Fallout 4

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TaxiVader

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TaxiVader

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About this mod

Vault 75 is now a fully functioning settlement with a massive build area. All items can be scrapped if desired.

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VAULT 75 SETTLEMENT - please read before use!

This mod makes Vault 75 into a functioning settlement. Settlers recruit normally and access all areas of the vault. There are two refilling trunks in the foyer with Vault 75 suits in them, one has clean ones and one has dirty ones. All the floors can be built on and all the items in it with a few exceptions (see below) can be scrapped.

CHANGES TO THE ORIGINAL LAYOUT

* A corridor has been added from the entry area to the Atrium. This was necessary to allow settlers to path from the entrance to the main vault area. This passage is also used by the Provisioner who has been seen both inside and outside the vault.
* The reactor cave was removed and replaced with a build space similar to but a fair bit larger than the main area of Vault 88.
* The right-hand train tunnel is extended a bit and I added a station-like build area (not large) down there as well.
* The whole area is now fully navmeshed. There were some breaks in the original navmesh to prevent all the Gunners in an area from piling into the one place, so they will behave slightly differently than in the original.

SCRAPPING

This mod works best (IMO) if you have Scrap Everything. If not you'll not be able to clean up the main Vault area. The internal build area is huge though, so you can still build here if you don't have the scrap mod installed. Be careful though; the walls and floors of the build cave also are scrappable; accidentally scrapping these would produce a poor outcome. Where possible I have replaced the non-scrappable items in the Vault with scrappable ones; where that was not possible (eg the toilet stalls and urinals) I replaced them with items as close to the original as I could find or removed them.

Unscrappable items in this mod:

* the treadmills in the exercise room. There was no scrappable alternative and they are integral to the Vault 75 story.
* the Overseer's private room. I left all the bathroom elements unchanged because it already looks really cool. The bed is now scrappable though, as is the trunk and safe.
* a small metal stool in the foyer. This has an "NPC sit" function attached to it.
* the desk and terminal in the foyer security room. These are quest-related.
* all other quest-related terminals.
* the overseer's wooden desk. There was no alternative here, though I did replace the rest of the items in that room.

NOTES and KNOWN ISSUES

This mod works best if loaded into the game BEFORE you visit Vault 75. It does not affect the local quest. If loaded after I have experienced issues with the workbench.
* This mod seems to work fine no matter how many mods you are running; I've had no issues with a variety of mod setups.
* For the best playthrough experience of the Vault 75 quest, use the elevator as usual to get to the main vault area. Using the added corridor instead results in the Gunners not triggering at the right times. This has no effect on quest completion or the function of the settlement though.
* The trunks with the vault suits are initially empty. I can't figure out how to pre-load them. Exiting the cell and re-entering (eg through the entrance door) will cause the trunks to refill.
* Settlers can be sent to Vault 75 from other settlements, but they don't arrive (I think, not 100% sure). They leave the other settlement and seem to just disappear. This means your Vault 75 population has to be fully home grown (probably). I assume this is because the settlers are trying to go to an interior cell; if anyone has ideas about fixing this or has an experience to the contrary please let me know. I'm assuming the same thing happens if settlers are sent FROM Vault 75 but I've not checked.
* While one can fast travel FROM Vault 75 one cannot fast travel INTO it; selecting the Vault 75 icon on the pipboy for fast travel transports one to the exterior of the Malden Middle School ruins where one promptly steps on a land mine. Watch out. (I didn't put that mine there)
+ Vault 88 quest markers can appear above Vault 75 on the Pipboy. I have no idea why this is happening, probably something to do with copying the internal build area. It does not affect anything at either Vault however. Again, suggestions are welcome to fix this.
* While supply lines show up on the Pipoby and can be assigned from either direction, I'm not sure if the resources are shared properly. Some feedback on this one would be good.
* If you're using Sim Settlements, remember to turn "Respect Build Limit" to "OFF" in Performance Options of the City Manager holotape or the plots will not build, they will just sit there at the scaffolding stage. If you change this setting AFTER placing some plots you'll need to scrap those plots and re-build them.
* There's a little bit of shimmering in some small areas, this was a learning experience for me and by the time I'd figured out how to avoid that it was too late.

I really want this mod to be as good as possible, so please provide feedback about issues you have with it and / or suggestions for improvement.