Fallout 4

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aurreth

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Vault-Tec took your life, you take their stuff! A series of mods to convert all vanilla vaults into player settlements.

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Vault-Tec took your life, you take their stuff!  A series of mods to convert all vanilla vaults into player settlements.

This is a planned series of mods to convert all Vault-Tec assets into player settlements, with the exception of Vault 81 (because there are still people living there.)  This includes the four vanilla vaults (111, 75, 114, 95) and the Vault-Tec Regional HQ.  The goal is fully functional settlements, after a little "house cleaning" of course.

Current Status:
  • After recovering from Hurricane Ida real life got in the way, and I found I no longer had enough free time to do any serious modding work.  I'm still checking in every few days to answer questions, but there is unlikely to be any new work done.  If you wish to use anything here as the basis for your own works you have my permission, with the exception of Vault 111 (because I can't give you permission to use the work of Ryanc229, luxor8071, or dominic2005, who's works I used extensively for the 111 mod.)

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Vault 111 - 
Fully useable, feature complete.
  • Uses Vault 111 - Player Settlement REDUX by Ryanc229 as a base, turning the vault into a fully functional settlement with a working gear door.  Clarification:  If you use this mod you do not need Ryanc229's Redux.  All of that is incorporated here.
  • Incorporates Vault 111 HD by luxor8071 to provide an HD texture overhaul.
  • Uses Post War Vault 111 Elevator to Pre War by dominic2005 to provide clean textures for the vault elevator.
  • All material swaps replaced with their "NEW" variant, making much of the vault look freshly painted.  This uses vanilla assets that are already in the game but apparently never used.
  • YOU CAN HAVE THIS ENABLED WHEN YOU START A NEW GAME.  Caveat:  if you are using an alternate start mod that uses Vault 111 to hook into the vanilla content (Start Me Up) you need to finish that hook before enabling the settlement, since this mod does not change the vanilla Vault 111, it replaces it.
  • HOW DO I KNOW IF IT'S WORKING?  After exiting the vault for the first time, press the button and take a ride back down.  If the vault door is closed (remember, you didn't close it behind you when you left; you couldn't, there was no outside control panel) the mod is working.  Use the control panel to open the door, the workbench is in the reactor room.

Optional:  Vault 111 Auto Doors Patch
  • Makes the doors in the Vault 111 settlement compatible with Auto Doors, so they can be made to automatically open and close depending on which ugly box you place near them (seriously, is there no mod which changes the box textures and meshes to something cleaner?).

Optional:  Vault 111 Exterior Tweaks
  • Some adjustments to make building on the Vault 111 mountain top a bit more friendly.
  • Deleted all the blue shipping crates, the yellow megaloader and the big red crane, then regenerated precombines and previs for the cell.  Previously using a scrapping mod to delete any of these items would result in world tearing, with landscape flashing in and out of existence.  Not anymore.
  • Cleaned up the vault control pod.  This was previously in the main Vault 111 settlement mod, but it made more sense to move it here.  (Honestly it might still be in the settlement mod, I'll have to remember to check.)
  • Oh, got rid of the crow flight paths, so they should stop landing in mid-air on nonexistent shipping crates.  Doesn't get rid of existing ones, they get kind of stuck.  Shoot them.  They shouldn't come back.

Optional:  Vault 111 PreWar Fence Restored
  • Removes the rusty, broken fence from around Vault 111 and replaces it with the clean, complete fence from the Intro.
  • Gates do not open and close.  Since they were never supposed to be used the prewar fence gates are static instead of "doors".  But there are mods out there including SSEX and Graf's Security Fences that have replacements that, while not perfect, are very close.
  • I made this a separate mod 'cause I was responding to my own mod request.  It's a straight up copy and paste so I was hoping someone better than me at navigating exterior spaces in the CK would knock it out quick, but no one did :(  So this took me way longer than it should have.
  • I have a Transfer Settlements blueprint that does the same thing to the Vault 81 Trade Outpost using Graf's Security Fences.  I need to clean it up on a different save so that's the only prerequisite, then I'll stick it in the optionals area.  It came out rather nice.

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Vault-Tec Regional HQ - Fully Useable.  Needs some navmesh work and scrapping recipes.
  • Turns the Vault-Tec offices downtown into a fully functional settlement.
  • You still have to kill the ghouls (seven of them), but they won't come back.  All the vanilla terminals are still in place.
  • The workshop workbench is in the basement, and the boss ghoul does not like you touching his stuff.
  • You can fast travel from inside the building.
  • Vanilla scrapping is limited (use a scrapping mod.)  With the optional Blank Slate file it is non-existent.  
  • There are navmesh issues causing some strange NPC pathing.  Settlers get where they are going, but take strange routes.  Fixing as I find it.
  • Settlers can't use the internal elevator, so if you put your crafting stations in the basement they will walk out the front door, around the building, and go back in the back door.  This is likely the only smart thing I've actually seen settlers do.
  • Speaking of which, no crafting stations are provided.  Build your own, where you want them.
  • There is no food or water.  
  • (Version 0.3)  Navmesh on stairs fixed, settlers can now make it up to the second and third floors if you clear the debris from them.
  • (Version 0.7)  Settlers fixed.  You can now assign settlers and create supply lines.  This took an almost complete rebuild from previous versions, so upgrading from an existing install likely won't work right.  Installing from a cleaned save seems to work, and allows you to keep anything you've already built there.
  • (Version 1.0)  Settlement attacks verified (damn Gunners).  Make sure you defend the lobby and stairs!

Optional:  Vault-Tec Regional HQ Blank Slate
  • See sticky post.  Completely cleans out the office building (I did leave most of the basement intact), and repairs all the broken floors, walls and trim.  Oh, and the broken lights.
  • It's still rusty.  For the life of me I can't find clean HiTech textures, either in the game files or in mods.
  • Requires the settlement mod, because there is nothing left to scrap and you are going to need a supply line.
  • I have no idea what happens if you install this before clearing the ghouls out of the building.  They may be gone, or they may be there.  They may be in the cleaned out kitchen having tacos.  I haven't tried it that way yet.  Tacos removed from break room so the ghouls all left.  They were muttering something about union violations.  If you don't want to fight them you can install this at the same time as the settlement mod.
  • Best way, install settlement mod, clear building and activate workbench, establish a supply line from another settlement, then load the Blank Slate and start building.
  • Seriously, if anything is left to scrap it's because I missed it.  No complaints, you have been warned.
  • When installed will eat everything in containers you have already built.  Not the containers themselves, just the contents.  Empty containers before installing.  That includes power armor frames (when you are not wearing them they are containers.  No, seriously, you can attach lights to them and everything.)

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Vault 81 Trade Outpost - Fully Working

  • Turns the small fenced in trader area outside of Vault 81 into a fully functional settlement.  Size is suitable to a small trade outpost.
  • Build area is small, basically the area between the fences and the rocks.  Stay inside the fence line and you'll be good.  The glowing border is hard to see (I probably need to raise it a bit).
  • Settlers and supply lines work.  
  • Scrapping is limited.  However, if you use a scrapping mod or use the console to disable you won't break anything.  I've completely leveled the area using Scrap Everything and there are no broken precombines or graphics issues.
  • ESL version available.  Identical in function to the ESP.  Pick one, do not change mid-game or the settlement will break.
  • I came across this today:  Vault 81 Entrance Settlement  If you'd like a bigger build area this looks like it might make a nice alternative.

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Vault 75 - Settlement Functions Work.  Needs navmesh fixes.  Vanilla scrapping is limited.
  • May be installed at the start of the game.  If you have never entered 75 before the workshop workbench will not be visible until you complete the quest "Vault 75", which is now triggered outside the gear door.  If you have already completed that quest the workshop will be visible, and can be found in the alcove to the right of the elevator.
  • Settlement functions working, including assigning settlers and supply lines.
  • Fast travel out of the vault is enabled.  Fast travel in still lands you in the world.  This is necessary to allow provisioners to locate the vault for supply lines (they look for the fast travel landing point to know where to go).
  • Added two invisible doors to the left of the elevator at the top and bottom, and adjusted the navmesh to accommodate them.  These are so settlers (who are incapable of using elevators because they don't know what a button is) can get from the gear room to the main settlement.  Of course players can use them too by activating the wall (there is nothing to tell you that you can do that, no text prompt) if you want to skip the elevator ride (I actually tried to put them directly in front of the elevator but then you can never tell if you will activate the elevator or the door.)  I tried to put them where they wouldn't be blocked.
  • Working gear door with spinny lights and warning sounds.  Thanks Rathex!
  • One of the Vault-Tec generators is still functional, providing 150 power.
  • There's enough water in the shooting range to place a water purifier or two.
  • I haven't touched navmesh or scrapping yet.  You'll need a scrapping mod to clean it up.  I'll fix that someday, maybe.
  • Added appropriate Actor Values to floor pieces so you can place furniture on them.  I probably missed some places, I'll fix them when I find them.

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Vault 95 - Restarting

  • Had to restart this due to... issues.  But I finally sorted out what I was doing wrong with the elevators!
  • Dirty Gunner version to be released soon.  This is basically the vanilla vault with settlement functions added.  No frills, but should work with the Cait quest.  Maybe lol
  • Cleaned and repaired version as an optional addon to follow.  This was going to be my original version, but I'll make it optional so if you want the incel Gunner vault you can keep it.

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Vault 114 - In Progress

  • Gear Room:  removed a blue shipping crate that caused serious graphics glitches when scrapped, then regenerated the precombines and visibility.  Graphics glitches all fixed.
  • You can fast travel out, but not in yet.
  • This one is insanely complicated due to the vault being split into two cells.  As in split down the middle, instead of where the subway station meets the vault.  I don't know if I can merge everything without creating serious performance issues... but I'm gonna try!

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Vault Network (early release)
  • Adds terminal entries to the vanilla Vault 111 overseer's terminal that, when read, reveal the locations of the other vaults on the player's map.
  • Does not enable fast travel to those locations.
  • Adds a holotape to the same terminal that does the same thing.  This is to make it easy to drop the tape in other vaults rather than edit a half dozen overseer terminals, and to allow remote Pip-Boy access to the network.
  • This is an early release, because I don't want to add this as a master to all the other vault files.  The terminal entries and holotape are only found in the vanilla Vault 111, the rusty, crusty one you exit the cryopod into.  If you are speed running through and miss them you'll have to use the console to get a copy of the holotape.  Eventually I'll script things out to detect which Vault Empire mods are installed and then add the holotape to those.
  • This is also part of a planned future expansion.  The way the menus are set up and the wording phrased provides some clues :)