[b]===info===[/b] Inspired by Rayek's [url=http://www.fallout3nexus.com/downloads/file.php?id=6394 ]Mini Hideout[/url] Really liked the short idea the mod of building a private vault, however as fun as the mod is, it wasn't actually really vault-themed. Tried to create something that really screams it is Vault-tec, yet still as small as possible, being a mini vault. [b]===description===[/b] Adds a new possible player home through a small questline. The first clue is a holotape found near the bus stop in Springvale (see screenshots) The instance is initially not a player home, will eventually gain ownership in the conclusion of the mini quest. Through the questline the location of the Vault will be revealed (the clue only gives a location that is close to it, not the exact one). The reason I chose such an unusual place is because normally I never explore that area, so wanted to give myself an excuse for that. You can chose to follow the quest as per description or go straight to the Vault after the first clue. Tough it does have a lil suprise which may be a lil easier if you do the full quest first. There is also a hard computer and an average lock, BUT, it is possible to finish the quest with entirely zero of either skills! As I am not native english speaker, it is very likely that I made some grammar mistakes, please let me know of them so I can correct it. [b]===features===[/b] - Teleporting Device - Upgradable Teleport from Moira or Lydia - Uplink to Caravan Traders (requires second caravan investment) - Unique Robotic Butler - Full navmesh and idlemarkers for sandbox - Bobblehead stands compatible with vanilla player home - House upgrades unlocked through base Fallout 3 player-home quests. - Map marker - Lots of storage containers, lockers, footlockers, cabinet, trunk... - Stockpile functions on the vault central terminal - Special orgainzed guns locker (activate from terminal) - Special multi-drawer dresser - Follower dresser with dressing behaviour (via dialogue inside vault) - Automatic sandbox behaviour for companion - Automated doors - Fridge - Cooking Oven - Unique infirmary - Unique radiation pod (requires infirmary upgrade) - Laboratory - Unique "workbench" - Ammo Press (not 100% efficiency) - Deconstruction for workbench (not 100% efficiency) - Nuka Cola machine - Resting beds - Purified water fountain and sink (requires upgrade) - Water Purifier (requires upgrade) - Refreshing Shower (requires upgrade) - GNR tuned vintage radio (separate from the butler) - Re-mountable Armored Vault Suit - Hall - Living room - Bedroom - Bathroom - Kitchen - hidden Panic room - Small quest to unlock the player home - Option to skip quest [b]===requirements===[/b] Nothing special, haven't tried but likely not even archive invalidation invalidated, but everyone got that anyway Download, copy the contents into your data and either select it from fallout launcher / data, or FOMM. [b]===compatibility===[/b] Should work with pretty much anything other than the ones that make changes to the above mentioned instance, no special required mods. Depending on the nature of conflicting mods, it may be easy to solve with just load orders. If you find any conflicting mod please let me know. [b]===in the case of ctd===[/b] If the game crashes on any stage of the mod, you may need to run a master update - and / or create a merged patch if you are having many mods. Masterupdate guide written by Rayek : If you are having problems crashing please see the following mod: [url=http://www.fallout3nexus.com/downloads/file.php?id=637]FO3Edit[/url] by ElminsterEU This fixes Megaton, random, load or save crashes most of the time... Steps for use: 1. Download FO3Edit 2. Copy the FO3Edit.exe to desktop 3. Rename to FO3MasterUpdate 4. Open up FOMM (Fallout Mod Manager) and check the mod 5. Click the FO3MasterUpdate.exe with FOMM still open (then close window when it says it's finished) 6. Launch Fallout 3 through FOMM. You do not need to install the esp that comes with FO3Edit. And you will need to do this each time you install a new mod. [b]===merged patch===[/b] To create a merged patch: 1. Run the original FO3Edit (not the renamed one). 2. By default every mod that you have in FOMM should be checked, if not, then check each of them and load in. 3. Wait for it to load everything, this can take a while. In the messages field on the right it should list "Background Loader:finished". 4. Right click anywhere on the white space on the left panel, where the mods are listed. 5. Select "Create Merged Patch" from the list, should be around the middle. 6. Add a name to the file and create it. 7. Load your merged patch in FOMM, it must be always the last mod to load in. Don't care about what anyone writes about his mod to load last, your merged patch will always be last. 8. It is adviced to create a new merged patch if you apply new mods. [b]=======[/b] Please let me know what you think of it / how it could be improved. Any suggestions or constructive criticism welcomed! :) Thanks Antistar for the [url=http://www.fallout3nexus.com/downloads/file.php?id=7195]Household Teleporter[/url] script. Thanks to Rayek for the inspiration. Nexus community for the forum discussions / tutorials. Bethesda for making a great game!