at the bottom of the load order and after being reinstalled, but then it began working again when I'm not sure why. However, it seems that parts of the floors have no collision and I fall right through
  11. Pirate34
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    Would it be possible to make a version of this mod with the entryway raised to the third or fourth floor? It always bugs me that Vault 88 starts you on the bottom floor of a vault

    Alternatively a double door "elevator" that really remains stationary and just airlocks for a couple of seconds would work just as well for the thematic improvement
    1. MxmOvrDrv
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      honestly raising that main sections would be way too much, but you've now given me the idea to copy the whole bottom entrance and elevator from vault 111 and make the elev to remove the number, remove the dirt entrance and add another elev platform outside on the high back part of the mine and move travel portals over to match. since a vault should be 2000 feet down and not 200 feet in the first place.
      still allot of work though, but maybe I'll do that when I get around to tweaking the build limit and fixing texture glitch at max build as a nice final touch. I'm only using objects that are part of the game for low mod size and good performance so that's all I could really do.
  12. joshfritz561
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    Loaded mod, bagan vault 88 quests, just got inside, everything looks the same.


    Does it change after quests or should it already look as in the photos?
    1. joshfritz561
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      Now I get it. You tweaked the spaces.I thought it was going to come partially built like in photos.derp.
    2. MxmOvrDrv
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      lol yeah I was trying to give some ideas to build and show objects to compare space.