Fallout 4

Fallout 4

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mfree Aug 25, 2016 @ 8:01pm
Vault 88 mega build: The room on top
Yes, used some common room sections to outline how much room there is above the girders in the main hall. It's surprising, but not earth-shattering... no current ideas for uses, unless I split it and make the square end a night club and the narrow end a shooting range.

http://steamcommunity.com/sharedfiles/filedetails/?id=751992455
http://steamcommunity.com/sharedfiles/filedetails/?id=751992466
(edit: note in following, bottom left, wiring and walkway on top of atrium ceiling section)
http://steamcommunity.com/sharedfiles/filedetails/?id=751992478

Also, here's some more signage for the two latest completes sections.
http://steamcommunity.com/sharedfiles/filedetails/?id=751992492
http://steamcommunity.com/sharedfiles/filedetails/?id=751992504
Last edited by mfree; Aug 26, 2016 @ 4:03am
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Showing 1-15 of 15 comments
craigsters Aug 25, 2016 @ 8:19pm 
I lowered the floor in the main room by two story's, so when you enter the main big chamber it feel's like your going into a vault and I wanted to see the overseer's round window whenever I enter the vault

I just finshed this build yesterday and I didn't build near the other three vault workbenches and built it mostly in the two train tunnels going to the water purifier chamber and the rest in the uranium mine!..

The other day I finished all the Vault tec quests and when settlers moved in they wouldn't go to the sections near the other three workbenches and stayed in the main front chamber all the time, so I started this vault last night keeping it as tight to the front right area as possible, no long turning corridors in this build, the vault maintenance tunnel is the longest corridor going to the water purifier chamber room and it's straight tunnel

http://steamcommunity.com/sharedfiles/filedetails/?id=751999593

http://steamcommunity.com/sharedfiles/filedetails/?id=751999825
Last edited by craigsters; Aug 25, 2016 @ 8:33pm
mfree Aug 26, 2016 @ 3:51am 
Nice. When you go to light the room you're going to run into issues though with the distance you've got from the atrium ceiling to any power conduits. I solved mine (not as wide, but underset 1sq and 3 stories underneath) by going outside and setting an atrium mid wall in the 'maintenance area' (outside the vault in the cavern) stuck 90 degrees out from the atrium.

That wall still connects to power even though it's kind of out in the middle of nowhere, so there's a power conduit on it, and I stuck regular power connectors on top of that very top dogleg in the atrium ceiling's curve. You can see a little of it in the bottom left of this screencap, you'll want to lay a "cheap" walkway because it's narrow and real easy to accidentally step off to either a nasty fall or (in my case) wedging yourself firmly between the ceiling and a wall, enough to need TCL to escape.
http://steamcommunity.com/sharedfiles/filedetails/?id=750045290

Need to grab another shot of the overseer's view sometime, I've filled in the atrium walkway lighting... and that wire (top right, and from behind statue up to ceiling) is gone, that's the reason I ran wiring outside... once I figured out how to plant the statue, the inside wire wasn't "right" anymore.

http://steamcommunity.com/sharedfiles/filedetails/?id=744168001
mfree Aug 26, 2016 @ 4:00am 
Oh hey, style tip; there's a very faint fog in the vault and cavern, if you can figure out how to 'decorate' with spotlights you can use that to great effect.

It's easily visible here, which is a line of powered worklights shining through gridded windows.

http://steamcommunity.com/sharedfiles/filedetails/?id=751349295
Last edited by mfree; Aug 26, 2016 @ 4:01am
ChemicalBacon Aug 26, 2016 @ 4:04am 
I made a market in my vault 88
It churns out caps nicely.
mfree Aug 26, 2016 @ 4:09am 
Originally posted by Chemicalbacon:
I made a market in my vault 88
It churns out caps nicely.
http://steamcommunity.com/sharedfiles/filedetails/?id=744168046
http://steamcommunity.com/sharedfiles/filedetails/?id=744167188
http://steamcommunity.com/sharedfiles/filedetails/?id=744167695

I guess I should check the caps sometime... been so busy building I've just let my shopkeeps putter.

Probably should get more settlers at some point too, got all these rooms and "6" people... need a headcount too, I think Dead Clem is still being counted, or I may have a stuck robot provisioner somewhere, but I rarely see more than 4 settlers even when they're being wierd and gathering in some corner on an upper floor.
ChemicalBacon Aug 26, 2016 @ 4:11am 
Originally posted by mfree:
Originally posted by Chemicalbacon:
I made a market in my vault 88
It churns out caps nicely.
http://steamcommunity.com/sharedfiles/filedetails/?id=744168046
http://steamcommunity.com/sharedfiles/filedetails/?id=744167188
http://steamcommunity.com/sharedfiles/filedetails/?id=744167695

I guess I should check the caps sometime... been so busy building I've just let my shopkeeps putter.

Probably should get more settlers at some point too, got all these rooms and "6" people... need a headcount too, I think Dead Clem is still being counted, or I may have a stuck robot provisioner somewhere, but I rarely see more than 4 settlers even when they're being wierd and gathering in some corner on an upper floor.
Speaking of which, did they fix that bug where robots couldn't trade?
craigsters Aug 26, 2016 @ 4:16am 
Originally posted by mfree:
Nice. When you go to light the room you're going to run into issues though with the distance you've got from the atrium ceiling to any power conduits. I solved mine (not as wide, but underset 1sq and 3 stories underneath) by going outside and setting an atrium mid wall in the 'maintenance area' (outside the vault in the cavern) stuck 90 degrees out from the atrium.

Actually my Vault is quite bright, I use two mods to do with conduit radius and a brighter vault light's mod

Vault-Tec Power Conduits Increased Radius by silant[www.nexusmods.com]

Better Vault Lights by hotrods20[www.nexusmods.com]

front entrance
http://steamcommunity.com/sharedfiles/filedetails/?id=752149271

pool
http://steamcommunity.com/sharedfiles/filedetails/?id=752148669

bottom corridor front
http://steamcommunity.com/sharedfiles/filedetails/?id=752♥♥♥♥93

bedroom with over 150 beds
http://steamcommunity.com/sharedfiles/filedetails/?id=752149634

hydroponics room
http://steamcommunity.com/sharedfiles/filedetails/?id=752150165



mfree Aug 26, 2016 @ 4:18am 
Originally posted by Chemicalbacon:
Speaking of which, did they fix that bug where robots couldn't trade?

Honestly have no idea, haven't tried it. I've pretty much held myself to building slaughterbots for defensive positions and 'strategic provisioning' ('bot provisioners sent on routes that guarantee a fight and a cleanout if I'm close enough for a cell load), and building 'foodies'... default protectrons for farming.

I'm not even sure how much of a bug that is instead of an unintended consequence... trade would need a much, much larger phrase dictionary than the emotional 'packages' would have.

What that means is that in a simulated world, bots would make horrible traders... can't haggle, easily confused and taken advantage of, etc.
ChemicalBacon Aug 26, 2016 @ 4:20am 
Originally posted by mfree:
Originally posted by Chemicalbacon:
Speaking of which, did they fix that bug where robots couldn't trade?

Honestly have no idea, haven't tried it. I've pretty much held myself to building slaughterbots for defensive positions and 'strategic provisioning' ('bot provisioners sent on routes that guarantee a fight and a cleanout if I'm close enough for a cell load), and building 'foodies'... default protectrons for farming.

I'm not even sure how much of a bug that is instead of an unintended consequence... trade would need a much, much larger phrase dictionary than the emotional 'packages' would have.

What that means is that in a simulated world, bots would make horrible traders... can't haggle, easily confused and taken advantage of, etc.
Yeah, thing is they can be assigned to trading posts and I think I read somewhere they were bugged. It's a bit fo a shame because because you could make a vault much bigger and better by having 15 robot traders.
Then again, that is highly exploitable.
mfree Aug 26, 2016 @ 4:23am 
Originally posted by craigsters:
Originally posted by mfree:
Nice. When you go to light the room you're going to run into issues though with the distance you've got from the atrium ceiling to any power conduits. I solved mine (not as wide, but underset 1sq and 3 stories underneath) by going outside and setting an atrium mid wall in the 'maintenance area' (outside the vault in the cavern) stuck 90 degrees out from the atrium.

Actually my Vault is quite bright, I use two mods to do with conduit radius and a brighter vault light's mod

Vault-Tec Power Conduits Increased Radius by silant[www.nexusmods.com]

Better Vault Lights by hotrods20[www.nexusmods.com]

Now that's a build! :)

I'm probably going to start over from scratch some time in the far future... I'm still unmodded and plan to stay that way until after I'm done with Nuka World and subsequent patching.

It's going to be so much easier to do the funky things I've done... with mods, stuff like the 'Lady of the Vault' in the atrium won't take 10 minutes of console commands and careful XYZ tweaking to accomplish. And those f'ing vault DLC lights will actually *LIGHT THINGS*.

I did end up with something to investigate though, was trying lighting out again in the N sector corridor past the flag hall, and started to plant the VT half wall light and CTD'd myself. That's twice I've CTD'd when manipulating VT lights...
craigsters Aug 26, 2016 @ 4:36am 
I used the Vault tec Lights in my build, they have a vault gear icon in the workbench menu and are at the end of the misc light menu, I tried round light from I think Wasteland Workshop and when the vault generator blew up from the Power Cycle 1000 (prototype) from the Power to the People quest, the round light's from Wasteland Workshop where the only light's that didn't work again after repairing the generator, all the Vault tec light's came backon after repairing the generator!..
ChemicalBacon Aug 26, 2016 @ 4:38am 
Originally posted by craigsters:
I used the Vault tec Lights in my build, they have a vault gear icon in the workbench menu and are at the end of the misc light menu, I tried round light from I think Wasteland Workshop and when the vault generator blew up from the Power Cycle 1000 (prototype) from the Power to the People quest, the round light's from Wasteland Workshop where the only light's that didn't work again after repairing the generator, all the Vault tec light's came backon after repairing the generator!..
My head hurts now :/
mfree Aug 26, 2016 @ 4:39am 
Originally posted by craigsters:
I used the Vault tec Lights in my build, they have a vault gear icon in the workbench menu and are at the end of the misc light menu, I tried round light from I think Wasteland Workshop and when the vault generator blew up from the Power Cycle 1000 (prototype) from the Power to the People quest, the round light's from Wasteland Workshop where the only light's that didn't work again after repairing the generator, all the Vault tec light's came backon after repairing the generator!..

I tried them all, the VT DLC lights have encoded fade distance issues. They're horribly dim without a mod that I won't install until much later... that's what I'm talking about. So, lots of hanging bulbs in my vault...
craigsters Aug 26, 2016 @ 5:05am 
The overseer's office is the only room on ther third floor and the rest are on the second floor and bottom floor, I have a 5 story lab for the Workshop Synth Production by Kentington mod and it's Institute Synth machine creator device, the Synth lab is way near the back were the uranium mine used to be!..
craigsters Aug 26, 2016 @ 11:27am 
Someone pointed out in a mod discussion board that Quincy Quarries was taken off the radiant quest list after Vault 88 was released , see this mod for the discussion http://www.nexusmods.com/fallout4/mods/17733/?

So I deicided to install the Conquest - Build New Settlements and Camping by Chesko mod and use it at Quincy Quarries to clean up the Quaries raider crap and other debris and maybe make it a settlement too!..

The mod author of Conquest Chesko made Frostfall for skyrim and look how popular that mod became for skyrim!..
Last edited by craigsters; Aug 26, 2016 @ 11:28am
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Date Posted: Aug 25, 2016 @ 8:01pm
Posts: 15