Fallout 4

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  1. Retribution276
    Retribution276
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    Could it be possible to add this to xbox?
  2. VaultDwellerMason
    VaultDwellerMason
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    Can you please add this mod to xbox, I saw it in final renders video once and absolutely loved it, isbit possible to add to xbox or not? ?
  3. iamnuff1
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    How do you wire up power inside this settlement? 
    Do you have to run wires along every wall, or does it transfer across the whole vault with unlimited range somehow? 
  4. grzmotu
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    Hey, today i came back to fallout after encountering a serious bug few months ago, and tried to fix it myself, googling and stuff, but i just can't find any solutions for this, first of all im a bit of a hoarder so there is a more than a few items that i collect, like im collecting every fusion core i can find and even buy more of them, had a special cabinet for "almost" wasted ones like 1%-5%, and i didnt waste any in my 60 lvl power armor playthrough so there was a lot of them, and a lot of other stuff, so the problem is that after a long abscence in a vault like 10-15 hours in real life the cell reset to its original state mixed with stuff that i placed, so its a one big mess, and when i can clean up the mess with ease the problem is in a containers, like the one with fusion cores is just empty, the other one with clothing got only 2 items inside, and the 3rd with weapons got everything inside, maybe the reason behind why some of them got items and some of them not is that for weapons i used large army box crafted by myself and for fusion's i used the one that already been there, also few power armors missing from collection,  do someone know whats going on and can help me with this? the only way to fix this is going back over 15 hours of my gameplay and taking everything from containers and leave vault and sadly this mod that i really like and i dont see a reason why bethesda didnt give me the choice to make this clean and safe vault my home, and since im crazy mad about clearing dungeons, doing quest and other OCD-like stuff and i dont even remember what i did in all those hours it makes me really angry/sad.
  5. skreeeboy
    skreeeboy
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    Just installed this and it seems fantastic. I'm going to be using this on my next Minutemen playthrough. It's going to be my NORAD style headquarters. Hey Institute... bring it.

    Pros: 

    - Things are cleaned up. No trash left laying around. I know it's post-apocalyptic, but people can't tidy up a little where they live? Filthy bastards...
    - The vault door works (fun!)
    - Frozen bodies are gone. Good. You wouldn't keep them around if there were no chance of reviving the people inside. Especially when there are probably very few places left in the world that have working refrigeration. The ability to have frozen pizzas are the mark of a truly civilized society. 

    Cons: 

    - Has the same ominous music you hear when you're first trying to get out. Once you're in and you've started a settlement, seems like more neutral or positive music would be better. That also bothers me about the Mechanist's Lair as well. The threat is gone, time to relax and feel at home. 

    Possible Problems:

    - Because it removes the Lone Survivor's spouse, this may not be compatible with Amazing Follower Tweaks Nora/Nate companion component. I haven't tried it yet, but will likely not load this mod until I've brought Curie back to revive Nate. Obviously, if you are using AFT but don't care about reviving your spouse, then you can probably just ignore it. Though it's also possible AFT might place your spouse back into the vault when you return with Curie, I have no idea. I might run a few tests to see when I get to that point and report back. 

    Again, I'll be looking forwards to using it later on in my playthrough, thanks!
  6. mariopio
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    Pardon me, but how do i feed my settlers?
    After a little tour I can say it's a good mod, but apart of the food that i can solve (anyway an hydroponic room could do the trick) , the settlement got attacked and generator couldn't be fixed, another annoying problem is that a can't fast travel to it and the door opening is toooooo slow.
    1. aurreth
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      1.  Garden plots or hydroponics.  I use the room with the water tanks in the middle.
      2.  Attackers spawn outside the gear door.  Concentrate your defenses there and they'll never reach the generators.
      3.  Fast travel screws up the elevator.  If you leave it at the bottom and fast travel out then up top you see a gear shaped hole.  If you left it up top then there is no way to get it down to the bottom to ride it up.  If it really bothers you use the CK to enable fast travel for Vault111CryoSettlement.
      4.  Too slow?  Don't open and close the door.  Or leave it open while you are there, and close it if you are going to be gone for a long time.  Then come home to find piles of dead ghouls and raiders outside the elevator, where your properly placed defenses chewed them up before they ever got near the gear door.
    2. mariopio
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      1. same idea here, indoor SS2 agric plots did the trick, I disabled generators too and placed some SS2 shops, removed Cryo in the other room and placed bunk beds now is perfect.
      2. ok thx
      3. I can live with it
      4. Sometimes i find the door closed even if I left it open, but I can live with it too.
      Anyway is a good mod, like I already said, endorsed.
  7. aurreth
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    While I'm sure this is way late....

    This is one of my favorite mods, and usually becomes my player home.  There is another, similar mod at Vault 111 Settlement - Main Quest Safe which I don't like because it is missing the main vault gear door and control panels.  One thing it does have, however, is an addon which creates a Vault 88 style addition.

    It takes some trickery (renaming this mod's ESP file to match the required master), but you can load the Vault-Tec addon with this mod (the Redux one). All the right doors and halls appear and you can get to the cavern.  Unfortunately this ends up creating a second workshop and having two of them covering the same areas does not work well.  I've tried to fix the addon to use Redux as it's master (no luck), and to figure out how to remove the additional workshop in favor of the Redux one (again no luck).

    So, on the off chance the Redux author is still around, would it be possible to get a similar extension to Redux?  Thanks!
    1. confusatron
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      Noob question- would disabling the workshop through console work well enough? 
    2. edublz
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      so far it's working fine, I changed the esp name and then disabled and marked for delete the 2nd workshop and so far so good, nothing wonky that i can see, will report back if things go south,
    3. confusatron
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      Just to be absolutely clear, when you say the 2nd workshop you mean the one from "Main Quest Safe" in other words not this one.
    4. aurreth
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      I've tried that.  But the Redux workshop build area isn't large enough to cover the added cavern space.

      What is actually happening is you are building with the disabled workshop.  You've removed the ugly red workbench, but not all the linked stuff associated with it.  That means anything you scrap in the cavern won't be accessible in the Redux workshop.

      The other option is moving the addon workbench into the cavern, which sort of works except there is an area of overlap in the 111 bunk room (the one off the kitchen filled with beds before you scrap them all) which causes build issues in that area.

      The best solution would be to remove all the workshop stuff from the addon, then extend the Redux workshop area to cover the expanded area.  This is beyond my capabilities right now, because I have yet to understand why it takes six or eight different linked items to create a settlement in CK, when any logic would dictate that it only requires TWO, a build/sandbox "box" sized to cover the area and a workshop to control that area.  Heck, it honestly should take ONE object.  Place the workshop in the cell, then expand the default boundaries to cover the build area.

      Anyway, it takes more than just disabling the extra addon workshop to make things work correctly.  You can probably get away with it for most things, but you will run into problems where the cavern comes too close to the original vault.
    5. aurreth
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      ?Just to be absolutely clear, when you say the 2nd workshop you mean the one from "Main Quest Safe" in other words not this one.

      The one with the teddy bear on it.  That's the one from MQS.  The one in the generator room is the one from this mod (Redux).
  8. RBYTkid
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    Will this work if I load it into a old save or I have to start a new game for it?
    1. aurreth
      aurreth
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      I usually load the mod after exiting the vault for the first time.  So many mods screw up the intro sequences and first elevator ride out of 111 that I usually wait to deploy mods until after that.  

      Here's how you know the mod is working.  Exit the vault for the first time.  Load the mod.  Take the elevator back down to 111.  If the gear door is CLOSED the mod loaded correctly.  If the door is open, well, that's the way you left it when you exited the vault, so the mod isn't working.
  9. newturtle3
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    Very nice mod. Always wanted to build in the vault it's literally made to do so.

    I only got one question where is the workshop bench? I can't find it anywhere.
    1. aurreth
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      It's in the generator room, on the right hand wall as you enter from the overseer's office.
  10. ParadoxCipher18
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    Hi , can someone assist me in making sure I can activate the settlement quest