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Aeri emallson Atlanis

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emallson

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35 comments

  1. TrickyTrack00
    TrickyTrack00
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    • 81 kudos
    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.
  2. emallson
    emallson
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    • 3 kudos

    Oh yes, I remember that log. My comment was based on my personal preferences. I don't like big empty spaces in the game <img class=">

    Ah I see <img class="> I think I've fixed the quest, I'm about to test it.
  3. Deadmarsh
    Deadmarsh
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    • 13 kudos
    Oh yes, I remember that log. My comment was based on my personal preferences. I don't like big empty spaces in the game
  4. emallson
    emallson
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    Ok, some feedback...

    - all conflicts fixed, yay <img class=">
    - 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.
  5. Deadmarsh
    Deadmarsh
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    • 13 kudos
    Ok, some feedback...

    - 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
  6. Deadmarsh
    Deadmarsh
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    • 13 kudos
    No problem, FO3Edit is a great help for checking possible unintented changes and other conflicts. I hope to test this soonish if I have time.
  7. emallson
    emallson
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    • 3 kudos
    Version 1.2 is up! Thanks to Deadmarsh for showing me FO3Edit. I believe I removed all conflicts.
  8. emallson
    emallson
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    • 3 kudos

    Looking at the file with FO3Edit:

    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

    Alright, I guess I should check out FO3Edit. Thanks for the info!
  9. Deadmarsh
    Deadmarsh
    • member
    • 13 kudos
    Looking at the file with FO3Edit:

    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
  10. Deadmarsh
    Deadmarsh
    • member
    • 13 kudos
    I'll re-check and add here what I think was changed.