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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
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
It's easily visible here, which is a line of powered worklights shining through gridded windows.
http://steamcommunity.com/sharedfiles/filedetails/?id=751349295
It churns out caps nicely.
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.
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
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.
Then again, that is highly exploitable.
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...
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...
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!..