147 comments

  1. MrTroubleMaker
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    Have fun!

    update:
    The two emergency construction lights now turn off after lockdown. Location by the workbench and reactor room. The lights can be scraped. This also adds two more pre-combined mesh overrides for a total of 17.

    If you don't want those changes, version 1.2 will still be up in optional.
    version 1.01 has less light sources, it should run better on older systems
  2. MrTroubleMaker
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    Note: When placing items in workshop mode, the floor in the vault door area might not act like a floor for those items. It's because of pre-combined mesh overrides.

    For the older files either use place anywhere (place everywhere) mod. Or exit the vault, disable the mod, start game back up and go in to the vault and place your item. Then exit the vault again and re-enable the mod.

    Version 1.7
    Rebuilt pre-combined meshes. This is to help performance and correct issues with trying to place workshop items in the vault entrance area.
  3. Deazset
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    hi, can you tell me how I see you used the standard buble turret, but how did you turn it so that it shoots at enemies and not at yourself? Did you change the dice or something?
  4. xTheRage
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    Should I use this mod before or after I discover Vault 88?
    1. MrTroubleMaker
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      either, its up to you
  5. alieniscool323
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    hello i use the scrap everything mod and after installing this mod the scrap everything mod no longer works in vault 88
    i don't know if its this mod or the scrap everything mod please help P.S i use vortex for both of the mods if that helps in any way.
  6. entengenemu
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    I have ENB and a lighting mod (Vanilla overhaul "lite") and the entrance is always dim even with the mod. Is there something I can do with FO4Edit with this mod like increasing the light radius?
    1. MrTroubleMaker
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      I don't use that mod, but usually lighting mods will change the lut files. This will change the overall lighting. They also will edit the lights, these you can check in FOedit. You should be able to tweak them in FO4edit. The luts will require another mod or edit them in a photo editor.
      Hope this helps.
  7. Tomes2789
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    Hey there! Really want to use this, but after speaking with BenRierimanu (author of PRP aka Previsibines Repair Pack), it looks like this would conflict with that mod, and PRP is an absolute necessity for many FO4 users (including me).

    When I spoke to him he said it would be "trivial for the mod author (aka you) to rebuild the precombines with the eight records from PPF included,  As that's all that got changed in Vault 88 with respect to PRP's efforts."

    This is something well above my paygrade, but I was wondering if you'd consider making a patch or an update to make this compatible with PRP?

    Thanks so much for all you do (your laser suppressor mod is still my favorite mod in F04)!!
  8. Asaimoer
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    Is there a way to create a compatibility patch to the Commonwealth Deep Clean and Remodel Collection (especially the Vault 88 part)?
    Or if I want to use the changes from this mod with CDCRC, should I use version 1.63 (since version 1.7+ includes PnP)?
  9. ilias998
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    the rad scanners and terminals go invisible, it's last in my load order
  10. kakagias
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    rad scanners and the security terminal are invisible with this mod idk why. I dont use scrap everything.
    1. MrTroubleMaker
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      load order? place it last.
  11. LordTindus
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    Is this mod next gen update compatible?
    1. MrTroubleMaker
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      yes
  12. BEawsome77
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    hey, I'm having an issue where nothing appears to change when the mod is running. I do have a base there already I don't know if that affects anything but I would like to know. resetting to a save that doesn't have it isn't and option. any help Is appreciated.
    1. MrTroubleMaker
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      something might be interfering with it. place the mod last in your load order.