Fallout 4

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Rollah Skizzy aka LesPlaaay

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RollahSkizzy

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About this mod

Vault-Tec DLC clean up, expansion and optimization overhaul. View the change log for details.

Requirements
Permissions and credits
Vault 88 - Strip and Polish
Place close to the bottom of your load order, definitely after any Vault-Tec mods. If you use Scrap Everything, know that you'll need to disable a few anomalies left in the entrance by that mod with the console.

DISCLAIMER: Please understand that this mod is by no means in it's completed form. Also, this is not a concept that is going from paper to game. It is most definitely evolving in my mind as I edit. Areas from version to version might look entirely different, as they have through this entire progression. I make no guarantees. It is being offered AS IS and you should only attempt to build to it's capacity if you know your machine can handle the added loads of the vault's enlargement. Save often.  And lastly, thanks for taking an interest. YOU being here is much appreciated. Have fun and be kind to one another!

Version 4

I, once again, have decided to start from scratch. Reasons being, 1. I thought that requiring you to use the alternate exits was too much to ask, and 2. I didn't want the headache of messing around with the molerat tunnels attached to the subway station. So, I've started over and used said subway tunnel to extend up to the main entrance where I've added another station. The entrance has been completely remodeled. There are several rooms added, including a holding area and interrogation room to the security office. A screening classroom with an adjacent room, either for storage or as an instructor's office (I'll make that decision when I start furnishing.) There is also a full fledged diner with an integrated kitchen and lavatory, a large clinic as well as several cubical rooms which most likely will become apartments/hotel rooms. And so commences version 4. Enjoy!

Change Log:

4.6
  • Navmesh applied to all modded areas. Vanilla navmesh optimized in main entrance and the queen's nest areas. The settlers appear to be wandering quite deep now.


4.5
  • Cleared and enlarged Main Sector.
  • Removed train tunnels leading to the East Sector.
  • Added cave tunnel with ramp floor leading to the East Sector.
  • Repositioned uranium mines and the 3 train tunnels.
  • Enlarged the rubble piles so that the debris' size more closely matches the objects they represent.
  • Added build area and a ramp vault hall to the East Sector which aligns with Main Sector vault.

4.4
  • Replaced gurneys in the clinic with Institute beds, one of which is populated with a wounded NPC marker.
  • Removed divider curtains.
  • Added ceiling hospital lights.
  • Added x-ray light boxes as well as a clinic shop NPC holding clipboard marker, 2 NPC repairing panels markers for immersive effect because one of the boxes flickers. 

4.3

  • Started clearing out the Main Sector.
  • Added stools at the diner's bar.
  • Added desks to the classroom.
  • Added gurneys to the clinic.

4.2
  • Added vault doors to first and second floors.
  • Furnished the diner's bathroom.
  • Started furnishing the diner and it's kitchen.
  • Adjusted many pieces that were askew.

4.1
  • Extended and furnished security holding cells, providing 12 beds linked to the workshop for Clem and 11 of his friends.
  • Fixed several pieces that were Z fighting.
  • Changed mismatched corner in the diner's kitchen.
  • Added communal showers.

Spoiler:  
Show

3.2
  • Furnished lavatory.
  • Furnished screening.
  • Added stairwell with 5 vault workshop doors leading to the void to provide snap points for you to be able to build from within the game.
BUG: Navmesh recasting failed but the process seems to have fixed the issue with Andersen falling through the floor. Will manually adjust it once done editing the entire vault.

3.1
  • Adjusted inner entrance light boxes to allow building without light bleeding through walls, ceilings and floors.
  • Added furnished holding cells to the security room which provide 6 beds.
  • Added a reactor control room.
  • Produced precombined and previs BA2 files.

3.0
  • Made it so MUSzExplore plays in the vault.
  • Expanded Main Sector build area to include outer entrance and subway add-on.
  • Converted the outer entrance into an HIT style, subway accessed, vault lobby.
  • Banished rubble, debris, and other unnecessary things to the -10000 Z axis
  • Started reworking the inner entrance's floor plan.
  • Added a proper screening area.
  • Added a lavatory.

2.6c
  • Put the esp through xEditQAC which undeleted vanilla game references to fix precombined references and to remove duplicate references.
The process essentially reverted those undeleted references to the original layer hierarchy but left my layer hierarchy intact for those references that were added by the mod.

2.6b
  • Changed the beds in the holding cells to bed frames with no mattresses.

2.6
  • Added a sub-level with holding cells to the security office.

2.5
  • Added room bounds and portals to optimize performance 
  • changed inside corners near the Main Sector's train tunnels to allow centering them with the vault's layout
  • and then centered them

2.4
  • Dropped ground level of Zone3 to the bottom of the allowable build area.
  • Extended cave ceiling of Zone3 to the top of the allowable build area.
  • Realigned all concrete building parts in the Main Sector.
  • Reconstructed Main Sector's cave ceiling.
  • Expanded Main Sector's perimeter.
  • Realigned ground panels to stop texture tearing in Main Sector.
  • Reconnected uranium section with water pump area.
  • Added domestic stairwells to the ground level of Zone3 from Zone1 ground level.

2.3 (formerly v2.1.3)
  • Enlarged the Main Sector so the vault could be built up to the concrete walls without clipping.
  • Raised the ceiling in the Main sector.
  • Laid a perimeter of atrium pieces to ensure alignment.
  • shifted the East Sector tunnels a half step to the left, when viewed from the Main Sector entrance.
  • Removed the train tunnels leading to the East Sector because the blueprint clearly states they are excavation tunnels, not part of a subway.
  • Added 2 vast building areas to each of those tunnel entrances while turning them into "excavation tunnels."
  • Continued the vault perimeter into both of these areas so to provide a starting point to snap to, enabling continuous power supply from the reactor room.
  • Rotated the uranium mine and aligned the locker room with the right East Sector tunnel.
  • The left East Sector tunnel now leads to the water pump but no longer has access to the uranium mine.
BUG - Power not being carried through the connected atrium pieces. I'll fix it ASAP.

2.1.2

  • Moved the blueprint board into the security office.
  • Patched the holes in the Main Sector walls that were covered up with rubble.
  • Added proper tunnel ends to the 4 tunnels leading nowhere.
  • Removed non-scrappable pile from in front of the East Sector's left tunnel.
  • Aligned that tunnel's pieces and removed the piles of rubble that were there to disguise the misalignment.
  • Enlarged the land slide blockage so it is now used for both tunnels. 
  • Stripped the East Sector and shifted some of the rock elements so that fewer were needed.
  • Changed the water pump's skin just to add a little color contrast. It now has some orange elements as opposed to solid yellow.
  • Added downspout pipes to all the water pump's open ended pipes so more of the rock and dirt piles can be removed without having it look broken. They extend below ground level.
  • Cleaned up the East Sector tunnels and the locker room leading to the uranium mine.

2.1.1 revamp of v2.0.2 while applying the K.I.S.S. (keep it simple, stupid) methodology
  • Completely overhauled the layer hierarchy (see picture in media section for details.)
  • Overhauled the outer main entrance again, this time keeping most of the original elements but shifting and rotating them to make them fit with each other rather than having them look like an obvious splice.
OOPS! Forgot to reposition the vault map and board. That won't be there in v2.1.2 :P

2.0.2
  • Turned on some exploring music. (Don't know about you but the lack of music in the Vault-Tec DLC made building to the hum of vault reverb a cause of many very literal headaches.)
  • Added all references from screening, security, and the reactor room to the layer hierarchy.
  • Added a false floor to security to hide the fact that some pieces were trimmed and others not.
  • Added a false floor to the area near the gear door so that it's ground is visible when the layer with the prefab is hidden.
  • Added the missing pipe to that same area.
  • Removed all light boxes and most light FX not directly effecting a light fixture.
  • Changed the skin on the outer entrance walls and ceiling to make it look it's age.
  • Removed most lootables, scrappables, rubble piles and decals from the outer entrance to the ramp leading to the main sector.
  • Adjusted the outer door control so that the animation aligns more precisely.

2.0.1
  • Made slight changes to the layer hierarchy.
  • Rebuilt the entrance.
  • Repositioned the floor and the existing catwalk so that it's staircase's bottom matches that of the white staircase to avoid having the bottom steps clip through the floor.
  • Moved the quarry door marker farther away from the autodoor marker because CK was throwing a "too close" warning.
  • Got rid of the console prying NPC bug.
  • Tested fast travel marker, quarry door marker, autodoor marker, and candidate markers to ensure they're all in working order.

2.0.0
  • This mod now requires all DLC content (excluding the high res pack) because I found working only with the Vault-Tec DLC limiting.
  • Started a logical layer hierarchy.
  • Expanded BuildArea01 by 2500 units on the Y axis so building on the outside of the vault door is possible.
  • Expanded BuildArea01 by 3000 units on the X axis because I plan on connecting the triple tunnel section of the Main Sector to the Uranium Mine.
  • Moved most of the outer entrance to make realignment of the blue staircase possible.
  • Realigned blue staircase and all elements extending from the staircase's base to the quarry entrance so that the stairs are now parallel to the wall.
  • Lowered the same elements so the bottom steps of both staircases are visible over the floor.
  • Extended the room outside the vault door so the staircases did not interfer with eachother.
BUG - moving the NPC markers in a group selection seems to have caused a bug where the console prying NPC is now facing the wall next to the hole. Repositioning the marker doesn't seem to do anything