Vault 111 – Player Settlement
Thanks to Tyrannicon and JR Mods for the videos
Do not install this mod until you have finished the intro and are outside into the wasteland, as it disables a lot of scripts/markers/furniture that are used after you come out of cryo-sleep. If you start a new game you should deactivate the mod until you are outside.
I started this mod a few months ago but gave up due to the stupid amount of bugs editing the Vault 111 cell caused, but after more and more practice with FO4edit, I have managed to get it working without the invisible/unplacable build mode furniture bug, and the invisible Vault elevator bug.
This mod doesn’t just give you the ability to build inside Vault 111, it also has working settlers, vendors, and supply lines (although Provisioners teleport out near the elevator). Due to this being made with FO4edit, I cannot actually make it a new settlement, so until the GECK comes out, a bat I have included (V111Workbench) will move the Murkwater workbench and border (which has been expanded), so it basically replace Murkwater with Vault 111, I find it’s worth it for a Vault settlement!
All grime/rust etc has been disabled, and most of the furniture (including the Cryopods) has been removed, giving you a lot of room to build.
The workbench can be moved to wherever you want it using the setpos/modpos/setangle/modangle commands, upon placing it, it will be at a weird angle until you move it.
For powering lights placed throughout he vault, I personally use the TCL command and place them above the ceilings, so wired and conduits are hidden, I recommend an increased power conduit range mod, I will eventually make one that can power the whole vault.
Features:
* A clean Vault 111 (No grime/rust, most furniture removed (including crypods)
* A BAT file (V111Workbench) to turn it into a settlement with working settlers/vendors/supply lines
* A usable Vault gear door
* Pre-war and cleaned up textures to make the Vault look new and repaired
* You can now sleep and wait
* The electricity coming from the broken reactor has been removed, so you can now build down there without being damaged
Installation:
1. Download the main mod and install with NMM
2. Download the BAT and install to your data folder (if running from the Data folder doesn’t work for you, place it in the main folder with the EXE.)
Plans:
* Turn it into a proper standalone settlement once the GECK is available
* Add Vault furniture into the vanilla build menus
Known Issues:
* Before you run the BAT to turn the Vault into a settlement, there will be 2 big gear doors, one of them is the usable one, and one is the static one, after you run the BAT the static one will disappear, I have tried disabling it through FO4edit, but sadly it doesn’t work and will have to wait until the GECK is out.
* If you walk around the vault before running the BAT, you may see a couple of frozen NPCs, and 1 or 2 cryopods, again, I have disabled these with FO4edit, but they do not want to disable for some unknown reason. They will disable after running the BAT.
* I randomly had a crypod and a couple of frozen NPCs enable themselves, I have included an optional BAT file (V111Dweller) that will disable and “markfordelete” these.
* While the Gear door is usable, it does fully animate while opening, but due to the lack of a closing animation, it will teleport shut)
* The Gear door is not openable via the control panel, as the GECK is required to link them together.
* As the workshop will be from Murkwater, you will have to kill the Mirelurk Queen located there, to do it quickly I recommend “coc POIBryanB01” to teleport to murkwater to kill it. – Thanks to Neklan for pointing this out.
The vault WILL have the cell reset bug, but it will not affect containers as the only ones in the vault will be player-made ones, as for power armor, like most other settlement mods, I recommend the Buildable power armor frame mod.
If you encounter any bugs please let me know and I will try my best to fix it, I do expect there to be a few as this is my first time using FO4edit
Recommended files:
* Settlement Objects Expansion Pack by ccmads
* Vault Central by Etheron (includes Vault direction signs seen in Vault 81)
* Homemaker by NovaCoru
* Better Stores by Blazeda59
Credits:
* Doobot – Helped me make furniture placable on the vault floors
* ccmads – Allowing me to use his openable/closable Vault door mesh in this mod
* Jeanlou – The original idea of moving the Murkwater workshop/border into Vault 111 to turn it into a settlement
* MegaDragz – Keeping track of IDs and being my notepad.