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
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
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
🗹 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
🗹 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