2024 review: Another new vault with "proof of concept" type of content. The idea of new vault which is filled with different traps and obstacles could be a good starting point if it was a bit more polished and refined. But the end result of this project isn't very satisfying, of course, only in my opinion. Most of the traps can be passed if you already acquired "Light Step" perk. In that case the only thing you will be doing is collecting dozens upon dozens grenades and mines in your inventory. But there were a few genuinely good parts of this vault. For example, I really liked one of the separate sections in which you have to find the right key in the room in order to escape from the high doses of radiation. It was nice and funny to rapidly going through the big pile of different keys to find the "right" one. Aside from some "irradiated sections", other parts of the Vault felt intentionally empty and boring. Maybe if original author made experience a little bit shorter by removing several pointless hallways and rooms, it could've been much more enjoyable quest. As for narrative and the main story of the quest: it was bearable, not much else to say. Find Vault 113, read some entries from the guy who stayed there, get his stash. That's it. Also you will have to shoot some ghouls, turrets and radroaches, but the main point of this mod clearly wasn't in providing another "battle mod". To complete this quest and reach your "final destination" in the Vault 113, you will need at least 30-40 minutes. About other technical sides of the mod: no major bugs or problems were encountered on my playthrough, but, of course, some of you can have different CtDs because of severely deleted NavMeshes. And there are several incorrectly positioned doors in interiors section. So, should you try this mod in 2024? Not this time, since, as I already mentioned in the beginning of this review, Vault 113 mod works more like a good concept "on paper", but feels very mediocre in its final released form. Some additional updates and removed empty sections could potentially improve this mod. My endorsement only for the original concept.
- all conflicts fixed, yay "> - quest worked flawlessly (until I chose to not give up the key in the end, the quest didn't finish, finished when I gave the key) - the vault seemed a bit empty, lots of empty spaces with very little content - the vault could maybe have more ghouls in it? - traps were pretty well layed out, liked the 'key room' part
I'll check out the quest.
I dunno if you read any of the logs in the terminals, but the guy (Jameson) cleared out the place as a hideout, thus the reason there isn't much in there.
- all conflicts fixed, yay - quest worked flawlessly (until I chose to not give up the key in the end, the quest didn't finish, finished when I gave the key) - the vault seemed a bit empty, lots of empty spaces with very little content - the vault could maybe have more ghouls in it? - traps were pretty well layed out, liked the 'key room' part
35 comments
The idea of new vault which is filled with different traps and obstacles could be a good starting point if it was a bit more polished and refined. But the end result of this project isn't very satisfying, of course, only in my opinion.
Most of the traps can be passed if you already acquired "Light Step" perk. In that case the only thing you will be doing is collecting dozens upon dozens grenades and mines in your inventory.
But there were a few genuinely good parts of this vault. For example, I really liked one of the separate sections in which you have to find the right key in the room in order to escape from the high doses of radiation. It was nice and funny to rapidly going through the big pile of different keys to find the "right" one.
Aside from some "irradiated sections", other parts of the Vault felt intentionally empty and boring. Maybe if original author made experience a little bit shorter by removing several pointless hallways and rooms, it could've been much more enjoyable quest.
As for narrative and the main story of the quest: it was bearable, not much else to say. Find Vault 113, read some entries from the guy who stayed there, get his stash. That's it.
Also you will have to shoot some ghouls, turrets and radroaches, but the main point of this mod clearly wasn't in providing another "battle mod".
To complete this quest and reach your "final destination" in the Vault 113, you will need at least 30-40 minutes.
About other technical sides of the mod: no major bugs or problems were encountered on my playthrough, but, of course, some of you can have different CtDs because of severely deleted NavMeshes. And there are several incorrectly positioned doors in interiors section.
So, should you try this mod in 2024? Not this time, since, as I already mentioned in the beginning of this review, Vault 113 mod works more like a good concept "on paper", but feels very mediocre in its final released form. Some additional updates and removed empty sections could potentially improve this mod.
My endorsement only for the original concept.
Ah I see
I'll check out the quest.
I dunno if you read any of the logs in the terminals, but the guy (Jameson) cleared out the place as a hideout, thus the reason there isn't much in there.
- all conflicts fixed, yay
- quest worked flawlessly (until I chose to not give up the key in the end, the quest didn't finish, finished when I gave the key)
- the vault seemed a bit empty, lots of empty spaces with very little content
- the vault could maybe have more ghouls in it?
- traps were pretty well layed out, liked the 'key room' part
Alright, I guess I should check out FO3Edit. Thanks for the info!
Cell -> Block 1 -> Sub-Block 4 -> 17003995: both temporary and persistent do changes to RavenRock02 "Raven Rock - Level 2" [CELL:0001853A]
Cell -> Block 2 -> Sub-Block 4: Identical to master entry
Cell -> Block 5 -> Sub-Block 9 -> 0002107F -> Temporary -> one identical to master entry (000364C4)
Cell -> Block 7 -> Sub-Block 2 -> 00019FBB -> Persistent -> 0001E749 -> Rotation Z changed for FLAK (not sure why)
Creature -> 009FAFB -> CrFeralGhoul2A "Feral Ghoul Roamer" [CREA:0009FAFB] OBND - Object Bounds values changed (not sure why)
Package -> 0001EB05 -> PSDT - Schedule change for FLAK
Package -> 000258A3 -> PSDT - Schedule change for FLAK
Script -> WalterSCRIPT [SCPT:0001FF09] overwritten as v113JamesonBodySCRIPT [SCPT:0001FF09], many values changed
Script -> TrigPlayerDisableSCRIPT [SCPT:0002CC2A] overwritten as v113tlQuestStageTriggerSCRIPT [SCPT:0002CC2A], many values changed
Script -> TrapShotgunSCRIPT [SCPT:0003E877] some values overwritten