(interior build areas/travel tunnels/resource caches/so much backstory...) Deep beneath the Commonwealth, a secret project was under construction long before the Great War. A small construction crew found themselves trapped in their uncompleted work. What happened? Can you find them? Can you find Vault 201?
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Console modding permissionThe author uploaded this mod to Bethesda.net and it is available for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
3.2 minor changes to ESP
3.2 added collision panes in elevator doors for M1V201Warehouse and M1V201VaultCore to keep player from stepping in if door is already open (trap condition)
3.2 swapped static buttons for elevator call buttons, M1V201Warehouse and M1V201VaultCore to clarify that player needs to click door to zone
3.2 verified 3.1 packing list intact for bethnet xbox/PC versions
3.2 added big exit sign in second airlock for M1V201Airlock to clarify that this airlock leaves the vault
3.2 restricted cells with tight tunnels to not allow companions (Unknown, wiring chases, loops, spurs, air pipelines, air plenum)
Version 3.1
3.1 added texture files missing in previous BA2 archive
Version 3
added key to VTHQ tunnel door in wall safe on other side
added modified version of Creek's classified terminal in Vault lab
added container with letter and copies of Creek's lab keys to leave in his trailer
changed trailer door 4 (Creek's) to be advanced pick or key
fixed gap in wall in mid access tunnel at upper access tunnel B bulkhead
fixed misplaced concrete sections in all build cells
fixed ownership bug for physical plant workshop (location was not added to cell info)
set trailer number note and magnet object to not havok settle (should be attached to trailer 20 wall)
Note: attached changelog references these under 2.2, was changed to v3 to better work with bethesda.net numbering scheme. Will correct in next release.
Version 2.1
2.1 version numbers brought in line with bethesda.net distros
2.1 new texture and mesh for journals, original was mishmash of vanilla parts and may have caused 2 user reported CTD issues
2.1 added PlayerFriendFaction to L1SA actors so workbench no longer reports enemies to clear before owning
Version 1.4
1.4 Added light switches controlling overhead lighting in all build cells
1.4 added light switch controlling overhead shadow spots in Phys Plant
1.4 L1SA and Phys Plant made settlement capable
1.4 autotransfer system added to upper warehouse
1.4 minor appearance fixes
Version 1.3
1.3 new textures for foxtrot tango whiskey, herakleophorbia VII, miruvor
1.3 dropped items around warehouse crew area for fluff
1.3 new items (urinal cakes, hand lotion, paste)
1.3 fixed positioning of floor pieces in tunnel entryway to warehouse upper floor to fix Z fighting
1.3 Added vault-tec informatics signage throughout vault, some exit signs, caution/warnings in waste management
1.3 more fluff and easter eggs
Version 1.2.1
1.2.1 All cells, interior cell lighting added inheritance for directional rotation and fade values from selected lighting templates.
Version 1.2
1.2 physical plant, tweaked protective fence around HV equipment (raised Z 5.000)
1.2 created M1V201ParkPierStr01 and SCOL M1V201WharfWall01 for L1SA to fix collision issues, added collision planes to avoid fallthrough as new parts have no collision meshes
1.2 L1SA fixed problem with back stairs due to collision mesh on wharf pier parts
1.2 L1SA added stairs to sides of hotel patio
1.2 L1SA added bollards and steps to rooftop bar, benches to beachfront
1.2 altered mod01vault201_L1SA_template light template to remove faulty ambient directional fade value
1.2 Edith's Bunker, removed errant door from above exit hatch
1.2 Edith's Bunker, scaled down settler beacon object and 'hid' behind generator
1.2 Warehouse crew area, reinstalled missing wall. Section that was blocking ramp was also wall for crew area, just set too high.
Version 1.1
1.1 Warehouse, moved elevator interior button for access
1.1 Vault core, moved elevator hatch back into proper position
1.1 Warehouse, replaced anatomical model MSTT with CONT type so name is visible
1.1 VTHQ Fixed Creek terminal 9/23 entries (were blank)
1.1 VTHQ alignment tweaks for radio issuance terminal
1.1 VTHQ enlarged scale setting for a particular key
1.1 VTHQ added 'grime' decal
1.1 removed superfluous directories from distro, unused old meshes/textures
1.1 warehouse removed extra chinese note from trailer 2
1.1 air handling, moved chair to ease access to view terminal
Version 1.0
0010 M1V201interop, changed door **00f498 reference to M1V201InteropDoor01
0010 Created and tested scripts for mod interoperability (successful)
0010 Mod01Vault201SESpurB add load door M1V201ExternalDoor01 AA4F, M1V201ExternalTravMark01 1c612
0010 Mod01Vault201SESpurA add load door M1V201ExternalDoor02 F2A4, M1V201ExternalTravMark02 1c613
0010 Mod01Vault201LoopC had M1V201DoorLoopCtoWestHub 11E525, add M1V201ExternalTravMark03 1c628
0010 minor tweaks to food items, added missing preview transforms and upped bonuses
0010 MXV201InteropScript01 added and tested to doors to support M2 and M3 mods
0010 removed concrete wall accidentally placed in front of warehouse ramp
0010 warehouse, added fluff
0010 Mod01Vault201Airlock edited airlock script to slow water level, fixed external door issue
Version 0.00.0009
0009 created M1V201Interop cell to test mod interoperability with upcoming M2WH mod (west hub)
0009 navmesh - fixed warnings in mod01vault201test and mod01vault201accesstunnel01, navmeshed m1v201interop as test
0009 navmesh - completed navmeshing on VTHQ, upper/middle/lower tunnels, maintenance trench, wiring chase
0009 navmesh - completed navmeshing on M1V201Items, air pipes A/B/C, air handling station, airlock, air plenum, east spur
0009 navmesh - completed navmeshing on Loop A, Loop B, Loop C, Physical Plant, SE Spur A, SE Spur B, Sump, Waste Management, Warehouse, L1SA
0009 navmesh - L1SB raised floor to z=15.0, recast on default settings with edge cover and waypoints, final, combined previs and geometry
0009 navmesh - L1SC raised floor to z=16.0, recast using region min size 80 with edge cover and waypoints, final, combined previs and geometry
0009 navmesh - L1SD raised floor to z=16.0, recast using region min size 128 and edge max length 256. Finished out as above.
0009 navmesh - L2SA raised floor to z=16.0, recast using edge max length 1024. Finished out.
0009 navmesh - L2SB floor 12.0, recast default, finished out
0009 navmesh - L2SC floor 16.0, recast default, hand cleanup, finished out
0009 navmesh - L2SD floor 8.0, recast default, hand cleanup, finished out
0009 navmesh - L3SA floor 16.0, recast cell size/height set 12.0, cleanup, finished out
0009 navmesh - L3SB floor 0.0, recast cell size 16 height 12, cleanup, finished out
0009 navmesh - L3SC floor 8.0 recast cell size 16 height 16, cleanup, finished out
0009 navmesh - L3SD floor 16.0 recast cell size 24 height 16, cleanup, finished out
0009 navmesh - L4SA floor 16,0 recast cell size 20 height 16 omit landscape, cleanup, finished out
0009 navmesh - L4SB floor 15,0 recast cell size 20 height 16, max edge 1024, omit landscape, cleanup, finished out
0009 navmesh - L4SC floor 12,0 recast cell size 20 height 16, max edge 1024, omit landscape, cleanup, finished out
0009 navmesh - L4SD floor 10,0 recast cell size 20 height 16, max edge 1024, omit landscape, cleanup, finished out
0009 navmesh - 'stub' navmesh for labyrinth in Mod01Vault201TheUnknown to support NPC/MOB movement
0009 navmesh - fixed major issues with VTHQ losing vanilla meshes and 'arguing' with new mesh, geometry combo
0009 created M1V201EthanolVisionimod and applied to 97% medical ethanol 'spell'
0009 navmesh - changed navmesh points for VTHQ elevator (need to test)
0009 added wav file for M1V201RickRoll
0009 created M1V201SynthDetectionHat
0009 created Mod01Vault201EdithBunker, linked to Houlihan bunker door
0009 Mod01Vault201EdithBunker made settlement 'Edith's Bunker'
0009 created collection of vid holotapes (all broken)
0009 created M1V201TeleportRetrieveEffect, M1V201TeleportRetriever01
0009 revamp of warehouse inventory
0009 created inventory notebook for adkins office
0009 created toiletries case and appropriate items
0009 new creature Lepus, dropped 1 outside
0009 warehouse added crew 'fluff'
0009 warehouse cleaned up navmesh islands
0009 phys plant took care of minoy issue w/inventory
0009 created/planted 'Git Gud'
0009 added johnson rods to maintenance crate (forgotten)
0009 changed base mesh for elbow grease, attempting to fix inventory view problem
0009 selected keys placed to aid in reverse travel direction
0009 mapmarker places at airlock
0009 stripped radiation from modded food items
0009 added note in Third Rail
Version 0.00.0008
0008 created mod01vault201EastSpur
0008 mod01vault201_PitchBlack02 light template changed fog distances to eliminate lighted fog at end of dark tunnels
0008 mod01vault201EastSpur m1v201doorESpurToGAFactory linked key P9N9
0008 mod01vault201EastSpur m1v201doorESpurToUPoint linked key P6N12
0008 Created Mod01Vault201SESpurA, linked to milton general hospital with key N2N15
0008 updated air handling station terminal text
0008 mod01vault201_PitchBlack02 light template changed fog distances again due to SESPurA tunnels showing void at end, now 36000 unit
0008 mod01vault201sespura added lights and mid door
0008 mod01vault201sespurb created and linked
0008 mass retexturing of food objects
0008 Fixed EmergencyReadyRation texture
0008 New items elbow grease, johnson rods, fetzer valve, lucas electrical smoke, round tuits
0008 New textures for Whizzo crunchy frog, spaghetti tacos, poddington peas, whizzo anthrax ripple, chocolate salty balls, whizzo spring surprise
0008 fixed name on M1V201ChekovGun01
0008 Created M1V201RickRoll from Sweet Roll
0008 fixed elevators in Mod01Vault201Core and Mod01Vault201Warehouse
0008 created m1v201easteregg and placed in (redacted)
0008 Teleporter data node 'cartridges' no longer look like holotapes (ends confusion)
0008 new item M1V201PureEthanol, 'medical ethanol 97%' with VFX spell
0008 new visual effects for milk
0008 new M1V201ContMaintenanceItems01 container in warehouse
0008 filled M1V201ContWhseBeige01 'medical container', already in place
Version 0.00.0007
0007 Wrote Mod01Vault201AirHandling, Mod01Vault201AirHandlingS1 terminal texts
0007 Mod01Vault201AirAPipe redid 'trash' items for performance reasons
0007 ****made sure to remove any reference to a changed (but still vanilla) Default1StateActivator in deployment file**** (including may break other mods)
0007 slowed water rise speed in external airlock script to 500
0007 recreated all static meshes for custom SCOL items
Version 0.00.0006
0006 Mod01Vault201VltL3SC changed erroneous location (was set to L3SD)
0006 obj M1V201BriefcaseActivator01 created, unsure if will use
0006 UniversityPoint02 added new container obj M1V201ContSafeFloorUniPoint01, covered with MSTT
0006 InstituteConcourse added new cont obj M1V201ContTeleportItems01
0006 created activators M1V201TeleporterRadioInterface01, M1V201TeleporterRadioUnit01 based on DLC Star Core models
0006 created global var M1V201RadioUnitActive
0006 Mod01Vault201AirPlenum swapped 42 DLC04_KK_Mister01FX for M1V201AirPlenumMister01 and added M1V201AirPlenumMisterScript to play loopAnim on load
0006 cell Mod01Vault201LoopB created, connected to Mod1Vault201LoopA via M1V201DoorLoopAtoB01 and 02, and BtoA01 and 02.
0006 Linked loopA to Mass Bay Med Ctr through named doors, created key P4N7
0006 Linked loopA to Med Center Metro through named doors, created key P3N7
0006 Linked loopB to Boston Public Library through named doors, created key N2N6
0006 Linked loopB to Wilson Atomatoys through named doors, created key P1N8
0006 Linked loopB to Hallucigen through named doors, created key P1N4
0006 Mod01Vault21AirPlenum added M1V201CharSkelContMSgtSavoldi01 container with M1V201NoteSavoldiOrders01
0006 change to door plug in SCOL M1V201WiringChaseRelayRoom01 > created and swapped objects to M1V201WiringChaseRelayRoom02 (hitech door frames instead of standard A frames)
0006 changed material swap in M1V201Note_HighPolyClean to FlatWhite.bgsm for better contrast
0006 Fixed name on custom guns, fixed wrong receiver on army issue sniper rifle
0006 Added new keys/notes/items to M1V201Items
0006 Reset texture on M1V201Note_HighPolyClean until can find better substitute (want to look like a book page)
0006 Fixed Mod01Vault201Warehouse trailers 9 and 10 were not set to lock with matching keys
0006 Placed M1V201VTLabKey inside lab to fix potential issue where player teleports in without barricade key, VT Lab key, or teleport B data key, and cannot exit room.
0006 VaultTecOffice01 added M1V201TeleporterRadioInterface01 panel to computer bank in sub-basement lab
0006 Created Mod01Vault201LoopC, linked doors to Loop B, South Boston Mil Checkpoint P3N12, and Relay Tower OSC-527 N2N12.
0006 Mod01Vault201LoopC fixed traversal issue with pipe runs, interface pieces were too close on ceiling and floor and blocked movement
0006 General readability improvements to notes, including custom NIF (same as standard note, lightened in color)
Version 0.00.0005
0005 Recreated nifs/static meshes on all mod SCOLs
0005 Mod01Vault201Warehouse removed 'ground piece' flag from two floor pieces in subcon room (tracking bug report for grass LOD appearing near ceiling)
0005 "Doctor's terminal" written and complete.
0005 added 'remote log entry' to Mod01Vault201_CreeksTerm02s3 for 10/24/77
0005 Mod01Vault201Airlock, for M1V201AirlockCellExitButton01 swapped doors in script M1V201AirlockExitButton01 to fix 'confused doors', added utility waits to see if water level behaves
0005 Mod01Vault201Airlock added blackplane across end of entryway to knock out void visibility if airlock doors malfunction and stop light intrusion through garage door object
0005 Mod01Vault201Warehouse01 removed 1 toolbox from maintenance prep room to reflect one taken by Majett
0005 created mod01vault201_BuildCells01 light template and applied to all buildable cells. Greatly reduced fog.
0005 Murphy's journal completed and text inserted into M1V201NoteBookGrantMurphy
0005 All crew journals set for inventory art Note_HighPoly and preview transform MiscNote01
0005 Mod01Vault201MidAccessTunnel fixed some item placements in maintenance room
0005 Mod01Vault201Airlock set all airlock doors to inaccessible
0005 Mod01Vault201Airlock airlock script tweaks all around
0005 Mod01Vault201VltL4SD floor navmeshed; I have no idea what I am doing
0005 created cell M1V201Items and populated with all custom objects, activators, terms, etc.
0005 Fixed minor text issues in doctor's terminal entries
0005 M1V201GlowingNuclearEngineer unset unique flag
0005 M1V201GlowingNuclearEngineer, M1V201AncientOne01 set level 500
0005 M1V201TheUnknown moved Ancient Ones away from wall (were getting stuck)
0005 M1V201NoteBookBaseline13,M1V201NoteBookBaseline14 set to be font face and font size demos
0005 Various tweaks to note and journal appearance
0005 obj M1V201Note_HighPoly created to be clean sheet of paper for journal notes
0005 M1V201TrailerNumberNote created and placed
0005 Houlihan journal written and placed
0005 obj create M1V201ContHoulihanMailbox and placed with placard M1V201BrassPlaque_HoulihanMbx, (wilderness -16,-30)
0005 (wilderness -16,-30) added M1V201HoulihanBunkerDoor (doesn't open, goes nowhere)
0005 Koenig journal written and emplaced, added M1V201NotePavelKoenigLeaves
0005 Majett journal written and emplaced
0005 Gent journal written and emplaced
0005 Adkins journal written and emplaced
0005 Montgomery journal written and emplaced, added M1V201NoteScottMontgomeryToTipper and placed
0005 Pichaud journal written and emplaced
0005 Howsley and DeForest journals written and emplaced
0005 Added 'seal' note to cache door in physical plant
Version 0.00.0004
0004 Mod01Vault201TheUnknown removed large number of items that were at extreme low Z due to havok settle and missed collision with floor
0004 obj M1V201VltCellPowerGenerator radiant changed to 20000.00
0004 Mod01Vault201VltCellRefToCopy downscaled and moved M1V201VltCellPowerGenerator and M1V201VltCellWaterSupply inside M1V201VltCellPowerReceiver (decorative item) with power connectors exposed. Eliminates power grid problem.
0004 Created, linked, tested 15 buildable vault cells Mod01Vault201VltL1SB through Mod01Vault201VltL4SD
0004 Mod01Vault201VltL*S* moved teleport markers away from doors in all vault cells
0004 Mod01Vault201Core added M1V201AirlockHorzDoor05 to bottom of shaft to prevent draw distance problem
0004 Placed and aligned northmarkers in cells not naturally aligned
0004 Mod01Vault201LowerAccTunnelA and Mod01Vault201LowerAccTunnelB improved radiation hazard
0004 added scripts to deployment (whoops)
Version 0.00.0003
0003 VaultTecOffice01 Changed tunnel key description back to what it should be
0003 VaultTecOffice01 Fixed spelling in terminal entry for Project Nexus, added placeholder text for submenus that need images made
0003 VaultTecOffice01 replaced radroach ambush in VT lab bathroom
0003 Mod01Vault201WiringChase01 created key M1V201TunnelSecurityKey and set barricades locked to same
0003 Mod01Vault201WiringChase01 Placed collision plane behind invis door to loop A to avoid walking past without activation
0003 Mod01Vault201LoopA scene dressing
0003 Mod01Vault201LoopA placed key M1V201TunnelSecurityKey
0003 Mod01Vault201LoopA barricade doors placed for all 'ladder halls'
0003 Mod01Vault201Warehouse01 placed all correct warehouse containers on shelves
0003 Mod01Vault201Warehouse01 placed library and brig/security area and keys
0003 Mod01Vault201Airlock added decoration (diving suits and parts)
Version 0.00.0002
0.00.0002 extraneous mannequins removed
0.00.0002 VaultTecOffice01 m1v201nexusofficekey01 set to half-scale to make consistent with other keys
0.00.0002 VaultTecOffice01 Proper logs added to creek lab terminal S3, changed internal names to reflect
0.00.0002 VaultTecOffice01 bathroom radroach ambush marker moved to try and make better aggro
0.00.0002 Mod01Vault201L1SA moved floor panels around rear stairwells to try and fix mesh gen problem
0.00.0002 Mod01Vault201L1SA added 4 Janitrons
0.00.0002 Mod01Vault201L1SA added hotel sidewalk and front steps
0.00.0002 Mod01Vault201L1SA added grates and wave/fish decals in simulated ocean
0.00.0002 Mod01Vault201L1SA added greeb machinery in lower level
0.00.0002 Mod01Vault201AirHandlingStation created M1V201AirHandlingStorageKey
0.00.0002 Mod01Vault201AirHandlingStation locked storage room door with M1V201AirHandlingStorageKey
0.00.0002 obj M1V201CharSkelContRickHowsley01 added M1V201AirHandlingStorageKey
0.00.0002 obj M1V201ChaseBarricade01 created
0.00.0002 Mod01Vault201WiringChase01 added two M1V201ChaseBarricade01, .72 scale, set chained
0.00.0002 Mod01Vault201WiringChase01 moved teleport marker to/from Fort String (P17N1) due to report of loading above structure
0.00.0002 Mod01Vault201VltCellRefToCopy set up as settlement M1V201DefaultBuildCell
0.00.0002 Mod01Vault201VltCellRefToCopy2 created and set as settlement M1V201DefaultBuildCell2
0.00.0002 Mod01Vault201VltCellRefToCopy added M1V201VltCellPowerGenerator (mod'd fusion generator, 1000 power), linked workbench
0.00.0002 Mod01Vault201VltCellRefToCopy created small sealed room for generator in case player has to clip to it for repair (avoids seeing void)
0.00.0002 Mod01Vault201VltCellRefToCopy added M1V201VltCellWaterSupply (mod'd ind water pump, 100 water), linked workbench
0.00.0002 Mod01Vault201VltCellRefToCopy precombined geometry and calc'ed precombined visibility
0.00.0002 obj M1V201ContHollowBook created
0.00.0002 Mod01Vault201Warehouse01 dropped placeholder journals in appropriate places
0.00.0002 Mod01Vault201Warehouse01 decorated a few trailers
0.00.0002 Added texture, mesh, vis files to uploaded package (cross fingers)
Version 0.00.0001
Initial submission
NOTE: REQUIRES ALL DLC. IF LOST OR CONFUSED, CHECK THE FORUM SECTION FOR SPOILERS AND GUIDES.
An Intricate Expanses mod. Twitter @intricatexpanse , #V201SK ----------------------------------------------------------------------------
Deep beneath the Commonwealth, a secret project was under construction long before the Great War. A small construction crew found themselves trapped in their uncompleted work. What happened? Can you find them? Can you find Vault 201?
What you are about to find, if successful, is one of the largest and most advanced projects Vault-Tec ever attempted. It has remained a secret for over 200 years, silently waiting for anyone to discover and potentially make a home, and use it's vast resources and advanced technologies for themselves.
Keep this in mind; something that for over two hundred years has been almost completely secret, may have remained untouched for good reasons.
This mod provides the following: - MULTIPLE BUILD AREAS: 17 very large rooms. Each counts as a separate settlement pre-wired for 1000 power and 100 water. - VERY LARGE BUILD SUPPORT: Each build room will fit a 30x46 grid of vault pieces, up to 11 stories tall. All are fully navmeshed and precombined. This provides somewhere between 50 and 150 TIMES the build volume of Vault 88. - UNDERGROUND TRAVEL: Miles of maze-like wiring chases, connecting to over a dozen commonwealth interior locations around east Boston - RESOURCES: A massive warehouse full of supplies and products, some no longer in existence on the surface. - STORY: Dozens of pages of story written within lore, and carefully augmenting the original story. Over 15,000 words... - STUFF: Easter eggs. Seriously. Also, a large number of custom food and misc items. - SENSIBLE FAUNA: This is mostly harmless exploration with a handful of EXTREMELY nasty surprises. - NATURAL HAZARDS: Warnings from dead men shouldn't be taken lightly. Look before you leap. - AMBIENCE: What should be dark, is pitch black. Ambient lighting disabled through most of mod. Bring a reliable flashlight. - SCALE: Underground distances are scaled 1:1 (give or take a few percent) with surface distances and directions. - TELEPORTERS: 1 wire linked pair, and a portable 'recall' device that instantly takes you back to the vault, even during battle.
There are 'spoiler' threads in the forum section if assistance is required. These threads unveil critical key locations, best paths, etc.
PM me if you would like to use part of this mod as a resource. Almost everything 'new' is modularized and should be easily portable.
The custom items presented in this mod have been assembled in a resource pack for play and for modder use. This pack is located here: http://www.nexusmods.com/fallout4/mods/24742
This mod is part 1 of a series, check back for updates on those releases. This mod is also available for Xbox One and PC on Bethesda.net, and I hope that works right.
Yes, you may eat the school paste. It's non-toxic!
--------------------------------------------------------- Other Intricate Expanses mods by Mfree80286: Vault 201: Skeleton Crew - https://www.nexusmods.com/fallout4/mods/23634 (Nexus and Beth XB1/PC) Vault 201 Food and Misc Item Playable Resource Pack - https://www.nexusmods.com/fallout4/mods/24742 (Nexus and Beth XB1/PC) Escape From Toule House - https://www.nexusmods.com/fallout4/mods/28405 (Nexus and Beth XB1) Hidey Hole - https://www.nexusmods.com/fallout4/mods/29158 (Nexus and Beth XB1) IntrexCorp Neutron Grenades - https://www.nexusmods.com/fallout4/mods/27075 (Nexus and Beth XB1/PS4/PC) IntrexCorp Glow Markers - https://www.nexusmods.com/fallout4/mods/27128 (Nexus and Beth XB1/PC)
20171120 Version 3.1 uploaded, BA2 version. Some texture files were missing from 3.0, this has been rectified. 20171013 Version 3 uploaded. BA2 only, no ALT version as original BA2 issue identified and resolved 20170920 Version 2.1 BA2 file republished due to internal naming error 20170905 Version 2.1 brings version numbers in line with Bethnet, 2 issues fixed 20170902 Version 1.4 uploaded to all locations (version 2 on Bethesda.net) 20170730 Version 1.3 uploaded to Bethesda.net in PC format 20170714 Twitter account created to cover these and other mods, Intricate Expanses @intricatexpanse 20170712 Version 1.3 ported to Xbox One and placed on Bethesda.net 20170711 Version 1.3 texture improvements, new items, signage. Fixed a couple spots of z-fighting as well. 20170627 Version 1.2.1 20170626 Version 1.2 20170621 Look at that, 1000th download. Thanks, all you players out there... 20170620 Version 1.1 20170619 Version 1.0