About this mod

Most of the Elevators are broken now. Elevator shafts can be entered and explored. Search for different routes to reach floors.

Requirements
Permissions and credits
Changelogs
Preface

It has always bothered me that the elevators are still functional after 200 years and that there are no alternative options to reach certain levels. Wouldn't it be interesting if the player char could enter the elevator shafts like we know it from Fallout 1 and 2?

In Fallout, there are three uses for a rope: two are needed to descend the elevator shafts in Vault 15, and one to enter The Glow. In Fallout 2, its only use is to climb down the well in the Modoc Caves.
fallout.fandom.com

Many locations live from the idea that certain electronic devices only work with the help of a fusion reactor. A fusion reactor and an elevator would probably hardly work after 200 years and if would not work consistent due to time. Thus, many of the vanilla locations have the elevator removed.

NOTE: This mod was primarily created for the Dark Commonwealth and Depleted Fusion Generators mod in mind.

Gameplay
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The player char must climb up or down the elevator shaft, unless the elevator is working which is rare. Distances from floor to floor might be very high, player char often finds himself searching an alternative route to switch between floors.

Opening elevator doors, most of them are locked and badly weathered.

Elevator Fuseboxes are set as container and hold electronic misc. items ready.

In few cases you can use ladders to reach upper/lower level. There is still room for improvment and not all worldspace areas have been overhauled properly yet. Mahkra Fishpacking is a good example for a ladder injection.


Overview

- All modified elevators and elevator shafts are documentated in the image slideshow
- Most elevators were replaced by broken equivalents, no light, no beep, no transfer cell
- Elevator shafts can now be entered
- Elevator shafts have been expanded
- Elevator shafts not able to explore due to transfer cell setup will directly prompt the cell loading screen when used
- Player char can jump, climb, fall, die in the elevator shaft
- Player may find himself reloading due to a mistake, a shaft to deep to climb, ...
- Player char must unlock elevator doors, hatches since they are locked
- Fuseboxes can be found in the elevator shaft which player char can loot
- Some elevator doors are heavily weathered and can only be opened by an elevator jack which can be crafted in the cooking or chem station (Experimental)
- Very few locations hold ladders ready which player char can use to climb out the shaft (Experimental, will be expanded over time)

Overhauled Elevator List

Locations - Interior
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🗹 00080465 | ArcjetSystems02 | ArcJet Engine Core | Fusion core support, Quest, Elevator broken in chamber
🗹 0009087E | AtomatoysCorporateHQ01 | Wilson Atomatoys Corporate HQ | Elevator broken
🗹 0003A318 | BeantownBrewery01 | Beantown Brewery | Elevator broken
🗹 0009D357 | BeaconHillBostonBugle | The Boston Bugle | Elevator broken
🗹 0009C775 | BostonCommon02 | The Boylston Club | Elevator broken
🗹 00048DE3 | BostonMayoralShelter01 | Boston Mayoral Shelter | Elevator broken
🗹 000A603B | CambridgeEastCITRaiderCamp01 | Office Building | Elevator broken
🗹 000CFDA3 | CambridgeKendallHospital01 | Kendall Hospital | Elevator broken
🗹 000A603D | CambridgeMonsignorPlaza01 | Monsignor Plaza | Elevator broken
🗹 00057127 | CorvegaAssemblyPlant01 | Corvega Assembly Plant | Elevator barried
🗹 0003AC6D | DBTechHighSchool01 | D.B. Technical High School | Elevator broken
🗹 030137CE | DLC03KyeBunker01 | Skipped transition cell
🗹 03016E33 | DLC03VimPopFactory02 | Skipped transition cell
🗹 0600CF63 | DLC04BradbertonsOffice01 | Bradberton's Office | Elevator broken
🗹 06010CA5 | DLC04GZNukaGalaxy01 | Nuka-Galaxy | Elevator broken
🗹 0600DC23 | DLC04GZTheater01 | Starlight Interstellar Theater | Elevator broken
🗹 0601092A | DLC04GZVaultTec01 | Vault-Tec: Among the Stars | Elevator broken
🗹 0602B99D | DLC04KiddieKingdomTheater01 | Skipped transition cell
🗹 0005884C | FaneuilHall01 | Faneuil Hall | Elevator broken
🗹 00048646 | FederalSurvCenter01 | Bunker | Elevator broken
🗹 000C8040 | FensParkviewApartments02 | Parkview Lounge | Elevator broken
🗹 000BB078 | FortHagen01 | Fort Hagen | Fusion core support
🗹 000CD2AE | FortHagen02 | Fort Hagen Command Center | Skipped transition cell, Quest
🗹 0006F346 | Financial07 | Haymarket Mall | Elevator broken
🗹 00070117 | Financial13 | Weatherby Investment Trust | Skipped transition cell
🗹 0004ACB4 | Financial14 | Commonwealth Bank | Skipped transition cell
🗹 0012CB6E | Financial28 | Ruined Skyscraper | Elevator broken
🗹 0006F0CA | Financial30 | Water Street Apartments | Skipped transition cell
🗹 001F59B9 | GlowingSeaPOIDB06Int | Parking Garage | Elevator broken
🗹 000291C9 | GNN01 | Gunners Plaza | Elevator car transition was removed
🗹 0002F73C | GNN02 | Gunners Plaza Basement | Elevator car transition was removed
🗹 0004C7ED | GwinnettBrewery01 | Gwinnett Restaurant | Elevator broken
🗹 000A1CB7 | LaytonTowers01 | Layton Towers | Elevator broken
🗹 0004640B | MahkraFishpacking01 | Mahkra Fishpacking | Elevator broken, ladder is alternative
🗹 00038C8C | MaldenCenter01 | Malden Center | Elevator broken
🗹 0003430D | MiltonGeneral01 | Milton General Hospital | Floor Quest
🗹 0012653A | SentinelSite01 | Sentinel Site Prescott | Elevator broken
🗹 000276A9 | SuffolkCountyCharterSchool01 | Suffolk County Charter School | Elevator broken
🗹 00095438 | Theater16PearwoodResidences01 | Pearwood Residences | Elevator broken
🗹 00184A31 | TheaterHub360 | Hub 360 | Elevator broken
🗹 00186CC2 | TheaterMassBayMedicalCenter01 | Mass Bay Medical Center | Skipped transition cell
🗹 001C53EF | TheaterMassBayMedicalCenter02 | Mass Bay Medical Radiology | Skipped transition cell
🗹 00017E4D | TrinityTower01 | Trinity Tower Mid Level | Skipped transition cell, Quest
🗹 0001B0F7 | VaultTecOffice01 | Vault-Tec Regional HQ | Elevator broken
🗹 000941DE | WarrenTheater01 | Warren Theater | Elevator broken
🗹 0009F0A2 | Waterfront12 | Harbormaster Hotel | Elevator broken
🗹 0006FE2F | WestonWaterTreatment01 | Weston Water Treatment Plant | Elevator broken

00039C9E | FortStrong01 | Fort Strong Armory | Skipped, Quest
001BD54A | FortStrong02 | Fort Strong Sublevel | Skipped, Quest
0009656C | GreenetechGenetics01 | Greenetech Genetics | Skipped, Quest
00164A88 | GreenetechGenetics02 | Greenetech Genetics | Skipped, Quest
0013A2B1 | InstituteCave | Institute Sublevel 21-D | Fusion core support
000F4BF4 | MassFusion01 | Mass Fusion Building | Skipped, Quest
00084A59 | MassFusion02 | Mass Fusion Main Reactor | Fusion core support, Quest
0003DF34 | MedTekResearch01 | Med-Tek Research | Elevator is cell entry
0007AA38 | MedTekResearch02 | Med-Tek Sub-Levels | Elevator is cell entry
0005C257 | ParsonsState01 | Parsons State Administration | Fusion core support, Elevator is cell entry, Quest
0005FBB5 | ParsonsState02 | Parsons State Insane Asylum | Fusion core support, Elevator is cell entry, Quest
0004B4D7 | ParsonsState03 | Parsons State Basement | Fusion core support, Elevator is cell entry, Quest
000B42E4 | Switchboard | The Switchboard | Fusion core support
0007D513 | TiconderogaStation01 | Ticonderoga | Skipped, Quest
000C01A7 | Vault75 | Vault 75 | Fusion core support
0002A728 | Vault81 | Vault 81 | Fusion core support
000A9B62 | Vault81Entry | Vault 81 | Fusion core support, Quest
0005226E | Vault81Secret | Secret Vault 81 | Fusion core support
0005FF07 | Vault95 | Vault 95 | Fusion core support

00084A56 | BostonAirportRuins01 | Boston Airport Ruins | Quest
001BD31D | CambridgeParkingGarage01 | Kendall Parking | Elevator is barried
00070115 | Financial21 | 35 Court | No elevator lift
000DCC23 | ListeningPostBravo01 | Listening Post Bravo | Elevator is cell entry, Quest
0003B6ED | LongneckLukowskis01 | Longneck Lukowski's Cannery | Fusion core support
000C9D24 | MassStateHouse01 | Massachusetts State House | Wood lift

Locations - Exterior
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🗹 03000C2F | CliffsEdgeHotelExt02 | Elevator broken
🗹 0600315A | DLC04NukaStationExt | Elevator broken
🗹 0000DF78 | DLC04TransitCenterExt02 | Elevator broken, New Elevator shaft added
🗹 0000E058 | FaneuilHallExt | Elevator car transition was removed
🗹 0000E097 | GoodneighborExt02 | Elevator broken, Elevator car transition was removed
🗹 0000E730 | GlowingSeaPOIJS02 | Elevator broken, Elevator car transition was removed
🗹 0000E698 | GNNExt03 | Elevator car transition was removed
🗹 0000E6CF | FederalSurveillanceCenterExt | Elevator broken, New bunker interior added
🗹 03000C30 | CliffsEdgeHotelExt | Elevator car transition cannot be removed
🗹 0000E039 | USSConstitutionPostExt | Elevator broken


Future Plans

DLC content is not yet implemented and will be part of version 004 or higher.

These plans may require help - feel free to creat a patch/expansion. For now i will see how to trick the game without using scripts.

Elevation

- Ropes, a strong, thick line made of braided brahmin hair. The logical consequence to implement if you ask me. At least as long as the player can't fall back on a jet pack.
- Ladders - Here and there I think it makes sense to fall back on ladders, but I haven't finished thinking about them yet, i.e. where exactly they should be installed. I can think of ladders that work as a simple door.
- Climbing, brute Strength and Agility, climb the shaft by using the pipes and high attribute points

Opening Elevator Doors

- Drop Key implementation (probably dropped since if doors are hard to open a key wouldn't help player char)
- Crowbar tool implementation (dropped, elevator jack got the job)
- Power armor force lock at 100% chance (anyone who can help me with this fire in the comment section) i'm thinking of a 3rd activator key. Requires a quest for certain.
- Elevator Jack special tool, which is set as key and is required to open old, weathered, and highly immobile, former slidable elevator doors.

Technical Limitations

- Fyi, DLC03Vault118, cannot be modified (so easily), cell transition swap trick will cause the CK to crash upon loading the plugin, there is some hidden script reliance, engine limitation

Installation

This mod can be installed mid-game, it will override the vanilla records and make sure any changes work directly - plug-in and play. Uninstalling however might disrupt vanilla behavior, e.g. scripts and will make almost all of the elevator unusable.

The plugin is not ESL-flagged and will count against normal ESP/ESM limit. Do not flag as light plugin or you will face problems when upgrading in the future!

This mod does not affect precombined meshes or PreVis data.

Compatibility | Recommended

This mod works with both, the Old- and Next-Gen Update. For third party mods ask the author of the mod of interest.

Technical Issues

NPCs should use any new door reference just fine, NavMesh has been updated for any cell. All the elevator doors should be useable if closed, if opened, only a few can be used.

Credits

- Bethesda
- FO4Edit Team, for their invaluable tool