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Vault 87 Entry Fix Official comment topic

#1 User is offline   Site Bot 

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Posted 24 December 2008 - 01:11 AM

Vault 87 Entry Fix

Allows the player to enter or exit Vault 87 through the front door once the player has access via the main quest.
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#2 User is offline   Acleacius 

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Posted 24 December 2008 - 03:47 AM

This looks very interesting, though I am a bit confused did you reduce the Radiation levels outside? I basically wasn't aware you could actually make it through the Radiation and survive. This would make sense to me if you did lower the Radiation, to allow in and out access, but I didn't see it mentioned.


Thanks :)
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#3 User is offline   psyclone 

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Posted 24 December 2008 - 04:25 AM

Door worked fine for me, but the radiation was impassable. I was wearing Advanced Radiation suit, sunglasses (rad resist mod), and rad resistant perks. Then I took 20 each of Rad-X and Rad Away. AND set run speed to 7. Couldn't run even 2 steps, and couldn't double back because death was so swift. How did you get out? Not to mention the ambush...
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#4 User is offline   fosley 

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Posted 24 December 2008 - 05:12 AM

I did not alter any radiation levels, except to add a hotspot just inside the door to V87 (the place I added the radiation used to be nothing but void).

I wasn't able to make my fingers work well enough to take screenshots while doing it, so the screenshots used god-mode, hence why my rad level is 0 on all the shots.

To get in without cheating, start from the power station or whatever that's just north of V87. Run south-south-west (a little left of the marker on your compass) until you see a "warning radiation" sign, then veer a bit right and look up the hill. You'll see another sign up top. Run to that sign, and you'll be pretty much north of the entrance, above it.

Now, set radaway to hotkey 1 (or whatever), then pop a rad-x. Immediately run forward into the radiation, then jump down the cliff face (should should be able to land about half-way down, then to the ground, if the total height is too high). Once at the ground, turn and enter the door. Now, here's the key: from the moment you started running forward until you get in the door, keep hitting 1 and your radiation level will keep going down. If you start slowing down, you're not pressing it fast enough.

And I didn't even think to try using my radiation suit. Just wearing Ranger Combat Armor. :)

This post has been edited by fosley: 24 December 2008 - 08:49 AM

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#5 User is offline   fosley 

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Posted 24 December 2008 - 06:05 AM

Added a version 1.1 that fixes an intermittant bug I found, adds a bit of lighting and clutter, and adds a few super mutant corpses (presumably, they would have been killed when the human soldiers marched through to meet you, and it adds a little bit of atmosphere, methinks).

Still haven't touched the NavMesh. I'll attempt something in that department next.
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#6 User is offline   Prethorius 

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Posted 24 December 2008 - 09:19 AM

I have given this file a rating of 10

Well done
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#7 User is offline   fosley 

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Posted 26 December 2008 - 09:42 AM

Added a version 1.2 that fixes the NavMesh so that NPC's will follow you back-and-forth through the cave entrance.

NOTE: There is a bug which makes certain companions disappear if you enter V87 with them in tow. This has nothing to do with my mod, but since it's now easier to get there (slightly :P ), may be more apparent. Note also that is doesn't matter if they are waiting or following--they disappeared from my Megaton home after I went in and came back.

I'm not sure where the companions disappear to--I tried waiting several days to see if they'd show up where I got them and nothing happened.

The companions affected seem to be any vanilla companion that you could have gotten before completing the V87 quests (which is all of them except Fawkes, I think). I confirmed this happens with Charon, Jericho, Dogmeat and RL-3, but Clover and Star Paladin Cross are unavailable in either of my save games.

Edit: I've found the problem code, and am working on a fix for it. Since this affects a Main Quest script, I'll create it as a separate .esp, just in case there are bugs or conflicts.

Edit 2: Uploaded a fix for the companion bug here: http://www.fallout3n...ile.php?id=2197

This post has been edited by fosley: 26 December 2008 - 11:40 AM

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#8 User is offline   P3G4SU5 

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Posted 05 February 2009 - 12:45 AM

I have given this file a rating of 10

Very good, clean job. Nicely done :)
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#9 User is offline   alanoasiss 

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Posted 09 May 2009 - 05:40 AM

I have given this file a rating of 10

realistic
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#10 User is offline   Lawlder 

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Posted 17 June 2009 - 10:00 AM

I have given this file a rating of 10

Very, very, very good mod.
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