A pointless mod, more than likely.if you enjoy, please comment and/or endorse. So, Vault 87 is basically a little more.lore like. The mod seems to work fine with the Main Quest with no conflicts that I've seen. If a certain "knockout" door is locked, (you know which one), then the key is inside a gore bag right next to it. May do this later if problems arise.Ī very special thanks to Fosley for his Vault 87 Companion Fix, which prevents problems if you return to the Test Labs after completing the MQ.Īnother special thank you to worriedwalrus for his high-res screenshot. Didn't was working fine without it somehow. The new cave entrance for the vault has been built from scratch. I restored these and spread them throughout the Vault for the player to find. There were cut holotapes from before Fawkes'.change. Restored these in a laundry closet that can be found in the Test Labs. There were cut Vault 87 jumpsuits in the game files. Why is there radiation signs in front of the vault from before the war? No idea.but I never liked having them there so they have been removed, and replaced with more Super Mutants in front of the vault. How do the mutants get people to and from the vault from all corners of the wastes? Well, I found a very seldom used "cart" in the game files. (Should I even bother for spoilers.The game is nearly 7 years old) Murder Pass and the Great Chamber entrances are now (or used to be, before the War) emergency exits for the vault scientists, should an evacuation be necessary in the event of a catastrophe either inside the vault or otherwise. The Super Mutants have to go in and out somewhere, as does the, uh, antagonists. But I've restored the vault entrance for those that can actually reach it. This was to keep progression in the MQ on pace, I realize that. This is my attempt at filling in some holes left by Bethesda about Vault 87.
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