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But seriously. You're best bet is just to look at some designs and follow the programmers creed.
Good programmers borrow from other programmers. Great programmers steal from them outright.
https://www.youtube.com/results?search_query=fallout+4+vault+design
designing settlements, like painting, drawing or any otehr creative activity takes a large amount of creative destruction.
I've built some settlements out of an entire kit, looked at it and said "wow this is garbage" and torn the whole thign down to start again. It's part of the creative process.
http://steamcommunity.com/sharedfiles/filedetails/?id=753779454
as for what to build start with the basics first a place to do crops for food, place to sleep, and activate the water pump in the east sector (it will need 4 x 5 power generators or 2 x 10 power ones hooked together)
http://steamcommunity.com/sharedfiles/filedetails/?id=747926345
lol wow
http://steamcommunity.com/sharedfiles/filedetails/?id=744168001
http://steamcommunity.com/sharedfiles/filedetails/?id=744167922
http://steamcommunity.com/sharedfiles/filedetails/?id=744167188
http://steamcommunity.com/sharedfiles/filedetails/?id=742815836
http://steamcommunity.com/sharedfiles/filedetails/?id=741513792
http://steamcommunity.com/sharedfiles/filedetails/?id=774636056
http://steamcommunity.com/sharedfiles/filedetails/?id=772694983
http://steamcommunity.com/sharedfiles/filedetails/?id=780417438
http://steamcommunity.com/sharedfiles/filedetails/?id=780417480
Got zones A,N,T,D,R,U,M (Atrium, North, Theater, inDustrial, Research, Utilities, Museum), I've shown you a part of A (that's what's on the papers), part of T, and the beginnings of construction in U.
D has a manufacturing center, a robotics lab, and 15 individual apartments (complete with bathrooms), N has a library, barber shop (technically those are in A but they're past the 'signage' for Hall North on A side), publishing house, 4 apartments, 1 large family apartment, and a dorm. M is a huge open space but has a curator's office/quarters and a restoration workshop, T is the theater itself, backstage area, and the director's office/quarters, U is the pumphouse and utilities office and soon the main reactor room and maintenance/shop/storage area, and R is kind of crammed into the back of A to accomodate some emergency exit pathing and not waste space, but has a research reactor (a super) and a laboratory.
Everything else is in A, all the shops, bunch more housing, etc. etc. Except for a 'bodega' in D zone. With all the apartments/dorms and not counting attached quarters (all the shops have keeper's 'perk' quarters) the vault should sleep 52-60 people very comfortably.
And at the moment there are 4 people in it and about half the shops in the atrium are 'decorated', fleshed out. Still building!
https://www.youtube.com/watch?v=FtVNiN62OOM skip to 12:50
https://www.youtube.com/watch?v=gbww3H9ilqQ skip to 1:52 (got that one working a lot quicker)
Hopefully it spurs some ideas for you, I've made some mistakes in mine that are too deeply embedded to 'fix' and so have been worked around, like having no buildable corridor space left to connect A to R zone, and having a convoluted stairpath to get to an 'emergency exit' in the clothing shop storage room on the 3'rd floor and a door next to the classroom on 4'th floor, otherwise you're walking a full loop around the vault space to get there).
Build a simple room with everything you would need in it (minus crafting and shop) like furniture and lights. Think like a big open loft instead of connecting rooms.
Once this is done , you can start to add/connect stuff to it like a corridors or rooms. Just experiment and find the stuff you like but keep it small at first. Don't expect to build something nice right off the bat.
After doing that you should start to get a feeling of how big you're allowed to build in the area and what items you like to build so you should have no problem planning for bigger stuff.
Also finding a theme can help with creativity.
That's how i do it anyway ;P