With a massive vault, tons of different textures, a few fun weapons, a hand full of quests and a war with enclave it'll be sure to crave the hunger of simulated carnage. Fight your way to protect the vault or... Turn on the vault and help the enclave to keep the vault for yourself! Either way... TONS of carnage to enjoy for a little bit ;)
I am not the maker of all the textures that you see in game. Most were used from the vanilla textures and some were downloaded from this site, from a user called Meo, with permission from author and others were imported from fallout new vegas.
File credits
Bethesda Softworks for making the game and textures and allowing us to create mods and to Meo who crafted some texture/meshes files!
Donation Points system
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Changelogs
Version 1.0.3
v1.0.3
1. Added/removed some item from a few select cells
2. Removed the time change trigger in the entrance cell of the vault (had this set to test something and forgot about it)
3. Modified all script packages to spread the dwellers out a little further
4. Tweaked NavMesh covers in select cells to prevent any issues with NPC's walking through them
5. Corrected issues in the quests that could prevent the quest from moving forward
Version 1.0.2
V1.0.2
1. Added a switch to open/close the door in the floor instead of just having a terminal on top
2. Changed main quest (Turf Wars) to remove a certain part from happening
3. Fixed issue where the optional objective in Turf Wars wouldn't show completed when entering the armory or when leaving the cell
4. Fine tuned some scripts to perform better
5. Marked certain things with the "Quest object" flag. More of for me and the game really
Version 1.0.1
V1.0.1
1. Fixes a small quest from not starting. Triggers and a condition wasn't working properly
2. Fixes all door markers where it might put the player on the wrong side
Version 1.0
V1.0
1. Mod is completely populated with NPC's
2. Fixed issue where vault door wouldn't close automatically after leaving
3. Fixed the bug causing the systems terminal and tesla terminal to not work properly when determining the state it needed to be in and showing the wrong/same result
4. Added chair to Overseer's office
5. All terminals have been re-scripted and now work acording to orginal specs
6. Recompiled all scripts in NPC's, Doors, Triggers, and Light Klaxons and patched any bugs found in the code
7. Added new main quest
8. Added enclave soldiers to the outside and inside of the city caves for the main quest
9. Changed attributes to the imprisoned enclave soldier to be killed
10. Changed all NPC's to allow low level processing. This helps improve performance on lower end machines
11. Added a full armory
12. Shrunk the vault down a few rooms to get the offical mod out. Might come back in a future update
13. Brought the number of dwellers down to get the offical version of the mod out. Might come back in a future update
14. Removed copies of certain NPC's that were placed by accident
15. Fixed issue where the first tesla terminal may not show entries
Version 0.6
V0.6
1. Fixed the water in the reator cell
2. Fixed/added vendors
3. Added more NPC's
4. Finished the alarm in the reactor cell and linked it to the tesla coil (includes klaxon sounds and lights/glows)
5. Fixed the Overseer being numbered
6. Added trigger in the Water and Oxygen Distrobution cell to keep NPC's from wandering into the cave area
7. Removed packages and all ref's to them to help improve performance
8. Fixed NavMesh cover in the Oxygen and Water Distrobution cell that might cause NPC's to get stuck in some places
Version 0.5.11.2
v0.5.11.2
1. Added a new mini quest (hint: it starts in the geck lab area)
2. Added more NPC's/People to the vault
3. Changed when and where things are loaded in the reactor cell to make performance a little bit better for lower end machines
4. Fixed where NPC's and turrets may treat the protectrons as enimies
5. Fixed the teleport marker when going from the living quater cell to the water testing lab to put you on the correct side of the door
6. Changed the list of files being uploaded. From now on, the only files being uploaded with a new version will be "Vault77.esm", "Changelog", "Readme". The BSA file will only be added when a change is made to it
7. Edited all mod NPC's to allow low level processing. This is used to help with performance on slower computers
8. Bug fixes and improvments to how NPC's wander
Version 0.4
v0.4
1. Added a mini quests
2. Added turrets in select cells(Used in a quest later on)
3. Optimized scripts and cell navmeshes
4. Fixed terminals with missing info
5. Removed things in the geck chamber terminal
6. Added a second terminal for the door into the GECK Chamber
7. Added klaxon light's in the entrance cell and set them to go off when the door opens/closes
8. Added a sleep package to the protectrons
9. Fixed the door in the reactor cell that would open and collide with a crate
10. Added an alarm in one of the reactor cells to better simulate an actual issue with the reactor
11. Setup the gear door to close automatically
12. Added two more guards in the test labs where the mainframe is
Version 0.3
v0.3
1. Added automatic doors in the attrium.
2. Re-optimized all NavMesh covers for all cells. Some cells had a large number of triangles and was causing issues in both the GECK and in-game NPC's in some enviroments.
3. Fixed issue where interacting with the lounger in the vault lab would cause the quest "Tranquility Lane" or "Scientific Pursuits" to begin. This issue comes from using the same reference instead of making a new object with the same textures and no scripts. This object is apart of a quest that will be available later on.
4.Fixed compass between all the cells. They now show the correct direction when entering between all the cells.
5. The last cave is fully navmeshed, lit, and properly cluttered!
6. Mod is now a .ESM instead of .ESP
7. Added Overseers desk animation to open and close (like vault 101)
8. Fixed doors not showing and being able to see into the grey avoid. Sorry for leaving this bug in there so long!
Version 0.2
v0.2:
1. The big cave is fully cluttered and navmeshed.
2. All cells finally have proper lighting.
3. Changed lighting in the cell with the Tesla Coil. Lights in there were a little to bright for me.
4. Added radiation in the reactor cell. (not the first one but the second one)
5. Added new textures and meshes. PLEASE REMOVE THE OLD .BSA FILE AND REPLACE IT WITH THE NEW ONE!
6. Changed the Image Space in the cave cells.
Version 0.1a
v0.1(A): Added textures and meshes to the vault doors in the cave where I forgot to add them in. This is the only change in the mod
Version 0.1
v0.1:
Initial release
Donations
No donations accepted
Credits: Big thanks to Bethesda Softworks for creating this amazing game! And a really big thanks to Meo for creating some of the textures/meshes used in this mod!
Heads up: I am still working on v1.1 but due to how much stuff there is to do, it's taking a little longer then I had hoped it would. So far I am only around 40% complete with it but I have been working hard on it. I hope you will enjoy it when I finish it! I'm aiming for it to add a couple hours of play time to the mod so please be patient :) I will play through the current version and do a quick bug fix just to get the file updated by mid next week. Also, I am working on a fallout 4 version. The version will be v1.0. Thanks!
Story: One day, while in Megaton, you run into someone with a Vault suit on. Upon engaging in dialog you find out that Vault-Tec built a huge Vault under their headquarters. When the player gets there he/she finds out that the Vault, just like every other settlement in the Capital Wasteland, is in big trouble and needs help. Battle your way to safety through different kinds of monsters, creatures, and corrupted humans as you save the entire Vault and become a well respected member of their community. With two main quests and a smaller one, it should give you plenty todo for a little bit.
Install: Drag and drop the two files (.bsa and .esm) into the fallout 3 data folder and select the .esm file in fallout launcher.
Notes: The mod will no longer contain the .bsa file. Download it separately from the files list. This saves on upload time!
Please leave any bugs you find in the comments so they can get fixed in the next release! :)
Change log for Vault77 now has it's own section under the pix