




We Can Live In – Vault 111 v1.03
Implements a fully featured, quest-safe settlement at Vault 111.
DLC requirements
– Automatron
– Far Harbor
– Vault-Tec Workshop
– Wasteland Workshop
You just finished the intro sequence and woke up in an abandoned vault. Everyone is dead, and the world outside is a dangerous wasteland. What’s stopping you from just turning back around and living in that vault? After all, the elevator still works fine, and you opened the door. You could even clean up, maybe fix some of the broken lights, and make it a place for other people to live. Oh, right. That’s because Bethesda said no. Luckily for you, I decided this was the best way for me to celebrate posting 111 mods for Fallout 4.
FEATURES
– A fully functional settlement inside Vault 111.
– The settlement can be claimed as soon as you exit the vault. Just turn back around and go inside.
– Vault 111 is not eligible for Minutemen radiant quests or settlement attacks.
– No brahmin will spawn here.
– Set up as a full settlement, which means you can send settlers here from other settlements as well as sending provisioners.
– Highly detailed scrapping options allow you to clean up and empty the vault.
– A repairable generator supplies power to nearly every room.
– Built-in recruitment beacon. All it needs is a bit of power.
– After repairing the generator, you can vent most mist effects from the vault.
– After repairing the generator, you can drain the flooded portion of the entryway
– Corpses and skeletons are cleaned up automatically when you return.
– Once you claim the settlement, you can fast travel directly to and from the vault interior.
– Rebuilt precombines to ensure Vault 111 remains functional.
– Flagged as a light plugin (esl-flagged esp) for minimal impact on load order.
How do I start using this mod?
Just install it! No configuration or special steps necessary.
Does this work with Sim Settlements 2?
It does! However, it doesn’t have a city plan, which means designing the city and its layout is up to you. If you like the location enough to make your own city plan, feel free to post it online.
Does this conflict with other mods?
I have a pinned comment in the comment section with more information on that.
What happens if I forgot to grab the wedding ring before I left?
It’ll be in the workbench for you when you come back.
Why is the elevator missing?
If the elevator is missing, that means precombines are disabled. Disabled precombines break Vault 111. Make sure WCLI_Vault111_Previs.esp is as close to the bottom of your load order as you can get it and that you don’t have bUseCombinedObjects=0 or bPreCulledObjectsEnabled=0 in your ini settings.
Why is everything I try to build sinking through the floor?
If the floor isn’t solid when you’re trying to build, that means precombines are disabled. Disabled precombines break Vault 111. Make sure WCLI_Vault111_Previs.esp is as close to the bottom of your load order as you can get it and that you don’t have bUseCombinedObjects=0 or bPreCulledObjectsEnabled=0 in your ini settings.
Why are a bunch of buildable objects invisible?
If things like beds are invisible when you try to build them, that means precombines are disabled. Disabled precombines break Vault 111. Make sure WCLI_Vault111_Previs.esp is as close to the bottom of your load order as you can get it and that you don’t have bUseCombinedObjects=0 or bPreCulledObjectsEnabled=0 in your ini settings.
Why can I see a weird white void in the vault where the walls should be?
You have another mod making changes to Vault 111 that is loaded after WCLI_Vault111_Previs.esp in your load order. You need to make sure WCLI_Vault111_Previs.esp is the last file in your load order that edits Vault 111.





