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RowanSkie

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RowanSkie

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  1. RowanSkie
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    And with 3.0, I hereby declare this mod functionally finished until a redux is made.
    Or if bugs need fixing, or if there are minor things that I feel like adding to it. Either or.

    Make sure to start a new save, I don't know what will happen if you upgrade your Vault 57.
  2. RowanSkie
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    Warning:
    Updating from 1.0.1 to any version of 2.0 will require a new save.
    Updating from 2.0.1 to 2.0.2/2.1 will reset any progress you have on the security/checkpoint room.
    Updating to 2.0.2 to 2.1 is fine, I didn't compress the formIDs this time. However, you might want to make sure your security room accomodates the newly-added vault trunk.
    Updating from 2.1 to 3.0 will reset everything and will require a new save.

    Work in Progress Report:
    Version 3.0.1, aka. "Touching Up"
    - Edited the posters to have text
    - Fix seeing the void when walking past the bunker

    Old Reports:
    Spoiler:  
    Show

    Version 3.0, aka. "Optimization Update"
    - Removed redundant quest that helps initialize the workshop
    - Added ammo to the two guns found by the entrance
    - I might remove excessive posters I had around the area
    - Added a workshop boundary by the entrance of the vault
    - Raised everything up one tile.
    - Added things to scrap on the main workshop area
    - Changed the cell type to decrease the fog, hopefully.
    Will require a new save.

    Version 2.1, aka. "Vault 57 Jumpsuit"
    - Thinking it might require Creation Club - Vault Suit Customization.
    - Includes a steamer trunk that can be constructed and it has a Jumpsuit and Pip-Boy.

    Version 1.2/2.0, aka. "Cloverleaf Vault"
    - A version of the Vault that has the build area start by the end of the stairs.
    - Might be an optional download.
    - Comment here if you guys want it instead of the current design.
    - Will require a new save.
    
    1. piedrola
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      I would prefer if the main corridor was slightly shorter, still, big improvement, looks good.
    2. RowanSkie
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      At least with this design you can scrap the central hallway and turn it into a small room, or use wide hallway pieces.
    3. piedrola
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      Didn't think of that, hope you release this new version.

      Thanks for the reply
    4. RowanSkie
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      It's now available in the files, "Vault 57 - Cloverleaf Update" is the name.
    5. Onemario1234
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      Is it possible to replace Vault 57 with the Cloverleaf version? Like, what if I make the game load without the mod, save there, then install the Cloverleaf version instead? I would have to re-access the Vault itself, but I haven't build anything there, yet, so..

      If that won't work, it's not a huge deal. Just a bummer. The Cloverleaf version released after I initially got Vault 57.
    6. RowanSkie
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      Unfortunately, I'm not too sure. I compress the formIDs every major update because of a mistaken thought that it decreases file sizes (it was me turning static objects into static collection objects). Feel free to try it, but I personally recommend rolling back before you installed it or use ReSaver and delete everything about Vault 57 then install it like new.
  3. SovietGeneral69
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    i noticed i can use this mod with nuka world. how would i go about mannually adding nuka support to other settlement mods? for personal use ofc
    1. RowanSkie
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      I have no idea how to do that.
    2. SovietGeneral69
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      intresting. was wondering cuz sometimes when you ask shank to claim modded settlement he will say sum like "no dice boss" or "that ones out of play for the moment boss" but some work same as vanilla where it can be a fully functional raider settlement such as yours
    3. RowanSkie
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      Huh. Probably uses part of the quest code that is for Minutemen then.
  4. nekosann
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    gooooooood!
  5. FulkeWolfden
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    Would be nice to have a image showing how big this settlement is and specific location on the map. Other then that, interesting Idea!
    1. RowanSkie
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      Actually... that's a good point.
    2. Admiral1011
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      Ok and where new screenshots?
  6. UnapolMaker
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    Do you happen to have some screenshots showing the approximate size of the 3 build areas? Thanks!
    1. RowanSkie
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      Not yet, but there is that picture inside the spoiler for the pinned comment. It's slightly outdated though. I might add it soon enough.
  7. SFBuilder
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    Nice, I really love the homage to Vault 13 here.
  8. neon2424swim
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    Hello - Love the space, its a great size for a custom vault.

    I have not been able to get the Vault Assets (menu item to actually build the vault pieces) to appear in any of my menus for this settlement. Has anyone else ran into this issue? Thanks!   Gotta complete Vault 88 quests first I think oops. 
    1. RowanSkie
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      Ah, for that "bug" you just need to speedrun Vault-Tec Workshop DLC.

      Though I should probably find a way to make it automatically active here as well...
  9. just59
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    Danke für den Vault. Gefällt mir gut mit den drei Hallen. Da ich breite Korridore bevorzuge, habe ich die bestehenden entfernt und neue gebaut.
    Nach meinem Besuch nach einigen Tagen waren auch bereits 11 Siedler gekommen. Jedoch auch 5 Kühe. Die stampften in allen Räumen rum :)). Wäre prime, wenn Du das mit den Kühen bei Deinem nächsten Update änderst.
    1. RowanSkie
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      I'm pretty sure you have an outdated version. An unmarked update I had for 2.1.3 was editing the WorkshopParent script to ensure brahmin doesn't spawn in.

      (Google Translate) Ich bin mir ziemlich sicher, dass Sie eine veraltete Version haben. Ein nicht markiertes Update, das ich für 2.1.3 hatte, war die Bearbeitung des WorkshopParent-Skripts, um sicherzustellen, dass Brahmin nicht erscheint.
    2. just59
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      Ja, da hatte ich noch die ältere Version. Nun habe ich sie aktualisiert. Kühe sind zwar noch da, aber das ist nicht schlimm. Habe sie mit Futter in einen Raum gelockt ;)
  10. Shadowforge228
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    just to let you know the defens post work for me
    and you did a fine job on the 2 style
  11. blackboy2
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    Seeing as how you mentioned the Minutemen in the description, I'm assuming this settlement functions the exact same as vanilla ones. giving out Minutemen-aligned quests and getting attacked randomly?
    1. RowanSkie
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      Yup!
    2. blackboy2
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      Awesome! I'll be adding this to my mod list soon, then!
  12. Fyrjefe
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    Noo! Not another settlement to bog down my save!
    Jokes aside, another space to build a vault is always welcome, especially with what looks like a rather blank canvas with few bumps and imperfections to work around.
    1. RowanSkie
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      On the other hand, there are not enough Vault settlements. Especially since Vault-Tec Workshop gave us this nice entrance gear door.