About this mod
Nukes the Vault 88 quest and allows to explore the Vault from many more directions ...
- Requirements
- Permissions and credits
- Changelogs
This mod was on hold on my end for a long time, and thanks to BlazeStryker for the push to finally finish it and thanks for the many feedback aswell. Its now time to explore Vault 88 different ...
This mod changes Vault 88, the quests and overall interaction with the scenery, details see the spoiler tab:
⠀⠀- The intercom will no longer start
⠀⠀- XP will be granted for certain tasks just like normal
⠀⠀- Quests notifications were cut to the essential notes
⠀⠀- "Vault-Tec" was either replaced or removed for certain name/text
⠀⠀- Modified: Explore Vault 88, Better Living Underground
⠀⠀- Disabled: Vault-Tec Calling, A Model Citizen, Power to the People, The Watering Hole, Vision of the Future, Lady Luck, Overseer's Most Wanted
- Workshop
⠀⠀- Vault 88 can be explored and the buildable area expanded just like normal
⠀⠀- Many more objects can be scrapped such as the monorails cars, almost the entire Vault 88 decoration, etc.
⠀⠀- All light fixtures can be scrapped, this should cover a few hundered up to thousand scrappable objects
⠀⠀- The workshop workbench object was renamed Winding Engine
⠀⠀- Vault-Tec control board was renamed
⠀⠀- Optional: Settlement attacks were removed, most of the time these are bugged and it doesnt make sense to have them for this place (let me know if it should be re-enabled or what you would consider better)
- Actors
⠀⠀- Actors were replaced and or revived and ensemble the surrounding
⠀⠀⠀- Chief Anderson is now human
⠀⠀⠀- The overseer will no longer talk nor exists the way it was
⠀⠀- Mirelurks, Molerats, Sentry Bot all were replaced
⠀⠀- Ferals Ghouls were added in place of former actors
Developer Notes
- Removing PreVis and PreCombination flag caused the interior cell to load intensively faster
- Removing the "Never Fade" flag for many lights caused the interior cell to load faster
Installation
This mod can be in-/unstalled anytime but may not work if you have been in Vault 88 already, so i recommend to start to use the mod before you enter, or with a new game anything else test on your end.
Load the mod after any other mod altering the cell header, such as PRP or else, it is mandatory!
The plugin is ESL-flagged, don't countagainst normal ESP/ESM limit.
This mod affects (Pre-)Combined meshes and/or Pre Vis data, but will not lower performance. Many effective objects have been disabled, and many more can be by scrapping the vault now. PreVis and PreCombination is not supported nor required from my point of view.
Compatibility
This mod works with both, the Old- and Next-Gen update. For third party mods ask the author of the mod of interest.
- Load absolutely after any mod altering Vault 88 best do not install other Vault 88 mods
- PRP most load before
- Vault 88 Settler Sandbox Fix is included it is also included in UFO4P
- No Quest Autostart - Vault-Tec is not required
Technical Issues
Version 001 might not cover all quests related items, objectives and may not work fully. Feel free to report any oversight. From my testing, you can use the workshop should be able to recruit settlers and build like normal. The overseers quests are not available but all workshop objects can be build and placed.
Credits
- Bethesda, for Game and Creation Kit
- ElminsterAU & Team, for their invaluable tool xEdit
- BlazeStryker, hope you like it
- NexusCommunity