To remove objects added via console commands (such as the ones you mentioned) you can either:
Install Place Everywhere and then press INS to enable its Extra Object Selection mode (not 100% sure if this feature works on the ‘Next Gen’ version of the mod)
Select the object from within the console and then use the disable command
Must admit I have never come across this as I have always gone for the ‘good’ experiment results causing Overseer Barstow to leave the vault. I am not 100% sure but I believe the generic Overseers Desk which I have used are not assignable and can only be used by the player for an INT buff, with the desk used for the quest being a unique item.
If you check under the ‘Special’ tab of the build menu hopefully the assignable desk might still be there, but not sure if its re-buildable after the quest is complete and it’s been scrapped. You could try spawning it back in using the ‘player.placeatme 05005617’ console command. Failing that if you have a save before you imported the settlement you could scrap everything but the desk and then re-do the import.
Might take a little bit of time but I might also be able to create an alternative version of the blueprint with the original Overseers Desk, or one that just adds the desk in to the original blueprint after its been imported.
I have had a few people report power issues with the vault, the only way I have been able to replicate it is to remove a normally un-scrapable vault piece which breaks the vanilla power connection from the entrance reactor to the main cavern:
Another much simpler method is to go into the main Atrium and then TCL up on to the roof. There are a couple of power conduits, simply building and then linking any power generator to one of those should also restore power.
This is awesome! It is really big though. Would it be possible to create a map? Honestly a sketch would be perfect. I had no issues with the power getting connected. I'm on the "next gen" version of the game and no issues with that either.
Great to hear you liked the blueprint and that it imported without any issues, thanks! No idea how I would be able to make a decent looking map of this place, sorry. The tour video on the description page has timestamps of all the major rooms and areas, and might help you to get feel for where everything is located.
Yeah the interior maps in the game are crap! I was hoping you had some sketches or something from when you created the settlement. I guess I have a new "dungeon" to explore. I did use the video to find the hydroponics area. My settlers were complaining about no food.
Mod is great but there are issues... . its too much big (you lost finding rooms and places) . its too heavy (all those objects and polygons makes a mess out of FPS) . making it a little bit more minimalist and under control is a better option i think . a true vault should be like this mod but its a game too complicated for a simple game . good luck man
Hey I don't know if I am just stupid but I can't find the blueprint for the vault, under which category should this blueprint be so I can figure out what I need to deactivate
This Blueprint looks SO AMAZING and I really want to use it
You’ll need to build the Transfer Settlements Terminal (should be in the Power > Miscellaneous tab) anywhere within the vault, then use it and select the Import a settlement from blueprint option. This should then allow to select and start importing the blueprint.
Very beautiful work! I was wondering if you know any mods that make settlers in vault 88 smarter in their pathfinding? Would be cool to see them deep in the vault rather than just in main cavern.
Also, for some, reason lights don't have power and I didn't touch the unscrappable vault piece unless I was supposed to disable it before import. I could always autowire everything but the visible wires are eyesore sometimes and idk if there's a working mod to get rid off them.
Glad you liked it, thanks! I have not tried it myself but believe the Settler Sandbox Expansion mod will allow the use of all areas of the vault.
If none of the lights come on after importing then something has gone or is wrong. If you try connecting a powered device to one of the existing Vault Power Conduits do they get power? Honestly not sure what could have caused this if you have not removed the unscrappable section that links power to the vault and you would probably have to try manually running a new power wire to fix it.
After testing and purposely removing that power connecting section, this was the simplest and cleanest way I could find to restore power and hopefully will work for you:
In the corridor you go down to enter the Atrium if you TCL through the ceiling you will see some existing power connectors I run on the corridor roofs. Place a Vault Power Conduit and then run a wire from it to the existing connector, then snap the Vault Power Conduit to the spot shown in the screenshot (you might also need Place Everywhere for this).
This should not be needed and would be interested if you get the same issue when tyring the import on my test save in the optional files (ideally on a clean profile with just TSB and its requirements)
I am using TCL however I am unable to find is there a video you could post on your youtube channel? Thats how I find your amazing work :) but I have no electricity in this side of the area :(
Sorry to hear you are also having this issue and sadly have no idea what causes it. I have just recorded a quick video showing me breaking the power in the vault and then restoring it using the method I described above, hopefully this will also work for you:
omg thank you so much this worked!!!! Ill be honest I wasn't expecting such a quick response but I really appreciate it! I look forward to many more builds you create :D
I had to use your fix, but I also found unlinked power connectors *under* the floor leading from one at the bottom of the reactor toward the main vault room and affixed to the unscrappable floor/tunnel piece. Those seem to be the original connections that break after transferring in the blueprint (and do not work even after I re-connected what I could, since the starter connector under the reactor can't be reattached to the top). The Vault 88 beacon is also disconnected but I'm not sure how it was originally done (I can't find a natural link under the floor or elsewhere), so I have to jury-rig that one.
Never seen those connectors before! Checked my un-modded Vault Import Test Save file and the connection is broken / un-connected like that by default, so its not the blueprint that’s breaking it:
As far as I am aware the vault beacon should always have power once the quest to switch it on has been completed. In my test save the vault has 0 power as the generator has been disabled, yet I could still turn on and off the beacon. This even worked after removing the normally un-scrapable Starter Power Connect that’s located under where the reactor is located.
Would be interested to know if you imported the blueprint using my test save but with your current mod setup if the power is still broken for you.
154 comments
If you check under the ‘Special’ tab of the build menu hopefully the assignable desk might still be there, but not sure if its re-buildable after the quest is complete and it’s been scrapped. You could try spawning it back in using the ‘player.placeatme 05005617’ console command. Failing that if you have a save before you imported the settlement you could scrap everything but the desk and then re-do the import.
Might take a little bit of time but I might also be able to create an alternative version of the blueprint with the original Overseers Desk, or one that just adds the desk in to the original blueprint after its been imported.
I did have to fix the power like in the video. Strange that you have to do that as vanilla vault walls do it automatically.
vault piece which breaks the vanilla power connection from the entrance reactor to the main cavern:
Another much simpler method is to go into the main Atrium and then TCL up on to the roof. There are a couple of power conduits, simply building and then linking any power generator to one of those should also restore power.
I did use the video to find the hydroponics area. My settlers were complaining about no food.
but there are issues...
.
its too much big (you lost finding rooms and places)
.
its too heavy (all those objects and polygons makes a mess out of FPS)
.
making it a little bit more minimalist and under control is a better option i think
.
a true vault should be like this mod
but its a game
too complicated for a simple game
.
good luck man
This Blueprint looks SO AMAZING and I really want to use it
and select the Import a settlement from blueprint option. This should then allow to select and start importing the blueprint.
Also, for some, reason lights don't have power and I didn't touch the unscrappable vault piece unless I was supposed to disable it before import. I could always autowire everything but the visible wires are eyesore sometimes and idk if there's a working mod to get rid off them.
If none of the lights come on after importing then something has gone or is wrong. If you try connecting a powered device to one of the existing Vault Power Conduits do they get power? Honestly not sure what could have caused this if you have not removed the unscrappable section that links power to the vault and you would probably have to try manually running a new power wire to fix it.
After testing and purposely removing that power connecting section, this was the simplest and cleanest way I could find to restore power and hopefully will work for you:
In the corridor you go down to enter the Atrium if you TCL through the ceiling you will see some existing power connectors I run on the corridor roofs. Place a Vault Power Conduit and then run a wire from it to the existing connector, then snap the Vault Power Conduit to the spot shown in the screenshot (you might also need Place Everywhere for this).
This should not be needed and would be interested if you get the same issue when tyring the import on my test save in the optional files (ideally on a clean profile with just TSB and its requirements)
As far as I am aware the vault beacon should always have power once the quest to switch it on has been completed. In my test save the vault has 0 power as the generator has been disabled, yet I could still turn on and off the beacon. This even worked after removing the normally un-scrapable Starter Power Connect that’s located under where the reactor is located.
Would be interested to know if you imported the blueprint using my test save but with your current mod setup if the power is still broken for you.