Experimental Vault 64

Post » Sat Apr 02, 2011 5:58 am

williesea, have you fixed the retextured robots problem,
because the foundation mod, created by Giskard has retextured robots and armor, maybe you should PM him.

also on the first page of the mod, you have your list of all things needed to be done, are the ones in red dashes not finished, because you only have 5 left, first of all good for you, and second, do you just put those red lines every time you start to work on something
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Stryke Force
 
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Post » Fri Apr 01, 2011 6:44 pm

have you fixed the retextured robots problem?
also on the first page of the mod, you have your list of all things needed to be done, are the ones in red dashes not finished?

Retextured robots require a new mesh and new textures placed in the 'creatures' folder. This is messy and clutters up the data folder. I had hoped I could keep all my re-textures in my \data\textures\WillieSea\Vault64\ folder so its easy to install and easy to uninstall. I may not retexture the robots since this is the case. I like my mods clean and orderly, which most modders seem to spread their assests all over the place, unfortunatly.

The red dashes were 'new' items I added to the list. I really, really need to update that page. I have added so much new stuff and changed some of the stuff I am working on... Oh well. I have so many different things to work on that Its tough to say what I am currently working on.
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DarkGypsy
 
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Post » Fri Apr 01, 2011 7:58 pm

SUGGESTION TIME

I am looking for a third type of creature for the shooting range in the simulated ruined police station.

Currently I have this:
Slot A - Random Raiders
Slot B - YOUR SUGGETION FOR THIS SLOT!
Slot C - Random Robots, type influenced by your current level.
Slot D - Random Super Mutants, type influenced by your current level.

Slot B needs your input. Should I make this slot for Ghouls, animals, Talon mercenaries, what?

HISTORY:
This is for the simulation, so it does not need to be 'realistic'.
The range looks like this:
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64045.jpg
When you stand in the cubical, the 'targets' start appearing, one at a time. When one dies, and you are still in the cubicle, another appears. The corpses also fade away and vanish.
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Jack
 
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Post » Sat Apr 02, 2011 12:49 am

Deathclaws (Creatures since I'm not sure what kind of animal could morph into that...Maybe Rosie O'Donell)
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Matt Fletcher
 
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Post » Fri Apr 01, 2011 4:05 pm

is there a limit, then if not, a large number of wild dogs, or mole rats, one shot kill, but a lot of them

or enclave soldiers,
and if you can, random airstrikes from vertibirds that you have to dodge. :evil:
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Gaelle Courant
 
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Post » Fri Apr 01, 2011 6:16 pm

I'm gonna say random creatures or something.
Giant radscorpians, dogs, mole rats, ants, fire ants, ant queens, etc.

CS K
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Kevin S
 
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Post » Sat Apr 02, 2011 6:50 am

I would have to say an Enclave soldier. It would be good adding a tough, Power-Armored target in there. If you wanted an easier, than I would sugggest gouls. Or, you could use that Enclave Commander Mod I was talking about, capture people, then use them as targets.
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Alycia Leann grace
 
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Post » Sat Apr 02, 2011 4:15 am

If you're afraid of cluttering the data folder (which I admit has slowed down my game to the point where I've had to re-install twice now), you should pack all the neccesary files in a Bethesda Archive (.BSA) with FOMM.
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Clea Jamerson
 
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Post » Sat Apr 02, 2011 2:41 am

For the shooting range? I'd go with....hm, Mirelurks I guess. Good for target shooting since only their faces are really a weak point.
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Nicole M
 
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Post » Fri Apr 01, 2011 5:17 pm

Hmm, quite a few suggestions...

The area is small, room size. So no large creatures, no vertibird strikes, sorry. The picture I included in the queston shows the area the 'single' creature at a time will appear from.
And melee creatures probably would not be a good choice since they would not be able to attack you as there is no way they would be able to do anything other than stand there and get shot at. The target practice room door is locked from your side, and the navmesh does not allow them to 'jump' the counter.

Perhaps an Enclave Soldier with energy weapons?

@FoxtrotZulu - All of my 'clutter' is contained in my \WillieSea\Vault64\ folder path in the textures and meshes folder. I do not spread my files all over the place, I contain them in one place.
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Sarah Evason
 
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Post » Fri Apr 01, 2011 4:10 pm

If you have the time, it would be great to add another mode to the simulation. If you placed the player in a large circular arena, with nothing but a pistol, and wave after wave of 1-shot-kill creatures attacking it would be great. It'd be similar to 'Nazi Zombies' from COD5 or the 'Horde' mode from GOW2. I don't think it would be too much work, and it would add a more interesting player experience for the sim. You could add a script that teleported the player out if their health got below 10% or something. You could use feral ghouls as the zombies. Also a kill-count would be nice at the end.

I know you have an absurd amount of work still on your plate and have already completed an even more massive amount of work, but this is one feature that I think would be nice...
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Kirsty Collins
 
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Post » Fri Apr 01, 2011 2:30 pm

Oooh, I like that idea. Zombie Simulation. Awsome. I don't think I would like only being able to use the pistol; I wonder if you could do the thing where you could use money gained from killing the zombies and use it to buy new weapons.
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Batricia Alele
 
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Post » Sat Apr 02, 2011 4:26 am

The arena simulation sounds like fun. Heh, I already have the entire floor layout complete, the lighting complete, and the nav-meshes complete as well as the entrance, exit from the simulation.

I think I will leave it that the ferrel ghouls are normal, and you use what-ever weapon you bring with you. Or, you can pick up one of the 'non-ammo' using weapons in the room. They will start out slowly, then more and more in greater numbers start showing up.
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louise tagg
 
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Post » Fri Apr 01, 2011 3:46 pm

I LOVE this idea ... in fact if I could bottle this up and turn it into a drink, I'd become an addict so fast you wouldnt be able to say WillieSea
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Bethany Short
 
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Post » Sat Apr 02, 2011 2:00 am

Wow, is it ever posible to think of an idea that WillieSea has't already thought of?
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Undisclosed Desires
 
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Post » Fri Apr 01, 2011 4:54 pm

Wow, is it ever posible to think of an idea that WillieSea has't already thought of?

It wasnt my idea, I just implemented it in the way I wanted it... :)
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helliehexx
 
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Post » Fri Apr 01, 2011 9:20 pm

http://i97.photobucket.com/albums/l237/WillieSea/ExpV64048.jpg

In the above new picture, I placed the 'obvious' laser trap down. Hmmmm...

And the terminal that allows you to open or close the detention cell doors. This shows a few are open, so they show that you can close them. And some are closed so you can open them.

The last is my attempt at making an LOD for my beach simulation. I have no idea where the sky trees came from. Really... And the water mesh is half gone too. You can swim in the 'air'. sigh!
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Janeth Valenzuela Castelo
 
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Post » Sat Apr 02, 2011 6:25 am

If You want the beach to look like a comfortable simulation the sky should probably be closer to the color it is he Operation Anchorage... at least that is my opinion.

I can't wait till you release this vault it looks so cool! :bowdown:
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Jade
 
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Post » Sat Apr 02, 2011 2:57 am

The last is my attempt at making an LOD for my beach simulation. I have no idea where the sky trees came from. Really... And the water mesh is half gone too. You can swim in the 'air'. sigh!


I have to wonder if this is a GECK issue... The PITT has the same problem... Floating trees and missing water...

And like others, can't wait to see the end result of things. :)

Mynex
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An Lor
 
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Post » Fri Apr 01, 2011 6:47 pm

I think I will not use LOD, and I will get rid of the water. I don't want to, but I see no other solution.
Yeah, the sky needs to be blue. I will look into that...

UPDATE: The ghoul arena is a blast, literally. I have limited the max number of ghouls spawned to 10. Perhaps I will increase that to 15. I am not sure of the FPS hit slower computers would experience with that many. And you cannot leave until you have destroyed ALL of the spawned critters. The switch near the exit will turn on or off the spawning of new ghouls.

The ruined police station is almost complete. I just need to put some 'unlimited' weapons in there. There is also a terminal here that will train you in power armor. I am thinking about moving it to the sand world. And make the sand world a timed obstacle course.
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Yung Prince
 
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Post » Fri Apr 01, 2011 10:02 pm

This seems a great mod, but I do think you've taken it a bit far with the arena and simulaton and everything. Should've just stuck with the Vault, in my opinion.
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jason worrell
 
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Post » Sat Apr 02, 2011 3:52 am

i had it with anchorage 2
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Laura Mclean
 
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Post » Fri Apr 01, 2011 7:04 pm

if i could make a sugesstion williesea,
release the vault and maybe one simulation,
then release an extras pack, with the other simulations

also, just thinking here, maybe make the vault a death room completly, like you accidently left the door open and the reactor's went critical, so you have 3 minutes to get to the reactor and the turret control before you die
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carla
 
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Post » Fri Apr 01, 2011 8:09 pm

This seems a great mod, but I do think you've taken it a bit far with the arena and simulaton and everything. Should've just stuck with the Vault, in my opinion.

Thats not my opinion.
There are plenty of plain old vault mods out there if thats more your style.
My player bases are always 'over the top'.

i had it with anchorage 2

I have no idea what this is supposed to mean. :shrug:

if i could make a sugesstion williesea,
release the vault and maybe one simulation,
then release an extras pack, with the other simulations

also, just thinking here, maybe make the vault a death room completly, like you accidently left the door open and the reactor's went critical, so you have 3 minutes to get to the reactor and the turret control before you die

I will realease it when I feel its ready. I will not release an inferior vault when I have put so much work into it. I am actually having more fun in the vault then in the wasteland, and that is what I am trying for. Its not 'just a vault' that I want, I want a place to go for a while to escape the wasteland...

I have already added plenty of 'deadlyness' to the entrance to the vault. Much of which I have not discussed in the thread. No reason to ruin all the surprises! :)

UPDATE:
I have figured out a few more of the scripting issues I was having. I am animating the overseer wall that has the wall sized control display panel on it now. I like the effect as it makes the place seem active, alive, instead of static and dead.
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Katharine Newton
 
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Post » Sat Apr 02, 2011 6:34 am

Maybe you can add a snowy environment for the simulation. I personally liked the environment in Anchorage and fighting muties and ghouls in a snowy environment just seems cool.

Maybe even a Tropical Island!

Oh wait I think you already are using those ideas..Well if you are then, awesome!
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Brιonα Renae
 
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