Experimental Vault 64

Post » Sat Apr 02, 2011 5:31 am

Very nice job. :)

M
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NAkeshIa BENNETT
 
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Post » Sat Apr 02, 2011 12:44 am

@Yevic - dont worry about it, its a 'big' list to look through. :)

@Miaximus - Thanks!

UPDATE:
Finally, I have a street light that glows at night. It was a pain and I had to create my own NIF version of the lamp post. But, it works now. Its also scripted to come on at night and go off during the day.
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64040.jpg
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sarah simon-rogaume
 
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Post » Fri Apr 01, 2011 6:52 pm

Wow! Your attention to detail is very impressive! :)
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Da Missz
 
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Post » Fri Apr 01, 2011 7:45 pm

This mod (and its author) never cease to amaze me. :D
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Mike Plumley
 
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Post » Sat Apr 02, 2011 2:50 am

Thank you both!

The details will be 'missed' by most people.
But, since the details are there, I hope that on a sub-conscious level that they are noticed.

The vault will certainly look different than any vanilla game location. A bit more sparkle, a bit more fluff, perhaps more interaction with the environment.
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Emilie Joseph
 
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Post » Fri Apr 01, 2011 2:38 pm

Hi i've noticed that swings in here ( http://i97.photobucket.com/albums/l237/WillieSea/ExpV64039.jpg ) somewhere were really static (solid) i was wondering if you're making everything very accurately to the details maybe you'd be up to make them swing as in HL2.
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~Sylvia~
 
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Post » Fri Apr 01, 2011 3:56 pm

The playground, including the swings, were removed. (there are none in that picture that I am able to see.)
As for movable swings, they would have to be recreated which I do not know how to do. (or want to do) :shrug:

There is a playgound in the garden room (hydroponics). But they have a collision zone inside them and it will not let you through, like in vanilla FO3.
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Wayne W
 
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Post » Fri Apr 01, 2011 9:53 pm

how long have you been working on this willie? any ETA?
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Sebrina Johnstone
 
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Post » Fri Apr 01, 2011 3:18 pm

The vault will certainly look different than any vanilla game location. A bit more sparkle, a bit more fluff, perhaps more interaction with the environment.


Just like Ancient Towers! :)
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Wane Peters
 
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Post » Fri Apr 01, 2011 8:40 pm

how long have you been working on this willie? any ETA?

I started this mod the end of December.

ETA's are for developers who like head aches. I work on the mod when I feel like it, when its fun for me. I have enough pressure from work when I write programs for them to get the same pressure from a hobby. I am not complaining, just saying why there is no ETA. The best I can say is when I feel its done. Could be several more months, or next month. :shrug:

UPDATE:
I will be working on the battle simulator some more. I want to put around 10 spawn locations and then make it random for which spawn point the creatures show up at.
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Crystal Birch
 
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Post » Fri Apr 01, 2011 8:48 pm

well if this is anything like ANY of your other mods it'll be well worth the wait :goodjob:
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Tamara Dost
 
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Post » Fri Apr 01, 2011 11:30 pm

I've been scoping this mod lately and it's come to my attention that building a vault could actually be fun.
No I don't mean going into the real world, digging a giant hole and living in it, I mean the mods for a vault.
Something cool to add would be like a hotel with a lobby, you could take the Tenpenny Tower lobby and
just shrink it up a little bit, that would be pretty cool.

All in all, nice work dude, best WIP mod for Fallout 3.
9.5/10
-RaDiO
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Rach B
 
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Post » Sat Apr 02, 2011 4:15 am

I was thinking, the battle simulation world needed something 'special'.
And as I thought about it, I thought a monorail line would be cool for the 'backdrop' of the battle simulation world.
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64041.jpg

My plan is to have the train zoom along the line every once in a while.
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Strawberry
 
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Post » Sat Apr 02, 2011 2:12 am

Wow, how are you going to achieve that? Nice retexture on the car, by the way.
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saxon
 
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Post » Fri Apr 01, 2011 4:49 pm

Ever think about adding people to the vault? Maybe through a quest? It's just from the pictures, the things huge. Would kind of feel lonely.
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Noely Ulloa
 
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Post » Sat Apr 02, 2011 12:36 am

@FoxtrotZulu - Using a simple script to increment the X position. Its really quite simple. :)

@Expresate - No. This seems to be the most asked question. Some answers I have given: I like it lonely. I dont like having to talk to NPC's. I dont know how to get dialog working. I dont know how to get quests working. There will be plenty of androids and robots, some of them roaming around.
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Lou
 
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Post » Fri Apr 01, 2011 3:41 pm

@FoxtrotZulu - Using a simple script to increment the X position. Its really quite simple. :)

@Expresate - No. This seems to be the most asked question. Some answers I have given: I like it lonely. I dont like having to talk to NPC's. I dont know how to get dialog working. I dont know how to get quests working. There will be plenty of androids and robots, some of them roaming around.


Works for me.
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Christine
 
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Post » Fri Apr 01, 2011 2:32 pm

I now have two trains, one going each way. They are scripted to run at different speeds and have random pause times between each pass.
I will probably script it next to have between 1 to 3 cars go with the engine on each pass. I really like looking up after battling a deathclaw to see the train go by...
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Guinevere Wood
 
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Post » Fri Apr 01, 2011 8:39 pm

for the love of god if you want NPC'sa in a vault people "BRING THEM!" I'm guessign WillSea is making the companion meshes. so BRING YOUR OWN NPCs. use Sharing and Caring or any companion mod
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Cathrine Jack
 
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Post » Sat Apr 02, 2011 1:11 am

Yes, any 'good' companion mod should allow you to 'drop off' your companions in the vault.
There are also mods that allow you to have robot companions. Although I may make a 'simple' robot companion available in this mod.
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Chris Johnston
 
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Post » Sat Apr 02, 2011 3:35 am

Yes, any 'good' companion mod should allow you to 'drop off' your companions in the vault.
There are also mods that allow you to have robot companions. Although I may make a 'simple' robot companion available in this mod.


I'll clear out Megaton before I blow it sky high and bring them all into the vault :D
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Zach Hunter
 
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Post » Fri Apr 01, 2011 7:01 pm

I am sooo looking forward to this mod! It just seems so cool!
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Joanne Crump
 
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Post » Fri Apr 01, 2011 3:38 pm

Oh, Willie you just make everything you touch ooooo so much better.

Buddah
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Celestine Stardust
 
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Post » Sat Apr 02, 2011 1:14 am

Geez, this mod has pretty much everything and the kitchen sink. All it really needs in concept is the ability to start your own surface Vault City.
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Makenna Nomad
 
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Post » Sat Apr 02, 2011 6:38 am

nemetoad that would be a metaphore if it erent for the fact that this mod probably DOES have the kitchen sink
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Josh Trembly
 
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