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Comiconomist

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Comiconomist

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About this mod

This mod adds a giant interior cell for you to build in that is accessible via a door in Vault 88.

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Permissions and credits
Vault 88 Lair
Version 1.0 released May 18 2019

Big Warning Time!
The build area in the Lair is MASSIVE and I set the build limit to be extremely large. People have reported issues from trying to use the entire space. Don't overdo things!


What this mod does

This mod adds a giant interior cell for you to build in that is accessible via a door in Vault 88.

The why

Vault 88 is great, but I have found on several playthroughs that I build too much there: I try to build my player home, plus a "museum" where I display lots of loot, plus 40+ Sim Settlements plots - and all that stuff in one cell tanks performance. So I created this "lair" as basically an overflow area. I tend to use it as an place to build a big player home, but you can build whatever you like.

Q&A

Can you make an .esl version? I tried this but it caused some major graphics issues which seem to have something to do with the precombines for the cell. I spent a couple of hours trying to get it to work and failed, so for now this mod is only available as an .esp.

Is the lair linked to Vault 88's workbench? Sort of. The workbench in the lair points to Vault 88's workbench as its storage container, so it behaves the same way as the workbenches in Fading Signal's excellent Basement Living mod. That is, stuff you put in Vault 88's workbench will be accessible when you go to the lair, and vice versa. However, supply lines don't carry through, so while building in the lair you don't have access to stuff in settlements connected to Vault 88 via supply line. Also, see the note below if you use IDEK's logistics station.

Can you build Vault objects here before completing the Vault 88 quests? Yes! I went through and added a condition to all the objects that ordinarily can only be built in Vault 88 before completing that quest so that you can build them in the lair as well. Of course, this won't apply to any mod-added objects that are restricted to Vault 88 until completing the quests, so you might want to use the console command "set dlc06allowvaultanywhere to 1". You will also need to unlock the first workbench in Vault 88 in order to scrap the stuff in the way of the entrance to the lair.

Can the lair be attacked? No.

How Immersive is this? I'd give it a 7/10. It's a giant box that would not be structurally sound in the real world. But Vault 81 shows us that Vault Tec sometimes put separate areas into their vaults, including somewhat obvious doors near the entrance to the vault (the door you use to enter the secret area of Vault 81 during "Hole in the Wall" is hidden, but the exit is actually rather conspicuous).

It's very dark. Yes it is, I copied most of the settings from Vault 88's cell. Build some lights.

It's just a giant box! Indeed. There are plenty of other mods out there that add interesting places to build where some interesting constraints will stimulate your creativity. This mod is for when you want the freedom to do basically whatever you want.

Will this come to Bethesda.Net? Eventually. I'm keeping it to Nexus for now until I'm confident there aren't bugs.

Compatibility issues

Other mods that edit Vault 88: I added a door in the Vault 88 cell and moved one item around to make space for it, so there's a tiny chance this mod might conflict with other mods that also edit the Vault 88 cell. Safest bet is to install the ones you want most first, save your game, and then install the potentially conflicting mod and immediately test whether things break or not.

IDEK's logistics station: Placing a logistics station in Vault 88 doesn't magically put one in the lair, just as linking a supply line to Vault 88 doesn't link the lair as well. Also, don't designate the workbench in the lair as your main logistics storage container: since the lair workbench doesn't actually have a container but instead points to Vault 88's, this seems to result in the logistics locker being empty when you aren't in the lair. If you use the lair as a player home with no settlers I suggest designating Vault 88's workbench as your logistics storage container, so then you can access all your stuff in the lair. If you use the lair as a full settlement then you will probably put a logistics station in it as well as usual.

Salvage beacons: Works fine, but the travel times to settlements in interior cells seem to be a bit wonky for settlements not created by Bethesda. I suggest using vault 88 instead of the lair for your communications desk and drop off point.


Special Thanks

1000101 for his excellent settlement tutorial.