Fallout 4

Fallout 4

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💥 Jul 24, 2021 @ 12:18pm
Last edited by 💥; Nov 15, 2022 @ 8:41pm
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Showing 1-14 of 14 comments
=EGC= kansasterry Jul 24, 2021 @ 1:28pm 
The vault should operate when you hit the button in the nearby structure. If its the mod I think you are talking about the holotape is inside the vault. There should be posts at the mod page or info in the description on how it should work.
Last edited by =EGC= kansasterry; Jul 24, 2021 @ 1:33pm
wtiger27 Jul 24, 2021 @ 1:29pm 
Common bug with that mod is what I found out. Sorry, I do not have a solution for it however. I also read that mod can cause other issues in the game. Maybe someone can help you find a solution. My knowledge with mods is......zero.
trey Jul 24, 2021 @ 1:33pm 
you can tcl through the vault door

something about that mod is since you're starting outside the vault, you're not a pre-war character. So you never got cryo frozen, your son was never kidnapped, etc. You have no story for Nick. Like everyone else (NPCs) you can't just walk up to a vault and open the door. It's intended.

If you start the game from inside the vault and the door doesn't open then its a bug.
Surmene Jul 24, 2021 @ 1:39pm 
From what I can tell, the only time you can enter 111 is at the start of a game before doing the Concord quest stuff. Vault door opens fine then but after it doesn't happen.
hawkeye Jul 24, 2021 @ 3:55pm 
TCL thru
To find an npc, look up his refid on the wiki and moveto the npc.
trey Jul 24, 2021 @ 4:20pm 
Originally posted by Caribena:
Exactly, so I was trying to work out why I had this vault quest to go back, when I couldn't even enter the vault and had no logical reason to as I was never there in the first place. I still don't understand why this quest exists or how and why it appeared, but anyway doesn't matter now. I just wanted to start the Far Harbor dlc.

yeh...it confused a lot of people a while back, the mod author made a post somewhere explaining everything. i spent too much time trying to get that vault door open.

there are workarounds but even if you get to sit down with Nick the conversation won't get to where you can tell him about shaun getting kidnapped

glhf
wtiger27 Jul 24, 2021 @ 5:53pm 
Originally posted by Surmene:
From what I can tell, the only time you can enter 111 is at the start of a game before doing the Concord quest stuff. Vault door opens fine then but after it doesn't happen.

This isn't true. I once took Cait with me in there to get the Cyrolator. So that was several levels after the Concord quest.
=EGC= kansasterry Jul 24, 2021 @ 7:47pm 
Originally posted by Caribena:
Found it:

https://www.nexusmods.com/fallout4/mods/18946

The author states in the questions section (hiden as a spoiler) in the description that we should be able to get into the vault.

In the media video around 2:49 it actually shows going back into the vault after starting outside as someone not the vault dweller.
JonExx Jul 24, 2021 @ 9:07pm 
Originally posted by Caribena:
Originally posted by =EGC= kansasterry:

The author states in the questions section (hiden as a spoiler) in the description that we should be able to get into the vault.

In the media video around 2:49 it actually shows going back into the vault after starting outside as someone not the vault dweller.

@3:38s in that video it shows the door opening, this doesn't happen.

It remains closed. There's no dust or whatever the particles are supposed to be, no sound effects, no movement, nothing.

@4:04s doesn't happen either. Both doors are locked & "inaccessible".

Yes, that's something that can happen if you let "Rumor of a Vault" sitting in your quest-log for "too long" (while I don't know how long "too long" is).

The mod-author himself (somewhere on the nexus page of the mod) gave the "workaround" of "TLC" through the vault entry and the doors behind it to find the one dead vault dweller inside that has a holotape with him (or her, not sure).

This holotape has an audio of the happening when Shaun was kidnapped and the sole survivor's spouse was killed (it's atctually the audio file of the scene we see during the vanilla start of the game).

After listening to this holotape, the quest shows a "Report the Kidnapping" in your log.
This should trigger the opportunity to tell Nick about this event and continue the more or less vanilla way of searching for Kellog and all what comes with it.

That's how it worked for me after I once had the same issue of the not opening Vault 111 door.
JonExx Jul 24, 2021 @ 9:41pm 
Originally posted by Caribena:
Originally posted by JonExx:

Yes, that's something that can happen if you let "Rumor of a Vault" sitting in your quest-log for "too long" (while I don't know how long "too long" is).

The mod-author himself (somewhere on the nexus page of the mod) gave the "workaround" of "TLC" through the vault entry and the doors behind it to find the one dead vault dweller inside that has a holotape with him (or her, not sure).

This holotape has an audio of the happening when Shaun was kidnapped and the sole survivor's spouse was killed (it's atctually the audio file of the scene we see during the vanilla start of the game).

After listening to this holotape, the quest shows a "Report the Kidnapping" in your log.
This should trigger the opportunity to tell Nick about this event and continue the more or less vanilla way of searching for Kellog and all what comes with it.

That's how it worked for me after I once had the same issue of the not opening Vault 111 door.

I used console commands to progress the quest line to Fort Hagen then used "tcl" to get through the boarded up elevator door, down to the lower level then continued playing as normal to kill kellog with a few grenades. I still have the quest active to speak to Nick, but nothing happens. There was no tape inside the vault. I couldn't pick up the other pipboy or open the main vault door from the inside after using "tcl".

Well, I guess the console commands in combination with that Alt-Start-Mod weren't good for the quest logic behind the game.

It's totally normal though that you cannot pick up a second pipboy as you are carrying one already (at least I guess you do, if you're in the play through for so long already).

And after starting the game for like 20 times with that same mod and having the "not opening Vault Entry issue once I never had the problem of the holotape not showing.
(it's on the body of one dead vault dweller in the room with the generators and the three rad-roaches).

However, if you already killed Kellogg, finding that holotape doesn't make sense anymore for the quest-logic, because it's only purpose actually is to start the quest-sequence that leads you to find him.

I'm not 100% sure if I'm remembering correctly but I think on the mod page it is said that you shouldn't progress too far in the game if you then want to go back to the vanilla path.

Might be worth a read for a next play through.
This one looks "broken" to me, while you can just ignore the open quest and continue from where you are.
JonExx Jul 25, 2021 @ 9:34am 
Originally posted by Caribena:
Originally posted by JonExx:
Well, I guess the console commands in combination with that Alt-Start-Mod weren't good for the quest logic behind the game.

It's totally normal though that you cannot pick up a second pipboy as you are carrying one already (at least I guess you do, if you're in the play through for so long already).

And after starting the game for like 20 times with that same mod and having the "not opening Vault Entry issue once I never had the problem of the holotape not showing.
(it's on the body of one dead vault dweller in the room with the generators and the three rad-roaches).

However, if you already killed Kellogg, finding that holotape doesn't make sense anymore for the quest-logic, because it's only purpose actually is to start the quest-sequence that leads you to find him.

I'm not 100% sure if I'm remembering correctly but I think on the mod page it is said that you shouldn't progress too far in the game if you then want to go back to the vanilla path.

Might be worth a read for a next play through.
This one looks "broken" to me, while you can just ignore the open quest and continue from where you are.

Is this the area you mean?

https://steamcommunity.com/sharedfiles/filedetails/?id=2557005957

There's a skeleton on the ground, but I can't interact with it to take any loot.

Yes, that's the area.
But my memory tricked me.
The holotape should be on the dead body of a vault dweller that looks like either vanilla Nate or Nora.
Not a skeleton.
If you are were you took the screenshot you must have seen them.
If they are not there, the quest is definitely broken (and probably beyond repair).
JonExx Jul 25, 2021 @ 9:38am 
Originally posted by Caribena:
I used "disable" in the console to remove the main vault door and one internal metal door. Then used "disable" again on Nate's cryo chamber.

HE'S ALIVE!!!

https://steamcommunity.com/sharedfiles/filedetails/?id=2557014975

Oh my... :steamhappy::steamhappy:

Now I have another confirmation for being cautious with console commands.
=EGC= kansasterry Jul 25, 2021 @ 12:33pm 
Originally posted by Caribena:
Originally posted by JonExx:
Well, I guess the console commands in combination with that Alt-Start-Mod weren't good for the quest logic behind the game.

It's totally normal though that you cannot pick up a second pipboy as you are carrying one already (at least I guess you do, if you're in the play through for so long already).

And after starting the game for like 20 times with that same mod and having the "not opening Vault Entry issue once I never had the problem of the holotape not showing.
(it's on the body of one dead vault dweller in the room with the generators and the three rad-roaches).

However, if you already killed Kellogg, finding that holotape doesn't make sense anymore for the quest-logic, because it's only purpose actually is to start the quest-sequence that leads you to find him.

I'm not 100% sure if I'm remembering correctly but I think on the mod page it is said that you shouldn't progress too far in the game if you then want to go back to the vanilla path.

Might be worth a read for a next play through.
This one looks "broken" to me, while you can just ignore the open quest and continue from where you are.

Is this the area you mean?

https://steamcommunity.com/sharedfiles/filedetails/?id=2557005957

There's a skeleton on the ground, but I can't interact with it to take any loot.

when I tried out this mod I found the body in the hallway like shown in the video. However there may be a random component or other issue with the spawn since others have said they found it other places. I think however if we have already gone to diamond city, found nick, or possibly some of the other normal advancing of the main quest then it may cause issues with the mod.

Also it should be noted that as with any quest if a required npc is dead and the quest alias they are to be placed in does not have the optional flag set then the quest will fail to start because the alias is not filled.
Last edited by =EGC= kansasterry; Jul 25, 2021 @ 12:34pm
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Date Posted: Jul 24, 2021 @ 12:18pm
Posts: 14