Thebiggest, most complex vault you will ever find in FO3. Requires only base game. I finished work on it over 5 years ago and sadly never finished it, but its still massive in size and fun. Includes many thing you may never see in another mod, such as the working 'arcade' room.
I would go further in that if the URI was not matching the vault item clicked on the current tab, and the option was set to AUTO-FILL, I would take the user to that URI (like the LAUNCH functionality) and perform the AUTO-FILL, however that might be asking too much.
When you open the bitwarden extension on a site you have logins for you are brought to the Tab page where clicking the login fills in your information and the view button brings you to the logins info. When using My Vault page when you click on the login you are brought to the logins info and instead of the view button there is a launch button to take you to the site. Since the layout of the two pages are identical the inconsistency of where to click is a little annoying. It always takes me a second when I search for a login to remember I need to click the main login banner to see the login info and not a view button like on the Tab page. I think that both sections should have the view button and either make clicking the main login banner in the My Vault open the site or do nothing and keep the launch button. I selected the browser tab as I mainly only use the chrome extension but it maybe apply to more platforms.
In contrast, when you type in a site name in the search field of the browser extension, you also get a list of sites, and each entry in the search results list has the following set of UI behaviors (from left to right across the visual row):
Key Vault supports two resource types: vaults and managed HSMs. Both resources types support various encryption keys. To see a summary of supported key types, protection types by each resource type, see About keys.
While WRAPKEY/UNWRAPKEY using asymmetric keys may seem superfluous (as the operation is equivalent to ENCRYPT/DECRYPT), the use of distinct operations is important. The distinction provides semantic and authorization separation of these operations, and consistency when other key types are supported by the service.
Key Vault doesn't support EXPORT operations. Once a key is provisioned in the system, it cannot be extracted or its key material modified. However, users of Key Vault may require their key for other use cases, such as after it has been deleted. In this case, they may use the BACKUP and RESTORE operations to export/import the key in a protected form. Keys created by the BACKUP operation are not usable outside Key Vault. Alternatively, the IMPORT operation may be used against multiple Key Vault instances.
Not-yet-valid and expired keys, outside the nbf / exp window, will work for decrypt, release, unwrap, and verify operations (won't return 403, Forbidden). The rationale for using the not-yet-valid state is to allow a key to be tested before production use. The rationale for using the expired state is to allow recovery operations on data that was created when the key was valid. Also, you can disable access to a key using Key Vault policies, or by updating the enabled key attribute to false.
Access control for keys managed by Key Vault is provided at the level of a Key Vault that acts as the container of keys. You can control access to keys using Key Vault role-based access control (recommended) or old vault access policy permission model. Role-based permission model has three predefined roles to manage keys: 'Key Vault Crypto Officer', 'Key Vault Crypto User', 'Key Vault Service Encryption User' and can be scoped to subscription, resource group or vault level.
The residents of Vault 64 found that their control vault opened onto a hellish, lawless place, and quickly used their GECK to start a small community near it. As more residents moved from the vault and to the city, the question was raised as to how the new city would be run. A powerful group proposed a system akin to that of the long dead Third Reich, which would bring order to the Wasteland and place them in positions of extreme authority. About a quarter of the residents disagreed with this plan, and were exiled to the Wasteland as the city was named New Berlin, and the title of Overseer was changed to Fhrer of the North American Reich. The exiled residents set up a free government, the Republic of Arizona (RAZ) in the Phoenix suburb of Mesa, along the edge of the radiation field from the city center. They would be a thorn in the side of the Reich for decades to come.
The Reich did well enough in its first 170 years. Although it never gained the numbers to expand past the Valley of the Sun, and was never able to truly eradicate its greatest enemy; the RAZ. When Caesar's Legion entered the valley, many Wehrmacht troops were killed and the remaining forces pulled back to defend New Berlin. They held the city throughout Caesar's time in the valley, a constant blot of defiance the Caesar desperately wanted gone. After the legion fragmented in 2281, Wehrmacht and SS forces pushed the Legion out of the region using numbers it had been preparing during its eleven years of siege, establishing the Siegfried Line along the Valley's Northern borders to keep the legion out.
The Nazis became a feared power in the Valley, and often fought with the RAZ, which had also survived the Legion days over Mesa and Apache Junction. Wehrmacht Forces moved through the Superstitions; setting up outposts in Snowflake, Tortilla Flats, outer Tucson, and seizing Roosevelt and its all important Dam; using it as leverage to force their enemies to capitulate by cutting off power and water. They found the inner superstitions impossible to hold, however, due to attacks by native tribes, Legion raiding parties, Unity remnants and a small Brotherhood of Steel chapter.
The political structure was much like that of Nazi Germany, with different leaders competing for the favor of the Fhrer. It had a strong military, a study police force, and a stable currency, backed up by gold mined in the Superstitions.
The NAR refused to accept Legion coins, but did accept caps and the occasional NCR Dollar, but primarily used its own paper money; the Reich Mark. NAR Reich Marks showed the fact that little regard was placed in the design of the money, as it was simple and made of cheap but sturdy paper. It only came in one variety, the One Mark bill, with an approximate value of 10 caps.
The main offensive and defensive force is the Wehrmacht, numbering at almost 3,000 at its height. Wehrmacht personnel make up the bulk of the NAR ground forces. Standard uniform as of 2280 was a set of field grey (Khaki for desert units) combat armor, with the NAR eagle on the right breast and a WWII era German cross (Balkenkreuz) on the center of the upper back. Rank insignia would be painted on the shoulder pads. Higher grade trooper would be the Waffen SS, wearing the same uniform as the Wehrmacht except for insignia, which featured SS runes in the place of the cross. Power Armored units, operating under the Wehrmacht, where extremely rare, using T-45d armor captured from Brotherhood of Steel soldiers in the Superstitions. These troops would only be deployed in the direst of situations, and are the most feared units of the NAR military.
The strict laws of the NAR were enforced by both the uniformed police (Reich Police) and the much feared Gestapo. The RP wore uniforms similar to that of the 1930s SA trooper, and where known for being mostly fair, if not a little overzealous at times. The Gestapo had a reputation as the feared and brutal secret police, and where also in charge of the MEP, or Mutant Eradication Program, a plan by the NAR to use slave labor to use and destroy the ghoul and super-mutant population of the region
The standard service rifle of both the Wehrmacht and the SS was the SVT-92, although it did have a few noticeable differences, such as being rechambered for the smaller 7.62x51 NATO round more common in the United States, and re-designating it G92 (Gewehr 92). The rifles in use by the NAR where originally in use by the Mexican Army, and where looted from arsenals around 2282. The first examples where captured from raiders in the 2120s, and the stockpiles where discovered in 2282. A 500 man Wehrmacht force set out with local caravaneers to bring back the weapons, and returned with 213 men and about 1,500 rifles. Due to the scarcity of the 7.92x60mm ammunition, new barrels where manufactured at a factory in the phoenix outskirts to allow the weapon to accept the common .308 round. Eventually the rifle was also being produced at a small factory in New Berlin and a rebuilt one on the outskirts of Tucson.
A powerful bolt action weapon used by the original German Wehrmacht, and later popular on the American sporting market, leading to it being readily available post war, and is usually restored to military grade, with full stocks and long barrels. Rechambered, like the G92, to the more common .308. Used as a marksman and sniper rifle. Waffennamts and Manufacturing codes on top of receiver.
Old US Army R91 rifles from Vault 64. Used as the standard infantry weapon until adoption of the G92 in 2282. Considered underpowered by the Reich War Ministry. Waffennamts found along Vault 64 Manufacturing code (FKT) stamped on right side of magazine well.
Assault rifle designed and manufactured exclusively in New Berlin. Cambered in the unique 12.7x33mm cartridge designed by the NAR, it is known for high recoil and is carried almost exclusively by the Leibstandarte SS (Fhrer's Bodyguard Service) and by powered armored Wehrmacht shock troops. Waffennamts and Manufacturing codes found on right side of the receiver.
Re-designation for T-45d power armor captured during skirmishes with Brotherhood of Steel Sonora Chapter, used exclusively by Wehrmacht shock troops. Often seen in conjunction with the STG85. Balkenkreuz on each shoulder plate, eagle on right breastplate.
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