Fallout New Vegas

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Created by

Ruadhan2300

Uploaded by

Ruadhan2300

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About this mod

A private Vault built for two.

Permissions and credits
Name: Personal Vault
Author: Ruadhan2300
Version: 1.2
Date: 12/01/2011
Category: Buildings


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Description:
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A personal vault for mid-game players (ie not for people who've just started the game and are in goodsprings, it'll take quite a lot of travel to reach it initially)
The vault is situated near the center of the Mojave Wastes. Very near the Repconn HQ.

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Details:
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To access the vault, you must find one of the couple who had it built and retrieve their key.
A good starting place to look would be in the Repconn HQ itself.
for spoilers, there are more detailed instructions in the download file itself.

#What the Mod includes#

A fully navmeshed and follower-friendly (ish) player home situated near the center of the Mojave.
* Bedroom
* Bathroom
* Storeroom
* Diner/Kitchen
* Workshop
* Clinic
* Firing Range
* Lounge
* Gardening room (patch 1.1)

* Lore friendly Backstory!

* Gadgets and useful stuff like:
A Water Purifier (gives you a bottle of purified water every time you activate it)
Autodoc (provides access to the facial/hair edit window)
My First Infirmary - Free and complete healing of all ailments, restores health, Crippled limbs and radiation.
My First Science Lab - Stimpacks or Random Chems + Detox for all new vegas addictions. (modified in v1.1)
Workbench
Reloading Bench
Organised weapon storage containers
Useful, but not overpowered supplies and weapons in some of the containers (there are some more overpowered supplies if you have the lockpick and science skills to retrieve them)


Additionally, through the computers in the vault it is possible to gain the Power Armor Training perk, for people like me who were frustrated that the only ways to get it are quite late-game. This method is free but requires serious

computer-skill. Its as lore -friendly as I could reasonably make it. but if you don't want to do it, it takes enough work I'm sure you can ignore it.

Patch 1.1 content:

Added further detox capabilities to the lab set, as it being unchanged from the fallout 3 version, it didn't account for the newer drugs in new vegas.
added further rooms and extra corridor to the vault
added a button to close the secret door from the inside
improvements to the lighting in the vault
added a protectron to the vault
dramatic improvements to the bathroom area.

reorganised and added signs to the weapons and ammunition storage boxes.
many new and unique items throughout the vault to make the place into a home rather than merely a house.

Patch 1.2

V1.2 -is- V1.1 except that the bars on the window to the workshop are removed.

as Riven1278 kindly pointed out, the window bars mesh I was using is not available at all in new vegas. I thought it was because I'd moved the Fallout 3 one into my new vegas resources folders. silly me!

at any rate, V1.1 and V1.2 no longer include the mesh for that, so the legality is back to safe levels :P
this does however present a minor problem however as some may want those bars in place.
to add them, make sure you are using the 1.1 ESP.
use FO3Archive or the similar functionality in FOMM to extract Meshes/Dungeons/Vault/Hallsmall/vrmwallwindowbars01.nif
out of the Fallout 3 BSA files
and place it directly into your new vegas file.
this will make it work.
please note that if you have correctly installed Requiem for the Capital Wasteland, it may provide the necessary file anyway. if anyone can confirm this, I'd appreciate it.
alternately, if you don't care, just use the 1.2 download instead.

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Requirements:
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Fallout New Vegas Latest Patch

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Install:
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1. Extract the files from the archive.
2. Copy files to (install folder)\Fallout 3\Data\
3. Start Fallout New Vegas Launcher, click 'Data Files', place a checkmark beside the .esp file.

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Un-Install:
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1. Start Fallout New Vegas Launcher, click Data Files, uncheck the .esp file.
2. Delete the files/folders associated with the mod.
(since Patch1.1, this constitutes the content of the Ruadhan2300 folders in meshes and textures.)

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Compatibility:
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This mod (as has been pointed out) conflicts with another excellent player home mod in that the key to get into each home is placed in the same location. this has not been fixed and will not be unless there is significant demand for it. otherwise I will arrange a script to place the key there rather than editing the container in the geck.
as it stands, there is a second key in the game world anyway, so I figure people can use that if they want.

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Bugs/Issues:
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Some minor glitches with Ariadne's Corpse, shouldn't be an issue.

During construction I had to load a number of Clutter models into my Meshes directory so I could create the new Activators and containers. the theory is they will access the files in the normal New vegas BSAs/ESMs. if they don't, post a

comment telling me and I'll upload those files too. most likely it'll work just fine standalone.

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History:
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1.0 12/01/2011 - Initial Release
1.1 18/05/2011 - Patch 1.1
1.2 20/05/2011 - Patch 1.2

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Credits:
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Thanks to Bethesda for creating Fallout New Vegas and Fallout 3.
Thanks to InsanitySorrow for ReadMe Generator this readme is based on.

Patch Content:
Thanks to Riven1978 for the use of his Rubber Ducky mesh and texture (editted and used with permission)

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Tools Used:
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GECK
Photoshop
Blender
Nifskope
DDS Converter 2.0
Fallout 3 ReadMe Generator

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License/Legal:
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This file is provided as is and the author holds no responsiblity for anything that may come to happen from using this file.