Experimental Vault 64

Post » Fri Apr 01, 2011 7:28 pm

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)



The shooting range sounds awesome, perhaps you could rig it to have a terminal right there so you can select different spawns or multiple amounts of them. Will they be worth XP or will there be a no xp option?

The programs also sound pretty cool, perhaps after you have finished vault 64 you could come up with an addition to it(since it would probable take forever) to make a holo area filled with multiple different programs, like a library filled with skill books and the like, a bar ( with holo companions ) or even an armory (kind of like in the matrix),or an arena for melee stuff, you could do multiple themes and setups, there are many options at your disposal.

I think the gun cases look pretty nice too.
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Sat Apr 02, 2011 3:16 am

The shooting range sounds awesome, perhaps you could rig it to have a terminal right there so you can select different spawns or multiple amounts of them. Will they be worth XP or will there be a no xp option?
The programs also sound pretty cool, perhaps after you have finished vault 64 you could come up with an addition to it(since it would probable take forever) to make a holo area filled with multiple different programs, like a library filled with skill books and the like, a bar ( with holo companions ) or even an armory (kind of like in the matrix),or an arena for melee stuff, you could do multiple themes and setups, there are many options at your disposal.

The shooting range will have specific creatures only, no terminals to slow the action down. As long as you are in the cube, they will respawn endlessly. The corpses will vanish so they don't pile up.

The Home Town Invasion program will have a terminal for selecting what you want to fight. It will also have games, I hope. Invasion games. :)
User avatar
Darrell Fawcett
 
Posts: 3336
Joined: Tue May 22, 2007 12:16 am

Post » Sat Apr 02, 2011 3:14 am

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


That cabinet looks really good!
How do you do it?
User avatar
Izzy Coleman
 
Posts: 3336
Joined: Tue Jun 20, 2006 3:34 am

Post » Fri Apr 01, 2011 6:50 pm

Keep up the Epic work!

Just remember to take your time, sometimes modders release it too early because people complain "RELEASE IT OR I'LL DIE OF NO-MOD CANCER!". Bah, that ends up making the mod svck. The story and what you get to do looks awesome.Bblowing up boulders YEAH!

Once again, keep up the work, take your time, and I am very excited about this mod, I could make ALOT of well rounded characters based on this Vault.
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Sat Apr 02, 2011 2:33 am

this is unbelievable! I was happy with your levelers trailer.
I think you have ALMOST undone ancient towers.
I say almost because I just reloaded Oblivion. I got a bit tired of the fallout grey stuff.
But will download this, the minute its done and will happily rate it,

"your cheerleader"

Cherie
User avatar
chirsty aggas
 
Posts: 3396
Joined: Wed Oct 04, 2006 9:23 am

Post » Fri Apr 01, 2011 4:31 pm

That cabinet looks really good! How do you do it?

The cabinet only took about 30 minutes. It was easy. The Gun case took closer to an hour. I was learning, and getting the glass to the right level of transparency took several iterations of texture tests.

Just remember to take your time, sometimes modders release it too early because people complain "RELEASE IT OR I'LL DIE OF NO-MOD CANCER!". Bah, that ends up making the mod svck. The story and what you get to do looks awesome.Bblowing up boulders YEAH!

Its my hobby, so I tell people I will not put a time line on my hobbies. When I feel its done 'enough', then I will release it and not a day sooner. I think I like the interaction with the vault more than anything. And blowing up the boulders is great! I love doing that over and over again.

this is unbelievable! I was happy with your levelers trailer. I think you have ALMOST undone ancient towers.
"your cheerleader"

The Levelers Trailer was a test bed for scripting in FO3. And it got me familiar with the way things work since they changed a bit from Oblivion and Morrowind before that. Its an okay mod which does its intended purpose very well. Its very compact!
Vault 64 is a 'bit' more expansive. I now have a beach that you can go to from the simulator pod. I will have to look into LOD since that is causing me some problems with the ocean. And placing waters... Why did they make putting water in a cell so difficult?!!
User avatar
Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Sat Apr 02, 2011 5:54 am

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.


williesea, i thought that you said there would be no people, are you refering to the scientist's bones that you find, or some early senators

also, you say that you are going to have a robotic compainion, if this is still a possibility, how about this, have the companion, but make him transferable to
different types of robots, (fast mr gutsy, powerful sentries, strong protectatrons,) then when you come back to the vault, transfer him back to the mainframe, and at any terminal or station, you can talk with him and give hime items,
just a suggestion
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Fri Apr 01, 2011 4:10 pm

The three people that were in the vault have been there for 202 years. Not likely to still be alive, unfortunately.
What I was referring to are the notes and messages left on the terminals. It will just be some history about them and perhaps some of the things they did.

I have not really looked into the robot companion yet. So, anythings a possibility now. Although, I am probably going to stick with the one robot type.
If you get the robot destroyed, then you have the option of creating a new one in the manufacturing area.
User avatar
cassy
 
Posts: 3368
Joined: Mon Mar 05, 2007 12:57 am

Post » Fri Apr 01, 2011 4:27 pm

Hooray! I have finally solved a few of the problems that were facing me.

1. http://i97.photobucket.com/albums/l237/WillieSea/ExpV64046.jpg
I simply removed the normal map from the signs and they look great now!
As for the slide show, I used nifskope to attach the image since you cant do that from the GECK using texture sets.
Whew!

2. http://i97.photobucket.com/albums/l237/WillieSea/ExpV64045.jpg
The shooting range in the ruined police station simulation allows you to take aim at differernt types of enemies. They spawn down-range when you stand in the spawn area.
The Stealth power armor is black, and it comes with a 50% stealth field. The helmet allows you to choose different levels of night eye, or none.
The houses and cars in the Home Town Invasion simulation are all painted different colors.

3. I am pretty happy with the portable turrets. The factions I have on them are probably as good as I will get it so they only attack enemies. But, that does not necessarily mean 'your' enemies, but enemies to the turrets.
User avatar
Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm

Post » Sat Apr 02, 2011 6:15 am

Looking good Willie, looking forward to this.
User avatar
Tiff Clark
 
Posts: 3297
Joined: Wed Aug 09, 2006 2:23 am

Post » Fri Apr 01, 2011 3:22 pm

Have you fixed the problem with unloading the turrets?
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Fri Apr 01, 2011 9:18 pm

Have you fixed the problem with unloading the turrets?

unloading?

Any problems I had with the turrets have finally been fixed, or a solution found.
When the turret ground object is added one at a time, it works fine. When you attempt to add the ground object in groups of more than one, they stop working.
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Fri Apr 01, 2011 10:30 pm

Hey WillieSea just a quick question. What is there left to do? (What are you still working on?)
User avatar
Thema
 
Posts: 3461
Joined: Thu Sep 21, 2006 2:36 am

Post » Fri Apr 01, 2011 6:28 pm

Wow, what a vault! Seems kinf of lonely, though. What if you could recruit people to live and work in it, like 'The Settler' mod?
User avatar
.X chantelle .x Smith
 
Posts: 3399
Joined: Thu Jun 15, 2006 6:25 pm

Post » Fri Apr 01, 2011 5:00 pm

Wow, what a vault! Seems kinf of lonely, though. What if you could recruit people to live and work in it, like 'The Settler' mod?


There are androids.
User avatar
matt white
 
Posts: 3444
Joined: Fri Jul 27, 2007 2:43 pm

Post » Fri Apr 01, 2011 5:35 pm

Hey WillieSea just a quick question. What is there left to do? (What are you still working on?)

I 'try' to keep the first post on this thread updated with whats left to do and what is done. There is still a lot that needs to be done thats not on the list though. The list is for major stuff, not all the cluttering and minor stuff I am adding.

Wow, what a vault! Seems kinf of lonely, though. What if you could recruit people to live and work in it, like 'The Settler' mod?

You can dump off companions in the vault from any of the companion mods out there. I detest having to work with NPC's or dialog for them, so, they will be lacking from this vault.
Like what MelancholyGamer said, there will be andriods and robots.
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Sat Apr 02, 2011 4:01 am

Good to see you got that slide show working. :)
Is it fully functional at this point?
User avatar
K J S
 
Posts: 3326
Joined: Thu Apr 05, 2007 11:50 am

Post » Fri Apr 01, 2011 2:29 pm

Good to see you got that slide show working. :)
Is it fully functional at this point?

I currently have it just cycle through the vault-tec logo and the V64 welcome screen.

It will eventually play a show. Perhaps...
User avatar
Ashley Tamen
 
Posts: 3477
Joined: Sun Apr 08, 2007 6:17 am

Post » Fri Apr 01, 2011 6:06 pm

awesome!!!!
User avatar
xxLindsAffec
 
Posts: 3604
Joined: Sun Jan 14, 2007 10:39 pm

Post » Fri Apr 01, 2011 9:40 pm

WillieSea, I just came up with the a fantastic idea and I would love to share it with you. I am currently using the Enclave Commander Mod, and there is an option that you can choose to take prisoners. There currently is not much you can do with the prisoners though, but you can make them follow you after you imprison them. I was wondering if you could create an entire wing deticated to imprisoning, well, prisoners. You could call it the "Detention Center," and you could make individual cells and use miniture versions of the plasma gates the Enclave use to block off parts of D.C. Then, could you make a switch that controls the mini-plasma gates on the individual cells. So, you could use the mod to imprison some people (talon company, raiders, civilians, ect.) and get them to follow you into the vault, go to the detention center, then unlock one of the gates, pop 'em into the cell, and activate the gate. I hope you like it!
User avatar
KU Fint
 
Posts: 3402
Joined: Mon Dec 04, 2006 4:00 pm

Post » Fri Apr 01, 2011 4:22 pm

I have a detention cell in the security room with four bunk beds. Perhaps a higher security detention center?
Easily done. In fact, its already built! LOL

Now I just need to set up a terminal to allow you to open or close the individual cell doors. I will get a picture of it up today.
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Fri Apr 01, 2011 6:19 pm

Wait, I'm confused. Do you have a detention cell with with only four rooms or a high security detention center. Oh well, I will look out for the picture. Thx.
User avatar
Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Fri Apr 01, 2011 6:40 pm

I have a security room, just like in vault 101. There is a big detention cell behind it. One room.

I am building detention cells that use the bars for doors. I even have the 'box' with a fire hose nearby.
User avatar
Baby K(:
 
Posts: 3395
Joined: Thu Nov 09, 2006 9:07 pm

Post » Fri Apr 01, 2011 4:55 pm

Here is a picture of the new detention center, a place to lock up companions or slaves.
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64047.jpg
User avatar
Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Fri Apr 01, 2011 8:51 pm

nice that'll co me in handty for my cannible charactre. keep it up Will i'll be looking forward to this
User avatar
Nuno Castro
 
Posts: 3414
Joined: Sat Oct 13, 2007 1:40 am

PreviousNext

Return to Fallout 3