Fallout 4

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  1. aurreth
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    Mod Conflicts

    For those asking "does your mod break this other mod", or "is it compatible with this other mod":

    I'm not worried about interfering with or breaking anything but the vanilla game. Compatibility with anything other than official content is not my responsibility.  And if I don't use your favorite mod I'm not likely to consider whether or not this mod series causes conflicts with them.

    These mods are very limited in scope:  let you colonize additional vaults that are already in the game.  I am seriously trying to avoid mod creep or bloat.  I'm not adding or removing anything that isn't absolutely essential to accomplishing the purpose of making settlements, despite the temptation to do so.  And if I do those alterations will be optional.

    In theory that should make them compatible with almost everything, but there are bound to be issues, especially with mods I don't use.  I'll do my best to support you, but I won't make alterations to everyone's game just to support your favorite mod.  
  2. aurreth
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    Power

    I'm going to be asked about power.  "Why doesn't the power go through the floors like Vault 88?"

    I'm working with vanilla vaults here.  They were built (by Bethesda I mean) long before the vault DLC that added 88.  That means they are not compatible with the new system, and have to be powered the old way.  Wires and conduits and bears, oh my!

    Now, I'm making the buildable areas extend far enough outside of the walls so that, with a little ingenuity, you can tcl, go outside the walls, and run the power on the outside of the building.  Or do what I do, use a wireless power mod so you can pretend that things really do work the way 88 does.  Heck, I use one in 88 because just about anything will break the power flow there, including leaving the cell and coming back later.

    So you'll have to figure out how to wire it up yourself.  I'll try to remember to make sure at least one generator works in each vault so there is some built in power.

    Food and Water

    You seriously have to wonder how vault dwellers managed to eat.  Hundreds of years worth of MREs?

    Most of these places are not really set up to be self sufficient.  I may make some tweaks, so you can at least find a place to put a water pump.  Garden plots should take care of food.

    Note that 111 generates absolutely huge amounts of water.  Enough to supply 10 vaults.  But it kind of sucks for space to farm.  95, on the other hand, has lots of space on the atrium bottom floor for garden plots, but no good place to sink a well.  75 could sustain itself... if you are willing to sacrifice the firing range, or use some of the space in the generator room.

    I'm not going to make major changes so things work.  I'll make sure at least one generator functions, and if I can work it in without breaking the original feel of the place I'll put in an underground river or something for water.  With a little planning the entire vault network can support itself without issue... and isn't it more interesting that way?
  3. aurreth
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    A Note on Gear Doors

    Originally gear doors were only meant to open, and open once.  Vaults 111, 81 and 114 all have gear doors that the player opens during the course of the game, and never, ever close again.  The doors for 75 and 95 are completely inert, they start open and stay that way.

    Vault-Tec Workshop changed that, but only for Vault 88.  The scripts and animations are specific to that door.  This means that every working vault door in a mod is based on Vault 88.  Everything is adapted from scripts and handler quests that are only supposed to work for Vault 88.

    The result is that gear doors are, well, fragile.  Miss one small part, forget to include one script fragment, pack the BA2 file wrong, and what you usually get is the doors reverting to their vanilla, non-DLC behavior, which is that the control consoles only work once, because they are only meant to trigger the opening animation, once, or if the door is open trigger the closing animation, once.

    Compounding that is the issue that FO4 stores the state of the doors and consoles in the save file.  If the modded gear door is broken then FO4 will decide that the console has indeed worked as designed, operating exactly once, and it will store that state.  From then on fixing the scripts will pretty much never fix that stored state.  Once the door is "broken", it remains broken.  Updating to a working version of the mod usually won't correct the problem.

    So, what is the fix?

    First, make a save before entering a modded vault.  For 75 you want to save before entering the school basement, for 114 save before entering Parkway Station, and for 95 you'll want to save before installing the mod.  Always save before doing whatever would trigger the mod, so that you can revert to that save if you find the gear door broken.  Wait for a fixed version, rinse and repeat.  A new game always works, of course, and reverting to a previous save almost always works.

    If for some reason you can't, or don't want, to do that you can try making a clean save.  Uninstall the version with the broken door and use something like Fallrim tools to clean out everything associated with the mod.  Then install the fixed version and try again.  I usually exit the game, uninstall the mod, enter the game (answering yes to the warning about the now missing mod), then make a named save using the console.  Clean the named save, enter the game by loading the clean save, then exit the game again.  NOW load the updated mod and continue on.  I probably make that harder than it should be, but it makes sure that any remnants of the broken mod are gone.

    This does lead to another issue.  The WorkshopParent script, the one that lets settlements function as settlements, is incredibly fragile.  It takes almost nothing for a settlement to become broken, and that script stores that broken state even if you revert to a previous save.  Not every time, but often enough that a workaround is sometimes required.  If, after using a clean save and upgrading the mod, the workbench tells you that you must "clear all enemies", you can use SKK Workshop Ownership Utilities.  Load the holotape, select "Workshop & diagnostics menu", then "Take ownership of local workshop".  That usually fixes things.

    If nothing else works you can, of course, use the console to disable the door, making it vanish.  If you are forced to do that I can recommend ccmads' Craftable Vault Gear Door.  It works nicely, just doesn't give you working consoles (you click on the door or the big machine that opens the door to open/close it.)  The only drawback here is the door will have 111 on it instead of the correct number.

    Last thing, if you close the gear door on your way out of the vault make sure you wait for it to cycle completely before exiting the cell.  That means wait until the Activate prompt reappears on the outside console, which indicates that the door handler is ready to cycle again.  If you exit before the cycle is complete you may end up with a broken door.  Since the default gear door state is closed you could end up locking yourself out of the vault, well, permanently (without console commands).
  4. dwarfgh
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    How do I "take over" the vaults?
    1. aurreth
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      Same way you do any settlement, kill everything there and use the Workshop.
  5. opannes
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    Nuts, and here I was hoping for a Vault 114 settlement, and it was the only one not finished.
  6. yeeters4532
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    Is the vault 114 part of this mod still being worked on?
    1. aurreth
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      None of this mod is still being worked on, sorry.
  7. RowanSkie
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    Also, I will say that duplicating the Vault 111 cell for it to become a workshop was really great. Annoyingly, that breaks compatibility with (for those that I use anyway) Sim Settlements 2, Classic 10mm Start, and MAIM. I don't mind patching for the Classic 10mm Start, but for MAIM and SS2 (especially SS2 Chapter 3), gonna be a bit hard.

    Any tips? Do I just copy-paste edits into the new Vault 111 cell?
    1. aurreth
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      No idea.  I stopped modding after the hurricane:  first there was recovery from said hurricane, then I started a new job.  Just no time to mess with it.

      Pasting edits into the new 111 cell may work.  You shouldn't need to for any game starts, since the old cell is still used until you exit 111 for the first time.  The new version isn't triggered until you take the elevator down.  That's how the hook works, it replaces the destination for the elevator going down.
  8. RowanSkie
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    After reading your post about the gear doors now I want a mod, or a version of this mod, that has actually working Vault Gear Doors. With that in hand I can finally replace Vault 81 Close Door if it's possible.

  9. rm923
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    Is this mod compatible with
    https://www.nexusmods.com/fallout4/mods/25089
    ?
    I have made my own .esp mod making Vault75 a settlement but with that mod it doesn't work properly
    1. aurreth
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      1st sticky, up top.

      But, no.  At least my 75 is not compatible with that 75.  Because you can't have two settlements in the same place, the workbenches would fight each other and break the scripts.

      Pick the one you like better.
  10. bigbto1938
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    Hi aurreth I just wanted to say thank you for making 111 and 75 into settlements I have not tried the 111 settlement yet but I am Very impressed with the Vault 75 settlement you created its better than the other Vault 75 settlement I was using I love how you left the whole vault area original and most of all got the vaults gear door working again. On the other mod I was using the guy got rid of the cave which annoyed me and put a build area there and the he didnt make the gear door work I never did like that the door doesn't work on most of the vaults on fallout 4.
    Although something you might wanna consider is the door is closed when you first discover it which makes no sense since the gunners dont have pip boys and you require a pip boy to operate the vault door its just something to think about.
    1. aurreth
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      Yeah, the default state for vault gear doors is closed.  When the modified 75 is loaded the door is initialized so it spawns in closed, because that is how Vault 88 was built and working gear doors are based off of 88.  To have it open on your first visit it would literally have to open when you first zone in, i.e. you'd see it opening.  95 is the same way.  It's not terribly immersive, but it's better than showing up and watching the door open.

      On the other hand it's one way of knowing if the mod is working.  If you show up to 111, 75 or 95 and the door is closed you know the mod loaded properly.  If the door is open (vanilla state) you know something went wrong.
    2. bigbto1938
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      Alright Thanks  That is a good point now that you mentioned Vault 95 is there any chance you would be willing to release a mod that to get the door working on Vault 95 ?
    3. aurreth
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      I never finished 95 unfortunately.  I was making some progress on it until the hurricane hit, and then not long after that started a new job that doesn't leave me the free time to mod anymore.  Sorry
    4. bigbto1938
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      Alright understood
  11. kren07
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    i want vault 95 when are you going to continue
    1. aurreth
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      From the Description:

      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.)
  12. Cozoi
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    Is there any way to make the floors in V111 less shiny? They're kind of ugly to look at. 
  13. Gabiilasciuc
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    Hii i just tried the mod and its greatbut i have a problem,when i go to vault 111 i can close and open the vault gear door when i want,but if i go to other vaults thei gear door is one-time open (Vault 81,Vault 114) or opened already(Vault 75,Vault 95),Can you tell me what i did wrong or sugest me another mod that closes vault geqar door.
    1. aurreth
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      That would be the third sticky note, titled "A Note on Gear Doors".

      I didn't touch 81, because that vault doesn't belong to you.  I never finished, or released, 95 or 114.  Those three are all vanilla.  75 should work, but it was always a bit cranky.

      I had an unfortunate run-in with a hurricane, and never quite got back to FO4 after that (it takes a very long time to recover from a hurricane).  I've been thinking about coming back to it recently, and if I do I'll get back to work, see if I can't do something about those doors.
    2. aurreth
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      Wait, 75 is open?  If you installed the Vault Empire mod it should be closed on your first visit.  Any modded vault will start with the door closed.