To all commenting about the lore about what happened to Vault 111, please put it as a reply to this message, it would be nice to have it in one big thread incase i miss anything!
To all commenting about mods i should make patches for this one and that one with, please put it as a reply to this message, it would be nice to have it in one big thread incase i miss anything!
i do not play with NG so i myself will nod as i would need a whole seperate installation of FO$, but yuo are free to test it and see if it works on the NG update, and if it does let me go and ill add the tag.
it does not require F4SE so it prob will work with NG and if it doesn't you can let me know of the issue and I may be able to fix it.
I tried with high priority but there are a lot of clipping everywhere. It seems like the vanilla vault 111 is on top the new one. Other vault 111 mods work fine, so I guess it's because I'm playing on NG.
hmm seems it doesnt work on ng, if you can make a patch or version that works on NG i give permission, under the requirements that it requires my mod as a master file.
it always felt like vault 111 was so rushed during development. it felt like watching those "videogame unused content" compilation videos. but you were the one narrating it, it didn't look like a genuine one like vault 114 or vault 81. nice mod!
"today were talking about fallout 4, unused interior cells are up first and surprisingly we have one that looks like was cut late in development, a vault, this vault its too short to feel like an actual vault and looks more like a circuit, something like a tutorial map like in fallout 3, the terminals don't say much either so judging by the furniture. and those weird looking pods and the weapon at the armory, it looks like it was some cryogenic experiment was going on"
hello, your mod has broken the vault, namely, in some parts of the vault there are no walls and there is no storeroom with weapons, all the cartridges are hanging in the air
try it again with the new version of my mod im about to do, i did alot of changes, so it might work this time, also are you using any other mods that alter or add stuff to vault 111? cause i haven't experienced that myself
thiis is a cool concept but 111 barely lasted a year according to the game's termimals and was only supplied for less than 180~ days, it wasn't intended or built to last 200 years
they killed each other over the lack of food a century and a half before kellogg was even born.
thx for this mod i use this mod https://www.nexusmods.com/fallout4/mods/19663 as vault settlement , is it possible to make a patch so that these two mods work together, that would be supernice
Hi there! I was actually planning in a future update to have an unlockable room that turns the vault into a settlement once you get into it, I may see about making a patch with this mod, but if I can't make one do expect in the future to see similar features to that mod in this one!
I would like to suggest when you do settlement part of the mod. if the key to the room with the workbench and the one who kept it was none other than vault-tec rep. it would be surprising to find out that there was a place him in the vault but the room itself was just a really cramped janitor's closet and they simply didn't include him in the list for saving supplies for themselves. And the key itself for the easy placement in his inventory or in the trash bin of the room from the hotel Rexford that he walks out when Sole survivor meet hime for second time.
I like this notion. I do find myself hoping you could incorporate and distribute the content of Backstory Lore for Vault 111 (edited as you care to) for more of the story to be revealed.
ye based on suggestions of others and thinking i have swapped out the boxes of cram with spilled boxes of empty cans, also i am adding in a piece of cut content [a wall panel for vault 111 that was never used that was meant to explain how radroaches got down here, i will do my best to incorperate as much of the backstory lore as possible.
I like the idea behind this but you are wrong about the vault supporting life for 200 years. It was only supposed to be sealed for a minimum of 180 days until they received the all clear signal from vault tec, which never happened. After months of being sealed in and supplies running low there was a mutiny between the staff and security
To be fair, I have doubts the All-Clear was ever intended to be broadcast. Observation of just how the stranded staff came apart at the seams is about Stanislaus Braun's speed.
If you look at the terminals, they don't have any records that go past 2078. There was a mutiny in the vault as explained on the wiki. But I am not saying your mod is bad, it is just inconsistent with the vanilla story.
I guess in that case the only inconsistent parts would be the two children skeletons, as they wouldn't have had time to have kids that grew that big, but I do feel vault-tec still would have set up the vault for long term habitation of the staff and their potential descendants, so I feel at least the rest of it can make sense.
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The mod is perfect!
it does not require F4SE so it prob will work with NG and if it doesn't you can let me know of the issue and I may be able to fix it.
It seems like the vanilla vault 111 is on top the new one.
Other vault 111 mods work fine, so I guess it's because I'm playing on NG.
https://discord.gg/CxSksEpD
they killed each other over the lack of food a century and a half before kellogg was even born.
And the key itself for the easy placement in his inventory or in the trash bin of the room from the hotel Rexford that he walks out when Sole survivor meet hime for second time.
But I am not saying your mod is bad, it is just inconsistent with the vanilla story.