aurreth Posted May 29, 2021 Share Posted May 29, 2021 Vault 114 is composed of two interior cells, Parkway Station and the vault proper. As in half the vault is in Parkway Station and half is in Vault 114. Stupid design. Anyway, is it possible to combine those two into a single cell, replacing the two vanilla ones? Link to comment Share on other sites More sharing options...
DieFeM Posted May 29, 2021 Share Posted May 29, 2021 (edited) Vault 114 is composed of two interior cells, Parkway Station and the vault proper. As in half the vault is in Parkway Station and half is in Vault 114. Stupid design. Ignorance is very daring. Anyway, is it possible to combine those two into a single cell, replacing the two vanilla ones?I had to do it once, and my approach was pretty weird, but it worked; trying to create a packin form a whole cell crashes the CK, but creating an empty packin, and then in xEdit pointing that packin to the existing cell works.The hard part is trying to align the whole thing at 10 frames per minute (to say the least), that if both doors that connect the two cells can be aligned at all.If all of this works you'll need to deal with the optimization, that is previs, precombines, occlusion, etc... and after all this effort get something that let you play in a consistent framerate. Which is probably why Bethesda splitted it in 2 cells. Edited May 29, 2021 by DieFeM Link to comment Share on other sites More sharing options...
aurreth Posted May 30, 2021 Author Share Posted May 30, 2021 Problem is the load doors between the two halves are in really, really stupid places. I'm trying to turn it into a settlement, and it just doesn't work well given the transitions. Personally I think it worked out that way because they had two different developers working on it, so they just arbitrarily split it. Well, more likely whoever was doing Parkway Station didn't finish it so they slapped load doors on the joins and let someone else hammer out the rest. I'll have to look at the shapes and see what can be done, maybe the lower vault, which is pretty basic, can be cut and pasted on the upper vault or something. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted May 30, 2021 Share Posted May 30, 2021 Like I said in a previous post somewhere, the two doors that connect those two cells don't line up at all! And there is a reason why they split it up in two cells: Performance optimization. Link to comment Share on other sites More sharing options...
aurreth Posted May 30, 2021 Author Share Posted May 30, 2021 If it was just about optimization there wouldn't be a crapload of hallways and doors that go nowhere. It looks like they originally intended to do something else, then said f*#@ it and blocked off access with piles of crates. 114 is the only vault built this way. For all the others the vault occupies one internal cell. Anyway, doors lining up isn't so much of a problem. Settlers will use load doors to reach assigned areas. What you can't do (or, well, what I haven't been able to do) is create a single settlement composed of multiple internal cells. Likely because of persistence problems. So I could copy and paste the contents of Vault14 into Vault1402 and fix the load doors, and settlers should be able to path between the two halves. The two parts wouldn't be physically linked, but nothing says they have to be. Link to comment Share on other sites More sharing options...
LarannKiar Posted May 30, 2021 Share Posted May 30, 2021 It's possible but it's very, very time consuming... I would copy the two cells in the Creation Kit and then try to merge the duplicates in FO4Edit. And don't forget that Vault 114 is a quest location (Unlikely Valentine) so you need to modify this quest as well. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted May 30, 2021 Share Posted May 30, 2021 I did a "merge" of the two cells in the CK once.I made a new cell and copy&pasted the contents of both cells in that new cell. It was meant to be a new secret railroad HQ, but I never continued to work on that project ...The door to the original vault 114 interiors should get disabled and instead the doors to "my new" vault 114 should get enabled when a certain quest stage was reached.That way I wouldn't have to edit any vanilla quests and could still have "a vanilla location" modified the way I want it. Link to comment Share on other sites More sharing options...
aurreth Posted May 31, 2021 Author Share Posted May 31, 2021 It's possible but it's very, very time consuming... I would copy the two cells in the Creation Kit and then try to merge the duplicates in FO4Edit. And don't forget that Vault 114 is a quest location (Unlikely Valentine) so you need to modify this quest as well. I make it very clear on my mod page that certain mods will break critical vanilla quests, and so those mods should only be loaded after completing them. The Vault 75 quest isn't really critical so I just altered it a bit to disable the workbench until that one is complete. But if anyone loads 95 or 114 my only response to their "it broke my game" comments will be "you were warned". Anyway, I don't think there are any duplicates. I'm told the two structures don't even line up to mate the doors properly. No worries. Settlers will path through load doors (I've watched them do it), so the two sections can be detached. They just need to be in the same cell. Big thing will be copy-pasting so that the physical structures don't overlap, which will make a mess. Maybe set some object out in the distance to center on when pasting? Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted May 31, 2021 Share Posted May 31, 2021 certain mods will break critical vanilla questsVanilla quests?What are those?Oh yeah, the things that nobody ever does ;-) Link to comment Share on other sites More sharing options...
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