Experimental Vault 64

Post » Fri Apr 01, 2011 11:00 pm

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.

The vault will not be easily available to anyone, even if you know where it is. Here is the scenario:

1. At Vault-Tec HQ, you find an electronic note that a message was sent to select senate members at the capital building. The message was encrypted and this note provides the key.
2. At the capital building, on the right wing (the senate chambers) there will be a terminal that still works on a desk. With the encryption key you got from Vault Tec HQ, you read the email to find out they were meeting at the statesman hotel. A man with a locked briefcase would discuss the exciting new vault and then bring the senators to the vault to see it for themselves. The four senators who were to go would each have one part of the code that would unlock the briefcase. You must find all four terminals.
3. At the statesman hotel, you search around until you find the meeting room the senators were in and the briefcase. With the four codes from the senators computers, you can open the briefcase where you will find the keycard that unlocks the V64 doors. Also included is the location of the vault which 'enables' a marker showing where the vault is.
4. At the vault, you find that a rockslide has covered the entrance to the vault. Using a mini-nuke on each of the three large boulders will blow them up so you can enter the place. You cannot use a console command to bypass the rocks and 'activate' the entrance door. I have scripted it so the three boulders must be destroyed before you can activate the door. I also scripted it so you cannot 'drop' your mini-nuke before the explosion, thus cheating the blast scripts.
5. Once inside, you must sneak past the turrets (or blow up your defense turrets) and reporgram the turret control terminal. There is a password 'note' for this terminal if you find the secret access doorway where its hidden. Or you can just hack the terminal.
6. Now, you try to open the inner door only to find that the fuse that controls the door is blown. So, you need to trek off into the wastes to a hardware store to find a fuse. Once its replaced, the door will open and you now have access to the vault.

But, you have to find all the large capacitors if you want to get the three power plants up and running. Each power plant allows one of the following to power up: Materialization Unit, Water Filtration Unit and the Simulation Pods.
There will be 'realism' controls as well that allow you to customize how you want the mod to work.
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rebecca moody
 
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Post » Fri Apr 01, 2011 4:00 pm

WOW. That is alot ! I can see all of the thought you are putting into this. There is no way we (the people of the modding community) could ever thank you enough for your contributions.
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Sarah Kim
 
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Post » Fri Apr 01, 2011 10:30 pm

WOW. That is alot ! I can see all of the thought you are putting into this. There is no way we (the people of the modding community) could ever thank you enough for your contributions.

That is why its taking so long. Its very complex and there is a LOT of stuff to get working. And this involves some intricate and complex scripting and terminal programming to occur. I am also trying to add some funny emails that will be on the senators computers. I also want to add some notes from the three survivors that were in the vault on that fateful day. They will provide a glimpse into the life they lead in the vault by themselves. They will have mostly retreated into their own little world of research so they don't have to think about the world outside. This is typical behaviour of researchers. So, you will find some amazing technology contained within.

I have turned the old 'cloning facility' into a manufacturing line. So far, this is where you build the portable turrets. I will script it so you need to place scrap metal into the locker at the beginning of the line, use the terminal to start the process, and then pick up the portable units from the locker at the end of the line.
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Jessica Colville
 
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Post » Fri Apr 01, 2011 5:00 pm

Yeah, looking at all of the scripting you have to do, I would understand if you simply shutdown after writing all of those scripts. No rushing perfection ;) Looks like more scripts (and work) is going into this than Ancient Towers!
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Taylah Haines
 
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Post » Fri Apr 01, 2011 3:38 pm

Yeah, looking at all of the scripting you have to do, I would understand if you simply shutdown after writing all of those scripts. No rushing perfection ;) Looks like more scripts (and work) is going into this than Ancient Towers!


That just leads us to the obvious qeustion, Can we flush the toilets and play with the sinks? :lol:
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x a million...
 
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Post » Sat Apr 02, 2011 2:13 am

That just leads us to the obvious qeustion, Can we flush the toilets and play with the sinks? :lol:

Unfortunately, there is a lack of running water meshes in fallout 3. It seems the world of F3 is a desert.
But, I did make the toilets 'sitable'. That was before the other mods that came out to make them sittable. So, I have my own version of a sittable toilet. I thought it was disgusting to drink from them like a dog...
Also, the sinks and water fountains will not work until after you get the water filtration plant running.

1. Find enough large capacitors to start up the power plant for the filtration system.
2. Find the water chips.
3. In the filtraion room, open the chip holders using the terminal. Insert the chips in the holders. close the holders using the terminals.
4. Once all the chips are replaced, start up the filtration plant.
Now, all the water fountains and sinks will work.
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Stephanie Nieves
 
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Post » Fri Apr 01, 2011 2:53 pm

Teasing upon teasing, when will it be out???

sounds like getting it up and running will be the equivalent of doing the wasteland survival guide and getting the holotapes to get into the army bunker all rolled into 1.
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мistrєss
 
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Post » Fri Apr 01, 2011 10:47 pm

I think Fallout 3 has some meshes that make it look like water is running though... Though, I believe it's just a thin mesh that goes on top of water.
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Vicky Keeler
 
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Post » Fri Apr 01, 2011 4:05 pm

WillieSea, is there any possible way that some of us could beta test for you? I would be overjoyed to test the mod for you!
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Michelle Chau
 
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Post » Fri Apr 01, 2011 7:14 pm

jm4365- WillieSea announces when he needs beta testers. (sorry to answer for him, but ive seen a lot of requests like this one.)
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Kellymarie Heppell
 
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Post » Fri Apr 01, 2011 3:04 pm

I think Fallout 3 has some meshes that make it look like water is running though... Though, I believe it's just a thin mesh that goes on top of water.

I debated on doing something with the water, but decided against it for now. Especially since the 'water' heals you and its made for 'drinking'. In oblivion, its not used for anything...

WillieSea, is there any possible way that some of us could beta test for you? I would be overjoyed to test the mod for you!

If I did not have a giant list of bugs to fix, I might consider another Beta test.
My biggest concern now is the exterior nav mash errors. And they will not connect between cells.
And the portable turret is causing me issues all of a sudden. It worked fine in my test mod I made. I made it the same way in V64, and it does not work correctly.

And I really don't want to see reports on functionality that is not set up yet. There are still a lot of 'unfinished' items that will take hundreds of more hours to get working. It always makes me laugh when I see the description in a mod, "I worked 6 hours on this, make sure you rate it!". Heck, I worked 6 hours on moving the Grav Trains above the town. And that is an itty-bitty part of the mod. I have probably logged around 600 or more hours to this mod already. I forsee a couple hundred more to finish up a few things.

Oh, I almost forgot. I have the quests complete for getting into the vault. I just need to test it! :)
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Carys
 
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Post » Sat Apr 02, 2011 4:03 am

willie you're just awesome. 600 hrs?
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Eve Booker
 
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Post » Sat Apr 02, 2011 12:20 am

willie you're just awesome. 600 hrs?

Well, around there... I usually put in an average of 40-50 hours a week, and I have been working on it since middle of december... 3 months = 12 weeks = 480 to 600 hours.
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Claire Jackson
 
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Post » Sat Apr 02, 2011 4:24 am

impressive
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Nick Swan
 
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Post » Fri Apr 01, 2011 11:04 pm

Well, I figured out a new bug in the game.

I have it so that when you 'equip' the portable turret, it places a real turret at your location and removes the inventory item.

Unfortunately, if the items are added to your inventory in multiples of more than 1, the item is NOT removed from your inventory, and the the turret will not spawn.
If the inventory objects are added one at a time, it works flawlessly.

Go figure... This bug has been plaguing me for a couple of days now.
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Miguel
 
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Post » Fri Apr 01, 2011 4:08 pm

Well, I figured out a new bug in the game.

I have it so that when you 'equip' the portable turret, it places a real turret at your location and removes the inventory item.

Unfortunately, if the items are added to your inventory in multiples of more than 1, the item is NOT removed from your inventory, and the the turret will not spawn.
If the inventory objects are added one at a time, it works flawlessly.

Go figure... This bug has been plaguing me for a couple of days now.


Not sure if anyone has already mentioned this or if you already know, but "Diernayr" has a bunch of good working portable stuff. He seems to have a pretty good handle at making portable things. Perhaps he can help you with the problem.

He's also got a mod for portable turrets and sandbags that uses the inventory item concept. So far as I know, it works perfectly. I've been using it since he posted it, and it's great. Only problem is (as with every other turret mod) the turrets seem to shoot at everyone.
http://www.fallout3nexus.com/downloads/file.php?id=2791
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Talitha Kukk
 
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Post » Fri Apr 01, 2011 11:45 pm

Only problem is (as with every other turret mod) the turrets seem to shoot at everyone.

Thanks, I can check their work.

My turrets DO NOT shoot at everyone. I have been adding factions to the turret to prevent a lot of innocent deaths, but, its not perfect. I am still testing the turrets against many types of enemies and friends to make sure I have most of them covered.
With my current turrets, I have noticed that when wastelanders go into combat with, lets say Raiders, that the wastelanders get attacked by the turret as well as the raiders. I am hoping I have that problem fixed though. More testing...

I have been dropping the turrets at known raider bases to make sure respawned raiders do not keep popping up and killing the travelling merchants. It seems like by around level 15, the raiders have pretty much killed off all the merchants along their travel paths.

EDIT:
I looked at their work and that is not how I want my turrets to be used. They have specific limit of 4 items each.
With my turrets you can have as many as you build and can carry. And they are automatically placed when you equip them in your inventory. They will face the direction you are facing.
And, they are more friendly to NPC's than other turrets. :hehe:
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Cesar Gomez
 
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Post » Fri Apr 01, 2011 8:23 pm

I looked at their work and that is not how I want my turrets to be used. They have specific limit of 4 items each.
With my turrets you can have as many as you build and can carry. And they are automatically placed when you equip them in your inventory. They will face the direction you are facing.
And, they are more friendly to NPC's than other turrets. :hehe:


I'm not sure with which 4 items your referring to, but if you're referring to the turrets and sandbags in the link I posted, then it's possible to have much more than 4 of each if you use the "additem" code. I've got 8 turrets guarding your LC trailer at this very moment and I've fortified the whole place with over 50 sand bags (nothing's getting in there!).

I'm not sure if you've thought of this, but there is one advantage to using his method of deploying the sandbags (or other things): they can be deployed while you are actually holding the inventory item in mid-air. This means that I was able to use the arching shape of the sandbag barrier to not only build walls, but also a roof (a fortified bunker since they can be held and deployed sideways :P

On another note, the turrets (and other stuff) can't be moved when pushed around, they stay exactly where they are even if it's in mid air, witch is good (this problem was a minor annoyance in your LC trailer mod). I replaced all the turrets in your trailer mod with his turrets cause I found that your kept falling through the platform or was pushed out of place buy the raiders. But I'm sure you've already fixed that part since your turrets are already on friendly terms with NPCs :)

It's a good thing that I can actually build more of your turrets though, that's awesome!
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Trey Johnson
 
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Post » Fri Apr 01, 2011 10:13 pm

Not sure if this will help any but I just noticed something with the IFF on the turrets. They seem to only target NPCs that you come close to and mouse over the NPC with you cursor (including when you interact with them). Otherwise, they don't seem to have a problem with NPCs. This may indicate that as soon as you mouse over them at close range, it triggers the turrets to seem them as hostile.
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Jennifer Munroe
 
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Post » Fri Apr 01, 2011 8:21 pm

Looking good WillieSea! :tops: Can't wait to get my new computer tomorrow so I can get a beta version (if I'm able to) and even begin modding myself. Do you have an estimated release date yet?
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Nomee
 
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Post » Sat Apr 02, 2011 6:58 am

Not sure if this will help any but I just noticed something with the IFF on the turrets. They seem to only target NPCs that you come close to and mouse over the NPC with you cursor (including when you interact with them). Otherwise, they don't seem to have a problem with NPCs. This may indicate that as soon as you mouse over them at close range, it triggers the turrets to seem them as hostile.

I assume you are referring to the turrets from the mod you mentioned above. The description to that mod stated that it only had the player faction on the turrets. I have noticed that the turret 'may' attack anything that is NOT in the player faction. That would include everybody but the player...
This is why I have been diligently working to find a good match of factions to add to the turrets in this mod so that will not happen. At least, not so much. There is some odd behavior, but mostly they are behaved turrets now. If they start to cause trouble, you can pick them up to stop them.

Looking good WillieSea! :tops: Can't wait to get my new computer tomorrow so I can get a beta version (if I'm able to) and even begin modding myself. Do you have an estimated release date yet?

No release date has been set. I don't like putting timelines on my hobbies! :bigsmile:
I will keep you in mind for a beta. I may have a limited beta in a week or two.

EDIT:
Here is a new picture.
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64043.jpg
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Eve Booker
 
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Post » Sat Apr 02, 2011 4:31 am

Wow... I've been lurking this thread since day 1, and I have to say that your work/work ethic is simply unmatched. This is beyond an add on... This is an expansion pack!
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Zosia Cetnar
 
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Post » Sat Apr 02, 2011 5:10 am

WillieSea, are the MonoRails just for show, or do they have a function?
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Elizabeth Falvey
 
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Post » Sat Apr 02, 2011 12:03 am

WillieSea, are the MonoRails just for show, or do they have a function?

Show only. I wanted the pre-war looking world to 'seem' real. Having a train that goes by really gives the world a realistic look and feel. Even if you cannot interact with it.
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CxvIII
 
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Post » Sat Apr 02, 2011 5:20 am

I have added a 'ruined police station' where you will be able to learn about Power Armor usage.
I have a shooting range that when you stand in the range, raider after raider will be spawned for you to shoot at. Loads of fun, especially with the rocket launcher that needs no ammo! LOL! I only have one of the 4 shooting cubes done. I may do a robot and a super mutant range as well as a talon company mercenary. Heh Heh.
The holographic pod terminal allows you to change between the 'Home Town Invasion' program and the 'Ruined Police Station' program. I may think of some more and add them later. I was thinking about a beach or something just for relaxing at.

I really liked the gun cabinet in the game, so I retextured it for the overseers office as well as the holographics houses.
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64044.jpg

I have also been working on cluttering up a few areas and putting in some story line for the three people who were in the vault.
I also had a lot of fun making 'e-mails' for the senators computers. I think they are funny! (if not conspiracy theory true)
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Nikki Morse
 
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