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.
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:
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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.
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.
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.
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
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.
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.
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.
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 ;)
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?
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.
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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.
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 bunkerOld Reports:
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.
Thanks for the reply
If that won't work, it's not a huge deal. Just a bummer. The Cloverleaf version released after I initially got Vault 57.
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.Though I should probably find a way to make it automatically active here as well...
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.
(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.
and you did a fine job on the 2 style
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.