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YouDoNotKnowMyName

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About this mod

Makes Vault 88 the location for the Railroad - settlement "Mercer Safehouse".

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Usually, the location for "Mercer Safehouse" gets chosen randomly depending on the current level of the player.

This mod makes Vault 88 the location for "Mercer Safehouse".

I originally made this mod just for my personal use (as I do with all of my mods), but maybe somebody else finds this useful.


Why?
I wanted to do a Railroad playthrough. And I think that Vault 88 is a cool location.
So I decided to combine the two!
But why Vault 88?
Well there are many reasons why Vault 88 would be a good "safehouse" for the Railroad:
  • It is kind of hidden (no big vault door that is visible on the surface)
  • It is underground
  • It has 3 entrances / exits (the "main door", the sewer shaft that leads to roxbury, the shop at university point)
  • It is HUGE!
  • I love vaults and the Vault Tec DLC
Why does this require almost all the DLCs?
Because they are named like WorkshopDLC01, WorkshopDLC02 and WorkshopDLC03 and I couldn't be bothered to look up what is what.
In the Creation Kit (the modding tool) they are named things like DLC06 (for the vault tec DLC), but the actual files are named differently.
Since I have all of the DLCs, I always have all of them as a requirement.

What exactly does this mod change?
  • Adds the "Vault 88" location to the formlist that contains all the possible Mercer Safehouse - locations
  • Removes all the other locations from that formlist
  • Removes almost all of the condition checks for the quest alias that determines which workshop gets used for Mercer Safehouse (except the "is
    part of this formlist" - check)
  • Adds a new quest that has a script attached to it which completes the Mercer Safehouse quest once the player has unlocked all the areas of Vault 88
  • Changes the AI package of the "Caretaker" NPC, so that he will sandbox around inside the "Vault 88" interior cell
Bugs
The Mercer Safehouse quest requires you to build turrets and things to get a defense rating of at least 10.
Somehow the game didn't "recognize" that I built defense stuff at vault 88, and the quest would not advance.
Probably because of the different workshop script, like I mentioned above ...
So I made a workaround that completes the Mercer Safehouse quest after the player has unlocked all the workshop areas of Vault 88.

If you find any other bugs, let me know and I will fix them (if I can) ...


Compatibility
Everything that changes the things mentioned above will conflict with this mod.
I did not edit or change anything about Vault 88 or its workshop because
it uses a different script to manage all the different areas.
And I didn't feel confident enough to mess with that.


Questions that will probably be asked

Will this still work if I kill the overseer of Vault 88?
Yes.
The Mercer safehouse quest will advance once you unlocked all the different workshop areas of Vault 88.
It does not matter if you kill the overseer, kick her out, or let her live ...


Other important things
I am not responsible if this mod breaks your game. (it probably won't, but you never know)
Never uninstall or disable a mod during a playthrough. Always start a new game if you want to remove a mod or change your load order.
Install this mod before doing the quest "Boston After Dark" and before doing any of the Vault 88 stuff!


(this is my first published mod, so I probably made like 10 mistakes in writing the description and things like that ...)