About this mod
A vault settlement which you can build anywhere.
- Requirements
- Permissions and credits
- Mirrors
- Changelogs
Disclaimer: While this mod seems to have worked without any gamebreaking issues so far, there are some tricks used, which I found via trial&error, and can't be sure how reliable they really are. Be careful.
Not everyone is aware of it, but you cannot uninstall a settlement mod from an existing save. And this is a settlement mod. If you just want to check it out, please either make a test save or backup the last save before installing it.
If you started with an older version, it should be fine to upgrade without uninstalling anything.
Description
Before the war, the Instant Vault Deployment Kit was supposed to greatly accelerate new vault construction, enabling Vault-Tec to
Features
- Fully functional Vault settlement, pretty much anywhere!
- Fully functional gear door and vault elevator.
- Custom Vault number, anything between 0 and 999.
- Large internal building area.
- Additional building area near the entrance. Objects will be linked to the inner workbench.
- The entrance can be moved using the external workshop. The exterior build area will be centered on the entrance next time you enter workshop mode.
- Stairs can be snapped to the exterior Vault Entrance.
- Allows you to unlock the Vault 88 pieces before finishing the Vault-Tec DLC.
- A preexisting recruitment beacon and 20 Power to get you started.
- Far Harbor and Nuka-World support (using patches)
- Canary Save File Monitor support.
- Map Marker at the location where you build it. Fast travelling to it will send you into the vault.
- ESL-flagged ESP
- Fully navmeshed, of course.
- NEW: Map Marker now displays settlement information and supply lines. This might only kick in after you save and load your game after deployment for Nuka World or Far Harbor.
Put this mod and it's patches high in your load order. If it causes any conflicts, it can safely lose them.
Usage
Go to the Vault-Tec Regional HQ, and look for the Vault Deployment Kit (Misc item) there. It's a red Vault-Tec crate, see also the screenshots.
Drop this Kit from your inventory. You must be in an exterior, either in the Commonwealth, in Far Harbor, or in Nuka World. On exiting the Pip-Boy, you will enter workshop mode, where you can build a Vault Door from under Special.
Once placed, the entrance cannot be scrapped.
Activate the Vault Door's center piece to enter the Vault. In there, activate the Workshop to start building. Use the terminal near the Workshop to configure the vault number. It will appear on the walls and on the gear door.
To exit, push the big red button in the elevator. You can use the button next to it to call it. If it doesn't work, you can sneak-activate that button to reset the elevator.
To enter workshop mode while outside, activate the red valve on the Vault Entrance.
Known Issues / Caveats
- You can only build one vault. You place the entrance, and that's it. There is just one interior cell with the building area.
- The map marker will always display "Instant Vault". This cannot be changed, as not even F4SE can rename map markers.
- The Location will also be called "Instant Vault" (visible if you send settlers to it), unless you have F4SE.
The map marker will not display settlement information. Supply lines to the Instant Vault will not be shown on the map.Improved since 1.0!- If built too close to a settlement, the map marker might show that settlement's data and supply lines instead.
- Settlers will not be able to walk into/from the vault on their own, since no navmesh path exists. If you send them from/to the vault, you might want to use something like SimSettlements' Town Meeting Gavel to summon them to you.
- The Vault Entrance might be difficult to place. I recommend finding a flat area, and/or using Place Everywhere.
- Sometimes, the interior elevator might not come if you press the "call elevator" button. If that happens, sneak-activate the button, this should reset the elevator.
Scrapping / Place Everywhere notes
Following objects are safe to move and to scrap:
- Pip-Boy crate. Can be rebuilt from Decorations -> Vault -> Misc
- The trunk with the suits. Can be rebuilt from Furniture -> Containers
- Vault-Tec Recruitment beacon. You won't be able to rebuild it, but should be able to build the vanilla one.
- The decorative Vault-Tec crates
- Consoles on the left side past the gear door.
- Pipe greebs under the entrance walkway and on the left wall
- The 3 pieces of Atrium floor in the cave area
These are safe to move, and won't completely break the vault if scrapped, but functionality will be lost:
- The scanner console next to the entrance. If moved, it's wires will disappear. If scrapped, the rad scanners will no longer glow and
make noise when you pass through them. - Power Connector in the area between the Elevator and the Gear Door. Getting power to that area will be hard otherwise.
Safe to move, but NOT safe to scrap:
- The Workshop. Obviously.
- The "Vault-Tec Micro-Reactor" connector. Will break the preexisting power grid.
- Vault Settings Terminal. Won't be able to change the vault number, and I might potentially add more settings later.
- "Call Elevator" Button: You could get stuck inside if you can't fast travel out. Also, sneak-activating it is a workaround to "unstick" the elevator, if it acts up.
Safe to scrap, NOT safe to move:
- Consoles next to the settings terminal. Well, you can move them, but they will lose some their panels.
- Lights and Klaxons. They will stop working if moved.
- Rad scanners at the entrance. Might still light up if you walk past where they used to be.
- The Gear Door
- The Elevator in front of the Gear Door
- The pre-placed vault room pieces which lead to the entrance area. Not only do they cover up holes, they are connected to the "Vault-Tec Micro-Reactor" and will transmit power to vault pieces snapped to them.
- Vault Door control consoles. Technically you could use the settings terminal and/or leave it open, but, better leave them be.
Special Thanks
to IDontEvenKnow for showing me how to make the Map Marker work and for testing when I thought there was an issue with his mod (there wasn't)
to Kinggath, NikaCola, KernalsEgg and (indirectly) Thuggysmurf for helping me figuring out how to make the Vault voice lines work