Shelter Tech Workshop overhaul (reworked and updated)
避难所科技工坊大修(重做更新)
Screenshots 6 screenshots
About this mod Machine translation
A non-intrusive mod designed to fix inconsistencies in the Vault-Tec Workshop DLC. This release resolves lighting and texture issues, adds light snapping to walls and ceilings, adds sign snapping to doors, enables crate stacking, and makes some minor quality of life changes.
(Formerly known as Vault-Tec Workshop Lighting Restoration)
What does this mod do?
This mod is a rebuilt version of the Vault-Tec Workshop Overhaul. Unfortunately, it was abandoned by the author many years ago. I decided to update the mods and continue where they left off.
VTWOR addresses three major lighting issues in the Vault-Tec Workshop DLC; brightness, light node position, and a bug that caused lights to appear as if they were turned off. It also resolves some minor texture and quality of life issues (see Features), enhances buildings with Vault-specific lights, and allows you to snap lights onto certain building parts.
Features:
illumination
Fixed a lighting bug that caused lit lights to appear off.
Lights now cast light from the correct light source (see screenshot).
Lights now have the same values as in existing vaults, such as the entrance to Vault 81 and Vault 88 (see screenshot).
Lights are now spotlights instead of omnidirectional. This effectively eliminates light seeping through the walls.
Comes with three lighting "presets" including [Low], [High] and [Ultra] lights. See the performance section for more details.
Added new pivot spotlight.
Adds the curved wall light seen in other vaults.
that power
Vault power conduit range doubled.
Bridge building components now carry force like other shelter components.
capture
The sconce is now stuck on the wall. WIP; not all parts have alignment points.
The ceiling light is now aligned with the ceiling. Again, this is a work in progress. Not all parts have alignment points.
The glowing dome sign is now broken above the doorway.
The supervision desk is now stuck in the supervision room section.
Miscellaneous
All Vault "rooms" (except the overseer set) are now derived from a set of meshes, rather than having separate meshes for each room. This allows for smaller file sizes and a simplified update process. It also keeps each piece looking consistent from the outside.
Crates can be stacked on top of each other.
Adds buildable "shortcuts" to the Workshop's inventory. It's under "Furniture > Containers".
Will there be compatibility issues with this mod?
This mod changes the Vault-Tec workshop's 10 lights, 15 door signs, and 124 building components. If any of these components have been changed by other mods, then yes; there will be problems. However, this mod does address three issues that have been solved individually, so this is all you need.
Known incompatibilities
Vanilla extension for Ethreon - Snap conflict with some building parts.
Workshop rearranged by d81 - conflicts with snapping and positioning of building parts in menu
Will this mod cause performance issues?
This mod comes with three styles of lights; [Low], [High] and [Ultra]. Your standard default vault lights have been swapped with the [LOW] setting, so any lights you placed before installing this mod will be set to [LOW]. These lights cast no shadows and have no lens flare.
Next up is the [HIGH] episode. These lights are a big upgrade from [LOW] as they cast shadows and create lens flare. A room will look much better with these lights because the lighting won't be dim and flat. However, using too many in one place will undoubtedly lower your FPS. I recommend building with [LOW] lights by default and replacing them with [HIGH] lights in the areas you want to look better.
Finally, we have the [ULTRA] light. These lights are the same as the [HIGH] 'lights, except they have volumetric lighting enabled. I would be careful with these and use them sparingly for two reasons:
If your lights are not placed correctly, the volumetric effect can be overwhelming.
Using these lights too much will lower your FPS.
Are there any requirem …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.