FALLOUT 76 SHELTERS

ADVENTURE MODE

Fallout 76 Shelters are sorted by their owner. All Fallout 76 shelters are built in adventure mode and can be visited in-game, generally as is, give or take some minor updates over time. As with CAMPs, design concepts cover a wide range of themes and concepts, sometimes linked to others, sometimes not. Every Vault Utility Shelter is the ideal starting place for visitors, as they are always a fun design, as well as containing a fully functional workshop, exercise facilities and shelter entrances, allowing CAMPs to omit some of those elements if that’s what is right for them.

Shelter tours can create memorable experiences for visitors, far beyond a single CAMP. I love building shelters and hope you enjoy visiting them here - and maybe in-game too!

A CLEAN PALETTE FOR CREATIVITY - SORT OF

Shelters can be great for creating worlds that are fully self-contained, allowing for truly immersive visitor experiences. Perhaps thinking players are too dim-witted to think for themselves, Bethesda decided that shelters should usually be highly themed already, vastly limiting decorating options, and therefore reducing the value of the shelter. A bit like buying a LEGO kit, where creativity is NOT required but obedience is. The Atlantic City Casino shelter is only ever going to be a casino in some state of repair, and with inadequate build budget a half-hearted one at that. Outdoor shelters have no nighttime, because apparently time stops in a shelter. I can’t imagine they asked Stephen Hawking about that. And with only 1 exception, shelter lighting is too bright. Bethesda, we can build our own lights, just give us dark, empty spaces, perhaps with ambient lighting that is defaulted to “off”, we can do the rest.

Some people think building in shelters is so much easier than the surface as to be incomparable, which is simply not true. It is easier to place items as there is no gravity, and there is more flexibility with snapping. However, blueprints are not available, spaces can be restrictive, nor are there resource collectors (which would be terrific just as design elements), and there is no CAMP module to de-merge. There is even no access to weather systems, so what Todd giveth on one hand he taketh away on the other.

To overcome these shelter design shortfalls, progressively I have moved to shelter builds that are enclosed within themselves, within the shelter, allowing for complete control of the concept and its execution. Lighting effects are applied in many cases in ways to overwhelm the original lighting so that the space is completely owned by the build - you can see this in many of the photos and videos. Tactics like these are helpful for those who want to create a complete concept.