lazloarcadia Posted November 6, 2018 Share Posted November 6, 2018 So I'm hoping someone with CK skills I simply don't possess will be enticed by this idea. So here goes: Why not expand the interior of Vault 111 and develop new rooms & / or levels of the vault? When you first enter the vault, the Vault Tech guy refers to taking you "deeper into the vault", perhaps this was not just him blowing smoke about there not being anything more but what if he had been telling the truth? What if there really were more rooms, more levels, or open areas that had not yet been completed yet, like we see with Vault 88? I don't have much in the way of solid ideas of what this might be, however some basic things like an atrium, security guard supply room (mostly empty as it has already been looted by the other vault dwellers), radio beacon / radio station, maybe some turrets or robot guardians etc etc. Also I'd go with lots of skeletons and loose weapons, as well as some areas that appear like an attempt was made to fortify them before they were over run and the combatants killed (more skeletons). These areas represent the idea that there was some form of mutiny following the bombs. Maybe they wanted to revive those in the cryo chambers, maybe they simply wanted to leave the vault, maybe the air or water had become contaminated and while it didn't effect the cryo-chambers the vault dweller felt the full force of it. A strong case could also be made for having some Gen 1 Synths roaming around in these new areas as they could have been left behind to look out for the Institutes favorite genetics experiment (the Sole Survivor) and make sure no one else came in and attempted to kill him. Most likely these Synths are hostile towards the SS when encountered later unless the SS has sided with the Institute. In order to maintain the story line aspects of the game I'd suggest putting some form of trigger on these new areas so they only open later on vs when starting a new game right away. Given we already have many of the tools to work with thanks to the Vault Tec Workshop DLC I don't envision this would really take THAT much work depending on how elaborate you really wanted to get. Anyway, just my ideas on the matter. Would love to hear your feedback. Link to comment Share on other sites More sharing options...
instyne49 Posted November 6, 2018 Share Posted November 6, 2018 Just off the top of my head. Our boy/gal has been out of the cooler for a while. He's finished a few quests, met bunches of people, somewhere maybe in Vault Tec headquarters he finds a clue, describing previously hidden facilities inside Vault 111, they describe deeper sections of the vault even the Overseer wasn't informed about. It contains others still frozen, that are watched over by those first gen synths you mentioned, Or some kind of secret program similar to Bradberton in Nuka World, that is now in trouble. It could go in any direction from there. I like your suggestion, and as I said, my idea comes off the top of my head. It would be cool to see something done along the way, based off your idea. I'm just glad to have a distraction from todays voting in sunny Florida. Link to comment Share on other sites More sharing options...
Swordsguy2010 Posted November 7, 2018 Share Posted November 7, 2018 (edited) The vault is as big as it needs to be, the vault is built to freeze ... 16 people?, MAYBE someone could add a new cryo room to add another 8 or 10 pods, but other then that the vault doesn't need to be any bigger then it is. on account that its built to staff 9 people to run the vault and one overseer. its actually just fine as it is in a design/structural standpoint. Edit: i guess it could do with a little extra detail in the mess hall and maybe add an exercise room. Edited November 7, 2018 by Swordsguy2010 Link to comment Share on other sites More sharing options...
pra Posted November 8, 2018 Share Posted November 8, 2018 (edited) https://www.nexusmods.com/fallout4/mods/19663 get this mod+it's vault-tec addon, build it yourself? :D What the VT addon does is adding a copy of the large Vault88 entrance cavern to the Vault111 area, where you can build vault-tec addon stuff. edit: I suspect this mod has a bug, where the workshop doesn't initialize if you install the VT addon right away. You probably need to install the base mod first, let the workshop init, and only then add the VT addon. Edited November 8, 2018 by pra Link to comment Share on other sites More sharing options...
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