About this mod
Fixes the bug of not being able to leave, or enter Vault 111 when using certain mods....
- Permissions and credits
- Changelogs
Warning! This does NOT fix the actual Vault door that moves to the side when you activate it with the Pipboy. This will fix the elevator you are using shortly after the bomb explodes over your head, respectively the elevator you use to get to the outside Wasteland, after exiting the inner region of Vault 111. See screenshots for comparison, and don't blame me in PM's that it actually doesn't fix what you'd believed it would fix! I'd still appreciate your endorsement, even if you'd failed to read instructions. Thank you!
Why unsupported?
Because I no longer need and use it. But it's still working for anyone else who may experience the stated issue below.
What this?
If you're like I was in the past, douching up the Vault 111 exit on a new game start, by accidentally(or deliberately?) activating mods that you weren't supposed to have activated on a new game start, you might have experienced the bug that you can't exit Vault 111 because the elevator doesn't move up, or appears to be invisible, or not correctly functional. This fix will move the "Companion Fail Safe Door" Reference to the very bottom of the elevator shaft, so that you can activate it, and exit Vault 111.
Since version 0.2 it will also fix not being able to enter Vault 111 again, when using the door exit provided by this patch. Usually what would happen if you try to press the button, the elevator sequence would freeze the game, when entering the elevator zone. This patch bypasses the button, by adding the teleporting equivalent of the interior door, in front of the elevator button, and replacing the interaction dialogue of the button(with an ObjectReference and Activator duplicate, setting the original button activator to initially disabled, so the addressing elevator script can't catch its reference). If you press the button now, you will be teleported into Vault 111, like entering a normal door.
Since version 0.2 this patch will also fix any bugs related to not correctly setting the quest stages/objectives of MQ102, when exiting Vault 111, and makes sure that any script initiations are properly executed, and thus prevent any further bugs in regards to related quest progressions.
What do I need to make it work?
Only base game.
How is it installed?
With free choice. But I would personally recommend Mod Organizer 2.
Why do you douche your game up like that?
Because I'm getting old, and forget to remember clear instructions, that I quite honestly haven't red at all.
Anything else we should know?
The door is moved in the same cell you enter after the "bomb blows up" sequence, so the door marker is probably there as well(before you get locked into the Cryo thingy). For reasons of keeping your sanity, I'd recommend not activating during the Vault 111 Cryo intro, unless you want to deliberately break your game. For teh lulz you can try doing this, and send me an image or gif of what happened. I'm actually curious.
The same goes of course for not trying to activate the elevator button during the pre war scene, when you flee into Vault 111.
Also, this can probably be used if you experience not being capable to use said elevator to exit Vault 111, due to other reasons stated upside.