Jump to content

Entrance mod for underground Vault construction?


Rhoops

Recommended Posts

Using the Vault 88 addon, but want to build an underground vault using the same 'bits' in another settlement.

Is there a mod that makes an 'entrance' in the vanilla game- in a settlement obviously, that would be constructable from?

I'm pretty sure i recall a mod from FOV allowing something similar to this, possibly the Underwater Home, by Lake Mead.

Seems a bit half baked of Bethesda not to include that important little detail for an underground vault construction kit... but heigh ho... who've would'er of have thought- eh?...

Link to comment
Share on other sites

@rhoops;

an excellent question;

anything to help a fellow Vault Modder; you'll have to share some screencaps of what you wind up making,

perhaps give a 3D vid tour of the vault too hehe.

 

indeed, there were some parts packs.

I cannot recommend more, Darth Wayne's "Build your own Vault"

and ddproductions' vault tec elevators parts packs.

snap n build, and greekrage's "hidden entrances/concealed entrances parts pack' are also pretty awesome!

This will allow you to build vault entrances in some settlements along with 'place anywhere' etc.

 

There is also a 'ploppable small vault' mod coming soon. this will be very handy as it is a premade block.

this is just the entry hallway with door, and main elevator housing.

 

----

for further methods in vault-modding, you can also use;

"build settlement anywhere"

+ "any door any where"

and "basement living"

to share a door to a different worldspace -

a 'new lands' mod adds a vault/subterrainean worldspace -

this is perfect for adding a lot more rooms and areas to your vault.

that's how V111-undersanctuary-under Red Rocket North Concord was made.

 

Any Door Any Where also has FO3 style parts up-res'd to FO4,

and FONV-esque doors and sounds too.

this includes that Novac style 'rocket spillway' underground pieces, and carpark pieces, as a lot of folks wanted stuff like that to expand their vaults or the institute.

You'll have fun with the

"secret road entrance" doorway mod. It lets you place a piece in the ground which descends into the vault atrium or wherever you want.

 

when you combine that, with

Red Rocket Working Settlements and

University Point Restored or Enclave mods...

you can make some very interesting interconnected stuff!

you could connect V88 to Red Rocket Quincy, Quincy Pharmacy and to University Point even hehe.

 

there will be an 'under-Boston" mod soon; this explains how the Institute gets around pre-teleporter era etc.

along with several "Enclave returns" mods.

just keep that in the back of mind if you think you'll be wanting to check those out,

though a lot of designers are trying to keep their mods from making conflicts hehe.

Link to comment
Share on other sites

Montky. Now that sir, is up there in the nominations for the 'best answers ever' category!

Much obliged for the direct answer AND answering all the questions I hadn't even thought of asking!

 

This opens up new vistas...(as well as building underground can- obs), cos FH-Lumbermill settlement most of all, but now I'm finding- Vault 88 have major performance lags when you get above about 85% of the vanilla build limit or multiple source lighting. Too much shadowing i guess.

 

I hadn't thought of the 'opening up' concept... now that is fun! Loved that in that big FNV mod- forgot the name, biggest one of all, all underground where you can follow the trails of earlier teleporter guys jumping from Vault to Vault. Boston's a bit too bright for me, prefer to get back underground...! Didn't know there was an 'under-Boston" mod in the works. That might get me onto messing with GECK, like did a bit in FNV, cos the shorter range distances generally ubderground mean the pipe pistol/revolver etc, which are generally pretty useless, but 'fit' the concept, might be worth modding. 10- 20% increase in damage, but kill the range... something like that. Ooops I'm wafflin'!

 

Thanks again!

Link to comment
Share on other sites

@rhoops

that is no trouble at all;

I like seeing what folks come up with for their modded settlements etc.

the more parts, the more combinations folks can use to make it happen. some of the stuff people come up with - it's awesome!

I can't thank those modders (and probably a ton I am not mentioning doh stupid memory) enough for what they allow folks to do.

you'll find folks like Petard and GreekRage very handy with rapid 'how-to' guides

for how to quickly build your settlement and how to fix a few oddities that can happen sometimes.

 

Greek-rage's 'buildable secret entrances" are AWESOME!

the jaw of those art deco statues lowering as a door?! how cool is that!

 

Yes, indeed... you can, if you want,

replace the entrance to the buggy V88 with an entire 'new lands' area,

any door to anywhere into that new lands area,

and build in there, after a FONV style loading menu.

or, you can build as much as you'd like, pre-cull that once you 'lock it in',

and then add more to it, such as with Basement Living and any door to anywhere etc.

make your vault 1:1 scale if you want - have it be able to house ~1000 people etc.

 

Just keep the 'under-boston' in mind... I have a feeling a lot of folks are going to love it or hate it,

and it WILL cause unavoidable mod conflicts if you place stuff in the places they're talking about doing stuff hehe.

it probably wont be possible to save-game merge at the moment for something like that.

 

Aesthetically, I agree - the base FO4 color palette is a little too bright and cartoony compared with the visual style

across the previous games, in particular FO3 and FONV. that ominous vault exterior, the standardized entry way... it was always

"oh great - what new horror am I going to find behind the door?" or "do I really want to open this vault?"

luckily, a lot of modders agreed, and have put lots of nice retextures out there hehe.

 

turning to gameplay mechanics -

EXACTLY!

having more confined spaces or having to be careful of shot-placement and attack for fear of collateral damage

forces you to have different implements in your arsenal.

pistols, melee weapons, less-than-lethal, stealth... all of those become more options if you have a shorter range.

you also probably don't want bulky AoE (area of effect) weaponry and collateral damage causing stuff like Fatman-pistols etc;

there's more chance of you getting nuked by your own weapon hehe.

reflective surfaces - imagine if you couldn't use plasma or lazer stuff for fear of "don't try that, it's "magnetically sealed" scenarios...

 

be sure to share some screen-caps of how you get on with your vault,

or vault-concept sketches and so on.

Link to comment
Share on other sites

  • 2 years later...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...