Experimental Vault 64

Post » Sat Apr 02, 2011 4:35 am

WillieSea,
this is just a heads up, but did you see the vault contest they are running, if you finish in time, you would easily win in ether the government vault or the personal vault, and think of all the pr.
just to inform you
http://www.gamesas.com/bgsforums/index.php?showtopic=962818
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Brian LeHury
 
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Post » Fri Apr 01, 2011 2:35 pm

He would be disqualified. Its a contest built around vanilla parts only, so that means he'd have to cut out all his wonderful awesomeness in it :> He could create another vault if he wanted :D
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Anthony Santillan
 
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Post » Sat Apr 02, 2011 3:07 am

Can you HELP with any of these issues?
3. Retexture bunk bed object:
-------------------------------------------
Anytime I try to apply a retexture to the bunk beds the game CTD's when I enter the cell.
This seems to be a common problem when retexturing furniture.
I have tried to apply the texture directly using Nifscope but it does not show the texture paths so I cannot try this route yet.
Possible fix: Copy the NIF file and using Nifskope, attach the texture directly to the object


I'm not sure if you've already been informed, but you can view texture paths in NIFSkope. It's just different from Oblivion. (Edit: The NIFSkope crashing issue fixed itself somehow, so I can tell you exactly how to do this).

http://modprojects.deejaygamer.com/nifskope_retexturing_fo3.jpg

First, make sure block details is visable. You can do this either in the pull-down menu (as displayed in the red box) or by pressing the F3 key. Now open the NiTriStrips you'd like to retexture then the BSShaderPPLightingProperty node. This is somewhat like the NiTexturingProperty for Morrowind and Oblivion, only it has a different (and less appropriate-sounding) name, plus the textures aren't displayed in the block list. To see them, highlight the BSShaderTextureSet and open the Textures branch in the Block Details. Unlike Oblivion, where normal maps were applied automatically, Fallout 3 includes the data in the NIF files. I do not yet know what the individual SizecStrings represent in terms of texture properties, but eventually I may dissect it. In most case obviously the first one is the base texture and the second is the normal map and the rest are blank.

I hope this is helpful to you.
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Inol Wakhid
 
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Post » Fri Apr 01, 2011 3:39 pm

I am dying to add this to the game, I just recently got the PC version since I finally have a comp that can run it, previously played through the ps3 version a lot.

Anyways It looks like it's going to be one awesome vault.
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Big Homie
 
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Post » Fri Apr 01, 2011 9:21 pm

Hey, just wondering if you ever thought of adding a BBQ or a fireplace.
I thought that mod looks pretty amazing in those two areas.

http://www.fallout3nexus.com/downloads/images/2722-5-1235132641.JPG
http://www.fallout3nexus.com/downloads/images/2722-2-1235132641.JPG

There was another fireplace that was built into a wall in another mod that looked even better, but I can't remember where I saw it.
I'll post the link if I see it again.

And his bar looks pretty nice too, with all those compartments on both sides.

http://www.fallout3nexus.com/downloads/images/2722-4-1235132366.JPG
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Jeff Turner
 
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Post » Sat Apr 02, 2011 3:01 am

Hey, just wondering if you ever thought of adding a BBQ or a fireplace.
I thought that mod looks pretty amazing in those two areas.

http://www.fallout3nexus.com/downloads/images/2722-5-1235132641.JPG
http://www.fallout3nexus.com/downloads/images/2722-2-1235132641.JPG

There was another fireplace that was built into a wall in another mod that looked even better, but I can't remember where I saw it.
I'll post the link if I see it again.

And his bar looks pretty nice too, with all those compartments on both sides.

http://www.fallout3nexus.com/downloads/images/2722-4-1235132366.JPG


He does have a fireplace look at the pic's again.
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Alexis Acevedo
 
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Post » Fri Apr 01, 2011 11:47 pm

this is just a heads up, but did you see the vault contest they are running, if you finish in time, you would easily win in ether the government vault or the personal vault, and think of all the pr.
just to inform you
http://www.gamesas.com/bgsforums/index.php?showtopic=962818

Interesting, but my vault would probably not fit their criteria... And I don't want to start a new one for the contest, I dont like nVidia cards.

I'm not sure if you've already been informed, but you can view texture paths in NIFSkope. It's just different from Oblivion. (Edit: The NIFSkope crashing issue fixed itself somehow, so I can tell you exactly how to do this).

Yes, I now know how to retexture objects using nifskope. That is why I said in the problem that setting a new texture path in nifskope may fix the problem. I have just never got around to trying it yet. I have been busy with life at the moment. :)

Hey, just wondering if you ever thought of adding a BBQ or a fireplace.

Yes, a long time ago.
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64028.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64030.jpg
The cloning center has become defunct, so ignore those images...
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dean Cutler
 
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Post » Sat Apr 02, 2011 3:49 am

any chance on a tentative eta?
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Andrew
 
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Post » Sat Apr 02, 2011 6:15 am

Does the pool table function? AS in: can I play a round of pool with it?
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Chloe Botham
 
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Post » Sat Apr 02, 2011 6:35 am

As a suggestion, for a safe to store important items, a mini-vault door would be really cool. I don't really know how you could do it without making it look to much like "Whoah! Is this another vault?!" but I think it would be cool to have my own safe secured by a 40 (or so) ton door ;) Just a suggestion.
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Hussnein Amin
 
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Post » Fri Apr 01, 2011 7:56 pm

any chance on a tentative eta?

Sorry, I don't know... :shrug:

Does the pool table function? AS in: can I play a round of pool with it?

Well, its not a 'billards' game. Regular physics and havoc apply though, so if you can manage to hit the ball, you can knock them around the table.

As a suggestion, for a safe to store important items, a mini-vault door would be really cool. I don't really know how you could do it without making it look to much like "Whoah! Is this another vault?!" but I think it would be cool to have my own safe secured by a 40 (or so) ton door ;) Just a suggestion.

The whole vault is a 'safe'. You can close the door from inside or outside. I worked several days to get the scripts working correctly on the dual door pods, the klaxon lights and other 'double' color lights. Unlike the vanilla game, the animations on the door control pods now show the lights correctly on their control panel.
But you must have the vault door pass fob key before you can activate the door to open or close. There is a nice storage room for sorting your goodies into. The robots will automatically take stuff from your inventory and place it in the lockers if you want them to.

I was just thinking about another simulation to make. I think a power armor training and energy weapons firing range. That way you can wear that power armor without the need for getting into the citadel or doing the operation Anchorage DLC.
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Kahli St Dennis
 
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Post » Fri Apr 01, 2011 2:28 pm

I was frustrated that there are absolutely NO animated doors that fit the house door frames in the game. So, I made my own from an existing door, I used Nifskope to smash and scrunch an existing door to fit the house door frames.
I made the glass transparent, but perhaps it is too transparent. I have also seen where the door seems to 'all' go transparent, so I will probably make it a bit more opaqe. The new wood door looks pretty good in my opinion for an interior door.
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64042.jpg

The bonus find is what appears to be a motor cyclist who tried to jump a car in a sewer and misjudged how high he went and sort of got caught on the light while his bike jumped without him... It was just a funny find that I made while exploring in the game. :)

EDIT:
I almost forgot, I have good news.
I have figured out a way to make the clocks work using only one script instead of a new script for each and every clock. Happy Dance!
I link the clock with the script to the hour hand, and link the hour hand to the minute hand. The script then gets each linked ref and changes the angles using the linked ref. :)
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Jade Barnes-Mackey
 
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Post » Fri Apr 01, 2011 9:59 pm

I think adding power armor training would be pretty great, I despise have to go through the main quest just to utilize some armor.

Perhaps you could add some sort of laboratory/library where you can study and do tests to get perks like the PA training and all the crazy perks/accidents you get from like the survival guide and other random missions.
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brenden casey
 
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Post » Sat Apr 02, 2011 1:18 am

I love that door! :)
I cant wait to get my hands on this and plunder its resources. :P (there arent many modders resources out right now)
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naana
 
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Post » Fri Apr 01, 2011 3:34 pm

I think adding power armor training would be pretty great, I despise have to go through the main quest just to utilize some armor.

Perhaps you could add some sort of laboratory/library where you can study and do tests to get perks like the PA training and all the crazy perks/accidents you get from like the survival guide and other random missions.

I was thinking about a 'training computer' that you learn how to use Power Armor, then an energy firing range, perhaps an obstacle course to try the power armor out on...

Crazy perks, like what? Any ideas? I don't want to make the mod too much bigger than it already is, but there might be some good ideas that I might use... :shrug:

I cant wait to get my hands on this and plunder its resources. :P (there arent many modders resources out right now)

Tell me about it! LOL
I have had to make do the best I could, but the lack of good interior doors was driving me crazy, so I made one that would work. I will probably use it a lot and use different texture maps on it. Not really sure at this time.
I also spent several hours trying to make a cookie cutter house that actually comes close to matching the 'exterior' shape of the house. Because of the tilesets available, its a bit deeper than it should be, but its the correct width and height. It even has an attic!
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LuCY sCoTT
 
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Post » Sat Apr 02, 2011 1:35 am

I have had to make do the best I could, but the lack of good interior doors was driving me crazy, so I made one that would work. I will probably use it a lot and use different texture maps on it. Not really sure at this time.
I also spent several hours trying to make a cookie cutter house that actually comes close to matching the 'exterior' shape of the house. Because of the tilesets available, its a bit deeper than it should be, but its the correct width and height. It even has an attic!


I know how you feel. I was making a house, and kept using the suburban ranch door. You had to load each individual room! It was awful and eventually I had to just settle with the office doors. -_-
Anyways, what do you mean "cookie cutter house" Do you mean a victoian house? Or a house with a custom exterior using existing meshes?
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Stacey Mason
 
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Post » Sat Apr 02, 2011 5:51 am

Anyways, what do you mean "cookie cutter house" Do you mean a victoian house? Or a house with a custom exterior using existing meshes?

Cookie cutter houses are houses that all look the same. Have you ever driven down a street and all the houses have the same shape? Thats what I mean.
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64040.jpg
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kevin ball
 
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Post » Sat Apr 02, 2011 3:50 am

Oh, I see. :)
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Cameron Garrod
 
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Post » Sat Apr 02, 2011 3:20 am

I have a bit of an idea for a replacement for your cloning lab:

Have an autodoc (commands via terminal) take a sample of your dna, and create an npc ingame with the same race, six, face and hair as the player into a stasis pod (backup). In the room you can find a gun/melee weapon that you can sample the dna of one npc at a time to be replicated in one of the other pods, then you can have the autodoc transfer your consciousness into one of the created clones.

There's already a copy race and face console command ingame, so something like this should be possible.

What'd you think?
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Tiff Clark
 
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Post » Sat Apr 02, 2011 3:52 am

I have a bit of an idea for a replacement for your cloning lab:

It might be possible. But I already have a replacement to the cloning lab. The purpose of the cloning lab was to select clones to battle.
The replacement is the simulator pod. With it you can go to the 'Home Town' and battle any creature that the terminal will summon.

I have a 'portable' turret working. Its fun!
And you can pick them back up and place them elsewhere if you like. Load of fun!
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Amy Gibson
 
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Post » Fri Apr 01, 2011 8:32 pm

I think I have the solution for the PA system. You need to use a "talking activator" its under actors.
From the looks of it, it seems that it adds the signal, but I'm not sure. Hopefully that will help you! (although knowing you, you already knew that)
Hopefully that helps! :)
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Max Van Morrison
 
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Post » Fri Apr 01, 2011 9:30 pm

I ment the perks like when you get severely irradiated your crippled limbs heal, of course if you can put your own perks in then there are an insufferable amount of ideas to be had in regards to perks.

I could come up with ideas for all sorts of things, I moderate a flashed based MMO that is in beta and give the game maker ideas as do the other moderators, but usually they tend to be a little more complicated than the programmer can utilize.
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Chris Ellis
 
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Post » Fri Apr 01, 2011 9:56 pm

I think I have the solution for the PA system. You need to use a "talking activator" its under actors.
From the looks of it, it seems that it adds the signal, but I'm not sure. Hopefully that will help you! (although knowing you, you already knew that)

I have not looked into this yet, so anything would help.
What I was going to do with the PA system is just play a 'sound' file when a trigger is hit and a random number is rolled. Is the talking activator for used for the radio stations so radios play, or is it for all sounds that are played? I thought they were for NPC sound dialog. :shrug:
As you can tell, I don't know anything about them.

I ment the perks like when you get severely irradiated your crippled limbs heal, of course if you can put your own perks in then there are an insufferable amount of ideas to be had in regards to perks.
I could come up with ideas for all sorts of things, I moderate a flashed based MMO that is in beta and give the game maker ideas as do the other moderators, but usually they tend to be a little more complicated than the programmer can utilize.

Yes, I know what you meant. And I was willing to listen to ideas for the same reason you stated: "usually they tend to be a little more complicated than the programmer can utilize".
If the idea is something that can be done within the boundry of the CS, and I like the idea, then I will probably put it in. :)

UPDATE:
The portable turrets require a suspension of belief. To be realistic, I would have to make them weigh at least 500 pounds (226 Kilograms) and you would wonder how your carrying it.
I like to think its a portable materialization unit on the turret. Placing it on the ground caused it to 'summon' the turret and activating the turret causes it to send the turret back and you pick up the portable unit.
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Kelsey Anna Farley
 
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Post » Fri Apr 01, 2011 9:17 pm

I have not looked into this yet, so anything would help.
What I was going to do with the PA system is just play a 'sound' file when a trigger is hit and a random number is rolled. Is the talking activator for used for the radio stations so radios play, or is it for all sounds that are played? I thought they were for NPC sound dialog. :shrug:
As you can tell, I don't know anything about them.


It can be used to initiate dialouge, but I also noticed that each radio "signal" has one.
For example, The RadioVault101 talking activator has a voice type called "MaleuniqueVault101PA" which I think is basically the music with the trivia fact things. Although that could just be the overseers voice from the "escape" quest.
I havent been able to test it yet, but I think that all you need to do to add the signal to a cell would be to add the talking activator to the cell.
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SUck MYdIck
 
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Post » Sat Apr 02, 2011 3:22 am

UPDATE:
The portable turrets require a suspension of belief. To be realistic, I would have to make them weigh at least 500 pounds (226 Kilograms) and you would wonder how your carrying it.
I like to think its a portable materialization unit on the turret. Placing it on the ground caused it to 'summon' the turret activating the turret causes it to send the turret back and you pick up the portable unit.


Don't worry, I think I can suspend my belief so I can have a portable can of whoop-ass.

(Edit)- Almost forgot, I have another suggestion. Instead of having the vault just appearing on your map when you load the game, you could make it where you have to go to the Vault-Tec Headquarters and unlock that Mainframe thing, and that will tell you the location of the vault and the passcode to get in. Otherwise, the person could just go around searching for the vault, and then have to guess the password instead of checking the most logical place for information.
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Wanda Maximoff
 
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