Vault 13 & Vault 15 - Modders' Ressource

Cliffworms

First time out of the vault
Download Link!

Video showing off Vault 13 and Vault 15
Enjoy!

I originally started this project as a personal tutorial to learn the GECK interface. Included in this mod are Vault 13 and Vault 15 from Fallout 1. They have been designed to be as accurate as possible to the original vaults.

Note that this is a modder’s resource and as such, the vaults are empty of NPCs. You will still find lockers, chests, computers and such furniture that fill the vault.

I’m offering the two vaults for modders who would like to take these resources for future Fallout 1 Total Conversions, for Fallout 1 players who want a bit of nostalgy and for those who never played the originals but would like to see how the vaults look like in 3D.

Feel free as a modder to modify the vaults as you see fit. Make sure to credit the people found in the credits section below.

To see how to access the Vaults, look below.

What’s included :

- Fully furnished Vault 13 and Vault 15
- Navmesh for 3/4th of Vault 13.
- Vault 13 Jumpsuits, Doors, Geardoor and Security Outfit.
- 48 NPCs in the ID list, but not placed in the game. Includes the Overseer, the three pre-made characters from Fallout 1 and the named NPCs that inhabit Vault 13.

What’s NOT included :

- Navmesh for Vault 15 and Vault 13’s Overseer’s chambers.
- NPCs who live in the vault with their daily routine
- Creatures and enemies in Vault 15
- Vault 15 jumpsuits and Security Outfits
- Quests

Screenshots :

VAULT 13 FIRST FLOOR
Vault 13 Gear Door Cave Entrance
Entrance corridor
Entrance
Small computer room with the Clinic
Clinic
Semi-Isometric view of the first floor.

VAULT 13 SECOND FLOOR
Living Quarters Corridor
Living Quarters
Living Quarters
Semi-Isometric view of the second floor

VAULT 13 THIRD FLOOR
Cafeteria
Storage Room
Corridor
Library
Computer Room
Computer Room 2
Computer Room 3
Overseer's Office
Overseer's Office 2
Security
Systems Room
Semi-Isometric View

VAULT 15

Vault 15 Gear Door Cave Entrance
Rubble blocking a corridor.
Living Quarters
Ruined elevator
Another ruined elevator
Ruined cafeteria.

NPCs
Albert--------Reference Shot
Max Stone--------Reference Shot
Natalia--------Reference Shot
Overseer Update
Overseer in his office
 
I LOVE it.

You know what? You should redesign Vault 101 to mimic Fo1's design as close as possible. Especially the corridor leading to the outside.
 
Cliffworms said:
Finally, I'll reply to Beelzebud, who made a post about the mod on the Re-creating Fallout 1? thread :

If you are talking about the vault tileset, I'm afraid that's all that is available to work with. They don't look the same but I believe it has a similar "feel" to Fallout 1's vaults.
If you are talking about the level design, I've designed it as precisely as possible to look like Fallout 1's version.
Thanks for the comment.

Actually I was referring to the youtube video. The way in which it was edited only showed the Bethesda vault door room, and not the corridor, clinic room, and smaller computer room. From the video it just looks like a Bethesda vault. Your screenshots show otherwise.

But you could have just replied to me in the thread instead of calling me out in this one...
 
Mikael Grizzly said:
I LOVE it.

You know what? You should redesign Vault 101 to mimic Fo1's design as close as possible. Especially the corridor leading to the outside.

I, too, don't really like the design of Vault 101, but redesigning it could bring many headaches as to make sure the original scripts and pathing work.

The corridor leading to the outside though, that's something that can be easily re-done. If only we had Giant Rat ressources. :)

Thank you for your feedback!

Actually I was referring to the youtube video. The way in which it was edited only showed the Bethesda vault door room, and not the corridor, clinic room, and smaller computer room. From the video it just looks like a Bethesda vault. Your screenshots show otherwise.

Ah yes well, in Fallout 1 the gear door leads directly to a corridor that then leads to the main entrance. In Fallout 3, the gear door can only be linked to a special asset that is the entrance hall you see in every Fallout 3 vaults.
I did make a corridor leading from that entrance hall to the main room. (And I didn't forget to put the small locker on the right-hand side. :P)

I've cut some part of the video. I recorded all of my exploration in one shot and if I had put the whole clip, Vault 13's demo would have been 10 minutes long.

Finally, I answered to your question in this thread not to go off-topic with the other thread.
 
Awesome! Hoping that you have the time to finish this work :)

You should consider uploading it to fallout3nexus aswell, if u want it to get more attention :)

Hell, you might even find a few people willing to help create new assets.
 
Anvirol said:
Awesome! Hoping that you have the time to finish this work :)

You should consider uploading it to fallout3nexus aswell, if u want it to get more attention :)

Hell, you might even find a few people willing to help create new assets.

No worries about that. I'll upload the file to as many Fallout 3 websites as I can when it will be released.

Speaking of which, should be soon. Vault 15's navmeshes is the only thing left to do.
 
Someone really needs to re-design vault's main entrance! I have no idea why Beth changed the old design...

Edit:

Oh yeah, and there should be a long coridor between the main hall and the entrance. Check out the intro to Fallout 1.
 
Public said:
Someone really needs to re-design vault's main entrance! I have no idea why Beth changed the old design...

Edit:

Oh yeah, and there should be a long coridor between the main hall and the entrance. Check out the intro to Fallout 1.

For re-designing Vault 101's entrance, are you talking about having a system of caves and tunnels before the exit or if you are talking about the room with the gear door?


The vault gear door can't be attached to a single corridor, unlike in Fallout 1.
The whole main hall must come with the gear door.

But I did make a long corridor that leads from the entrance of the vault to the main hall. And the small locker in the right-hand side of the wall.
 
Superb, fantastic, awesome, amazing. Congratulations man, you deserve cookies, beer and booty - lots of them. :ok:
 
Cliffworms said:

wow looks great, looks like the originals :)


but truth be told i like the new vault designs better, except the entrances i liked the old long corridor with strident alarm way better

i think that the old floor plans great as they was, will feel very small and lacking in 3d and ruin the overall atmosphere
i liked the new vault 101 and mostly the dead vaults 92, 106, 87

i think if someone to use the old vaults floor plans they should expand them little bit if only with closed inaccessible doors that will leave it to our imagination.
 
Hi!

I just wanted to let you know that the Vaults are done.
I've edited my first post with updates on what I had planned and what features the release contains.

I hope you guys enjoy walking in a 3D render of Vault 13 and Vault 15!
 
Public said:
Someone really needs to re-design vault's main entrance! I have no idea why Beth changed the old design...

Edit:

Oh yeah, and there should be a long coridor between the main hall and the entrance. Check out the intro to Fallout 1.
To make it look like its from Bethesda.

I have to agree though with some others here. This is one of the most important things that should have been changed. THe old vault door is just iconic. As much as I hate to apply any criticms in such a way ... but I cant say its "really" a good vault 13 or 15 without the good old known vault door :(
 
Cliffworms said:
The corridor leading to the outside though, that's something that can be easily re-done. If only we had Giant Rat ressources. :)

Just use OBLIVION's rats.

In fact there should be no issue using any of oblivion's resources in FO3.

There should be an importer tool, that specifies a .bsa file from oblivion and imports it to a bsa in fo3, circumventing the whole 'legal issue'
 
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