214 comments

  1. mfree80286
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    FREQUENTLY ASKED QUESTIONS (20180528)

    This post will contain current and future FAQ's about the Vault 201: Skeleton Crew mod, and may be added to as needed.

    1: Compatibility
    This mod is minimalist in it's use of scripts and has no quests, so on a programmatic front there shouldn't be any issues. Even 'new start' mods like FROST and others seem to have little issue. What will cause issues? Mods that edit the interior of Vault-Tec HQ, mods that do any major resurfacing of the sea floor, minor issues with some interior areas where there are doors to the wiring tunnels. Some users may have an unknown issue, mod/ENB related or vanilla, where the game CTDs when attempting to view the maps on some terminals. For this reason those maps are provided in the gallery and forum section.

    There is at least one mod that changes terminals in the Vault-Tec HQ, load order should rectify that. The terminal content added by this mod is informational and storyline only, and the info items appear in other locations.

    If you have through various means shortened your draw distances, you may find that the ends of tunnels or the opposite corners of rooms may show void. Draw distances were specifically lengthened in the light templates used in these areas to avoid that occurrence.

    Settlement Transfer mod was discussed in it's forum and there's no obvious reason why it shouldn't work with this mod, though this is untested.
    The automatic settlement mods should also work provided they can support external/mod settlements. This is also untested, but remember this mod goes very, very light on external changes, scripts, and quests, and ALL items within carry proper object/item name prefaces so there should be no overlap.

    2: Getting started
    With no quests, it may be a little confusing as to how to figure out where to start. A good hint is to poke around the shoreline near Poseidon Energy, as you'll find something that points to who was involved in this, and since those involved have a headquarters, there you go. Supervisors tend to have keys, though it could be a good hunt... just look carefully for anything that a manager would want to put behind them. If you explore, you may also find something out of place near Spectacle Island, and if you swim for months you could manage to run into something that's very, very well disguised. But, all of it is there in plain sight, as I said... no quests, and the only scripting runs lights and doors and a few small things inside. Everything you need is already there.

    3: Settling
    There are, if I remember correctly, 18 workshops in this mod. 15 are empty Vault Cells, each with a footprint roughly the size of Spectacle Island. 1 is a partially filled vault cell. 1 is a machine room. The last is a story-related bunker out in the worst parts of the commonwealth (hint: it almost had an airliner nose into it). Each has been tested as a running settlement, capable of supply lines and pulling settlers by radio; they will behave in almost exactly the same way as an exterior settlement save for some traps and other DLC constructs that require enemy spawn capability.

    In the warehouse are a series of machines that can transport material to a vault cell, by simply leaving that material inside and heading off for the cell. Why this is important, you'll find out later.

    4: Surprises
    Very few, but they're good when you find them. There's a touch of mysticism in the vault, some Easter eggs around, and a few other things. These are described in more detail under the spoiler posts in the forum section.

    5: Performance issues
    The mod was compiled and tested on a machine with older specs, so everyone should be alright unless you're somehow on a worse PC than mine. If that's the case, note that the heaviest hit areas all have a switch somewhere near their entry or workshop that will turn off overhead shadowed lights, leaving either no lighting (vault cells) or a baseline non-shadowed light with minimal shadowing for visual effect.

    6: Console and alternate PC versions
    There is an Xbox and PC version on bethesda.net, they should be linked somewhere here (mirror?). Previous versions were raw-file because the Creation Kit continues to have problems putting together BA2 archives without leaving out important files. The current version was triple-checked for completeness on all platforms, but this is also the reason I'm extremely reticent to do any alteration past this version. That said, this version (3.1 BA2) is 100% complete and is happy enough to call final.
  2. TheRealGeneral
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    Oh my god. THIS WAS THE BIGGEST UNDERGROUND SPACE I HAVE EVER WITNESSED IN MY LIFE, REAL OR VIRTUAL. Traversing the area alone will take hours!!! The only downside as you can imagine is lack of detail, but common it would take years to detail this up. But lack of detail isn't obvious. It's a little disjointed with the new items and the huge areas are disorientating. But on my death bed you could ask me about this mod and I will remember it. To the mod author, I know it doesn't look like I downloaded this but check my profile. I downloaded thru my old profile (link on my profile). Imma give you a kudos just for the memories when I came across this mod. It's an experience to be sure.
  3. 363rdChemicalCompany
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    I am stuck in that big rom with the skeletons. Any hints?

    PS: Crazy huge mod!!
    1. mfree80286
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      Check the forums :) There's literally a 'cheat' entry for everything.

      If you want to solve it on your own, look for the maze upstairs, and then watch for a hole in the floor. 
    2. 363rdChemicalCompany
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      I figured it out
  4. 363rdChemicalCompany
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    Great idea for a mod: :)

    had this mod in my load order for  aocuple thousand horus now.
    But never once did I find the keys that would get me into the hatches I found.
    I console commendd myself to unlock some hatches but once i was down key requirements everywhere.

    Where Can I find the keys? :)
    1. mfree80286
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      https://www.nexusmods.com/fallout4/mods/23634/?tab=forum&topic_id=5568502

      About halfway down the page there's a detailed description of where all the keys are hidden or sitting. 

      ED: If the link doesn't enter the post, it's the stickied post titled "THE SPOILER THREAD", from 15 Oct 2017.
  5. Lordawesome5000
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    I'd love if you ever did an Enclave themed mod similar to this. It doesn't have to be the same size. Something connected to the dead Enclave Scout would be neat! Speaking of the scout, does the cache mentioned in the note on his corpse actually exist within the Vault?
    
    1. mfree80286
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      Indeed, the cache is real.
      I'll let you find it on your own... but there's guidance in the forums if need be.

      And if you don't believe me, there's a picture of it in the images set :)
    2. Lordawesome5000
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      Found it! Never gonna struggle with ammo again lmao
  6. Miru2k22
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    When I use  ~ and show full map, and choose to move to vault 201, it is under the sea with a lot of seaweed. What do have to do to find the door to vault 201 and go inside? Can anyone know
    1. mfree80286
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      Check the forums for hints.

      If you had a huge VT project happening in Boston, where would you expect to find information about it?
  7. Lordawesome5000
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    Jesus. how long did this take to make?  I'm actually overwhelmed by how much there is!
    1. mfree80286
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      It's been a while, but depending on what you call a start and a finish point it was something like 8 months to a year.
  8. REXODUSA
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    hi i saw this mod and i wanted to know 

    for the people that played this mod is it a good mod and would you recommend it ?
    1. crazyape85
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      yes, not much questing as it is searching.  no quest markers, so if you like hunting, definitely a great find.  some interesting pieces also.  if you ever need supplies, the warehouse has an almost unlimited supply, I say almost because I couldn't count it all.  Probably somewhere in the hundreds thousands of food and drink, along with other stuff.
  9. crazyape85
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    So far, and I have done some thorough discovering, there are only two CTD moments, both involved in a terminal in the research room: When I click on not sure if I remember how to do this, but spoiler in case in doesn't work:

    Spoiler:  
    Show

    tunnel schema entry and conceptual block entry under project nexus, it instantly crashes to desktop.

    I have been able to repeat this every time, but none of the other enteries crash, just those two.  So far, I am only missing one key, trailer 10, but still searching.  Just wanted to let you know about the CTDs.  Also, very intriguing story, especially that hole.  The room above it with the ancient ones, not sure if it was intentional, but the walls seem to change, like I enter an area, turn around, and it is a wall and cannot go back that way.  Granted, I can still progress through, but if that was intentional, good job man.  I was starting to get confused in real life. Haven't finished yet, but I did console to tcl, and found a giant interesting thing in a lift.  Not sure if that comes to play when I finish everything else and you can see it without console, but all around, very interesting work sir.  I endorse the work behind it and given Vault Tec's history, wouldn't be surprised if they were searching for the certain thing that is hidden at the end of one of the tunnels.


    On a side note, I am curious how long it took you to make this because the endless tunnels in the mod would seem like it would take forever.  Does it stretch from end to end of the commonwealth?
    1. mfree80286
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      Thanks for the comments!

      The CTDs are known, the images in question are posted in the forum section because of it. I can't reproduce the issue or get any sort of handle on why it happens, but it happens, which is what I get for going into uncharted waters with a largely undocumented feature of the code behind in-game terminal displays.

      It's been a long time, but I think I put something like 8 months into this, but half that was learning my way through CK. The tunnels are 1:1 scale with the surface, any given entrance is exactly as far away as another one would be if you walked it normally. And yes, the 'hole' plays tricks with you, but it's very simple once you get what's happening.
    2. crazyape85
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      That is some amazing work getting the things to act the way they do.  There were some other good parts, and not so good parts, but I get it, needed to keep it even, light vs dark sort of thing.
      Spoiler:  
      Show

      but as Revelation says, the evil will fail. the creepy spider skull thing was rather peculiar as well.
      Your efforts put into this truly show because it looked like at least a years worth of work into that vault.  I am still missing trailer 10, but I decided to put it on hold and play some of the actual game before jumping back in.  Maybe the pit will respawn?
      Random fact, I tried looting one of the crates and instantly was overburdened.  That is a crap ton of resources, enough for all the vaults.


      Well, all around, good job, and given that it was only those two terminal entries, if you don't click on them, they don't crash the game, endorsing.  Your efforts and work are truly shown.
    3. crazyape85
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      Also, I never even thought to check the forum.  I truly apologize for that, but thank you for sharing the entries.
    4. crazyape85
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      I also forgot to mention, and did not see in the description, but the door mesh in robco hq is messed up.  I had to TCL through and through the wall to get to the office.
  10. wjteoh2
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    Hi, can anyone help with the location of Edith's Bunker? I have thoroughly explored everything - the ancient ones, even found the body hanging on a precipice in the incinerator, but not Edith's Bunker.

    Also I love the funny easter eggs in some of the locked trailers.
    1. mfree80286
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      It's near a destroyed home, a plane crash struck it in the Glowing Sea.
  11. Duzlo
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    Hello everybody
    I tried installing this mod, but it CTDs the moment I even think of fast travelling to Poseidon Energy. Tried moving the mod lower in the LO but to no avail.
    Any idea what might be causing this/how to fix?
    Thanks and have a nice day
    1. mfree80286
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      I don't recall changing anything exterior around the Poseidon Energy plant for this mod, only some additions at a distance for the Black Site mod and a key and tunnel entry inside the plant.