Vault 118 Settlement - Far Harbor (Updated)

by TaxiVader·vV 2.0·Updated 2023-11-17

Fully functional treasury settlement. Used in conjunction with the simulated settlement, once discovered, it can be quickly entered and exited like Vault 88.

Screenshots 6 screenshots

About this mod Machine translation

Fully functional treasury settlement. Used in conjunction with the simulated settlement, once discovered, it can be quickly entered and exited like Vault 88.

This makes Vault 118 a fully functional settlement. Now with my Vault 75 settlement mod (address:

V 2.0 update:

The main file for this mod. Fixed bug resetting Vault 75.

Features

  • Both normal supply lines and logistics center supply lines (simulated settlement) can work normally.

*The settlement recruits settlers and can send settlers from other places, even the Commonwealth. However, they do take time to arrive.

*When not working, settlers roam around the vault, very organically. Security settlers do the same.

  • Fast travel in and out is working once the location is discovered.

*This mod will in no way affect the "Brain Dead" quest in this location, but you will need to complete it to gain access to the new area (you will need the key).

  • Added the Overseer's journal to flesh out the story and explain new areas of the vault
  • The new section has a spacious building area. This is not a copy of the Vault 88 area; I made it from scratch and I'm very happy with it. Should provide some interesting challenges.
  • The entire vault is fully navmeshed and extensively tested. In building caves, only flat areas are navigated to prevent settlers or followers from getting caught on rocks or similar things.

*There are 4 beige lockers that distribute Vault 118 sets and Pipboys. Two in the foyer and two in the added shower room.

  • Pearl's shop works well with the settlement; it's nice to have a grocery store, very convenient!

*All floor surfaces are buildable, and all items in the vault are scrappable, except for the Overseer's Terminal. I might have missed a thing or two, hope not.

*The dead Ezra Parker robot brain can also be scrapped, as can the blue "FenceBuster" baseball bat, I recommend only doing this after the mission is complete.

*Some things must be removed, such as the truck crane and the bulldozer in the cave next to the carport; there is no way these things can be scrapped.

*Scrapping not everything is required for this mod, unless you want to clean out the junk pile in the abandoned part of the vault.

*Mod has been cleaned using FO4edit.

Possible and identified issues*

This mod now works with my Vault 75 and demo mods. Thanks to SpeedyNL for fixing this.

*This settlement appears to have recruited "mainland" settlers; they do not have the island-specific dialogue that the settlers of the original island settlement had. However, you can send these island settlers to Vault 118 and vice versa.

*No matter what I try, I can't make a large wall hanging scrapable. Either leave them there or remove them; I chose to leave them because I liked the way they looked.

*I can't scrap Julianna Riggs without ruining the mission, so wherever she ends up when you kill her, that's where she'll live.

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. 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.

File & checksum

Filename
3DMmods_118号避难所定居点 - 远港(更新)
File size
308.3 KiB
SHA-256
bc700124f9830068285792007eaf207cc06967b1487d6fe2ce245b2f6c1a20ba
Stored at
2026-10-10 17:27