Experimental Vault 64

Post » Fri Apr 01, 2011 3:54 pm

I think there are already a few working clocks around.. could save you some work.

Yes, I have made them quite a while ago. Here are a few of them again...
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64029.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64024.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64032.jpg
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Killer McCracken
 
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Post » Sat Apr 02, 2011 3:43 am

That, Echonite, is the problem. The textures for the words on the signs are a mish mash and make it almost impossible to make my own signs.

As I show on this example:
http://i97.photobucket.com/albums/l237/WillieSea/V64Sign.jpg

They may have made it easy for them, but it certainly is not easy on us modders. :banghead:

And they still have to have a new mesh for every single one of those 'texture pieces'.

You thought they would make it easy for us? XD

fun times >.<
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sas
 
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Post » Fri Apr 01, 2011 8:45 pm

If they were going to make it easier for us, they would've provided much more variety in tilesets then what they gave. It annoys me to no end how the Dining room set for the Vaults lacks blank walls that aren't end walls, for example. Or even mid parts! Easy edit, sure, but still annoying >_>

Sounds like the blood decal was better. I was curious on if Bethesda had provided stand-alone signs in any nature when looking. Turns out they did not, at least I did not see any.

In any case, can't wait to see your final product! I think what interests me the most is how you're going to be laying out the Vault and whatnot. Also all these retextures that make items look good as new :X
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Nathan Risch
 
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Post » Fri Apr 01, 2011 7:29 pm

I just started reading these threads. And I'd first like say that this is one of the most amazing mods ever!!!

Unfortunately I stared reading from the first forum, and didn't know that it had already progressed to the thread one.
After reading for about 2hrs straight my eyes were starting to hurt, so I haven't read everything. So if my ideas have already been given by someone else or if it's already too late to make such major changes to the game (I know your in the testing phase already), then don't mind me ... just trying to get in my two cents :)

I had an idea for something you can add to the vault that can either make it seem more realistic and more fun to use (depending on how you look at it), but at the same time can be very easy to change between cheat to realistic settings.

I was thinking that you might incorporate something like the replicator system in Star Trek:
(cause if you can synthesize creatures, and teleport, then this shouldn't be much of a stretch)


==============================
Replace Merchants, Food & Drink Dispensers With Synthesizers That Use Energy Units Instead Of Caps
------------------------------------------------------

It seems kinda odd that there would be merchants in the vault. I mean why are they buying your stuff if your the only one there? And where are they getting all those caps from. And why are they even using caps in the first place (shouldn't they be using pre-war money?) So here's an idea to get around that problem.

- create a variable that keeps track of "energy units" (kinda like currency / caps), that are used to create items.
- each items has a certain energy cost to synthesize or "decompose" depending on their "mass" and complexity. (I'd imagine that you can even use the default numberical cap value for this number, or make everything mult. by 1.73 or something to make it different, just so you don't have to go changing every value in the game).
- energy is stored in large "batteries / storage devices / cells" and can be use to create stuff at a "synthesizer / replicator / assimilation / duplication" terminal.
- items can be "decomposed / dematerialized" and converted back to energy and stored for later use. (even decompose caps, though I don't think they'd give much)


- energy can be obtained in several ways:
- from the reactor in the vault (maybe a certain amount per day, week, month)
- from decomposed stuff like guns, clutter, armor, food ect.
- vault upgrades


==============================
Different Materialization Systems
------------------------------------------------------

- Food Synthesizer
- materializes all the food items (or most common ones)

- Equipment Synthesizer
- materializes weapons and armor (or most common ones)

- Ammo Synthesizer (cause they're complex reactions involved)
- for ammo

- Item Replicator System
- makes a duplicate of anything you give it.
(this is mainly for unique and other stuff that can't be incorporated into the other there synthesizer cause it would clutter up the menu system)
(I'm not sure how exactly the script would work but I'm guessing there must be a command gets the id of an item in a container)

- Dematerializer / Decomposer
- converts any item back into usable energy, that's stored in storage cells
(can also replace the garbage can)


==============================
Vault Upgrades
------------------------------------------------------

When you first find the vault, it's systems are very inefficient due to disrepair / incomplete systems / non-upgraded systems / energy leakage ect. and must be upgraded / repaired. Synthesizers may use 200% of the normal energy usage, reactor may only generate at 25% capacity, dematerialize may only be able to recycle 30% of the item's actual energy value, storage cell may leak a certain amount of energy per day ... ect.

- increase reactor efficiency / capacity (increases energy points generated per time)
- increase power storage / repair leakage (increases energy points that can be stored at any time, excess points will be lost if you are over the capacity)
- solar array (generates extra power according to day / night cycle)

- more efficient replicator / assimilation / duplication terminals that use a bit less energy
- more efficient decomposing / dematerialize unit

each upgrade may require certain quests, items / components, or simply a very large amount of energy to replicate it's add-on facility (an investment). It could also require that you have certain states and perks: eg. 45 repair, 50 energy weapons, solar powered to add a solar array.



As for the realistic settings: all you should need to do is tweak the numbers associated with energy production, storage, and efficiency.



I hope you can incorporate some of these ideas and that it's not too late. Either way, thanx so much for your hard work. I can't wait to get my grubby hands on this!!!
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Stephanie Kemp
 
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Post » Fri Apr 01, 2011 11:23 pm

Q: Replace Merchants, Food & Drink Dispensers With Synthesizers That Use Energy Units Instead Of Caps
A: These are all andriods or terminal dispensers. None of these will be usable until a 'monetary unit' has been programmed into the central mainframe. This monetary unit is taken from your inventory, and the selection is the 'bottle cap'. This makes sense since a monetary unit would change over time.
The power plants in the vaults will be able to provide enough power for everything in the vault, once they are activated. I don't want it to get too complicated, its already complicated enough. :)

Q: Different Materialization Systems
A: There is a food terminal. In 'fun' mode, you can requisition any ammo. I plan to have the overseer terminal requisition special weapons from this mod. -Duplicator sounds neat, not sure if it can be pulled off.

Q: Vault Upgrades
A: There are many things that must be done in the vault already. The three power plants must activated. Water filtration, Materialization unit, Simulation pod. Each power plant must be activated using large conductors found through-out the vault. There are several things that must be done in order to even get into the vault. Its all explained in the first post.

To sum it up, I had thought about an 'energy unit' type of system, but decided it would be a bit different from the way things work in the Fallout Universe. Although it would be a way to clean up the bent tin cans, plates, utentils, burnt books and other assorted junk that never gets picked up.
I will think about this some more and see if it can be incorporated.
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Nana Samboy
 
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Post » Fri Apr 01, 2011 11:37 pm

ask me how pumped for this i am
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Stace
 
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Post » Fri Apr 01, 2011 7:38 pm

Heh, how pumped are you Sepiroth?

Just another cheerleader post WillieSea!

Glad your beta testers are hard at work and kudos to them too. Just wanted to pop in and say the updates look amazing and if you don't move to Bethesda headquarters soon, there is something wrong with them recognizing talent! (but you really don't want to live there, I've been there)


Am holding breath till this is done.

Thanks again.
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Guy Pearce
 
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Post » Fri Apr 01, 2011 7:17 pm

Experimental Vault 64
WIP by WillieSea


Previous thread pt.I: http://www.gamesas.com/bgsforums/index.php?showtopic=934310
Previous thread pt.II: http://www.gamesas.com/bgsforums/index.php?showtopic=943537

This will be a full featured vault north of 'Minefield' at the top of the hill to the West. (East of Paradise Falls)

Answers to questions that have been asked:
-There will 'not' be human NPC's in the vault. There will be useful androids and robots.
-No, there will not be any dialog.
-There will be a 'seperate' downloadable hint file on how to aquire the vault and how to get the place up and running for those who need help.

Complete Features:
-Overall Realism control - Disables anything that may be considered a 'cheat' in the mod
-Karma Display and modification terminal (w/Realism controls)
-Experience Mainframe (w/Realism controls)
-Quest to enter the vault:
--Three boulders must be destroyed using mini-nukes rigged to destroy the boulders, based on your explosives skill
--Fuse to fix the fuse-box so the final entrance door will open
--More to this, but not done. See the section below on work to be done.
-Security terminal to reprogram the turrets through-out the mod to accept you
-Storage rooms for Weapons, ammo, armor, clothing, ingestibles, misc stuff. (w/Realism controls)
--Fun mode: Robot that will automatically take the correct things and place them fully repaired into the individual lockers
--Realism: You manually place items in each locker
--All lockers have been retextured to put the name of the object on the locker front
--Testing will continue to determine if any 'non-one-of-a-kind' items have been missed.
-Barber - Change your hairstyle anytime you want
-Face Lift - Change your facial features anytime you want
-Clinic - For healing and radiation cleansing
-Surgery - Enhance your stats (w/Realism controls)
--Fun mode: Raise your stats up to 10 each
--Realism: Collect Stat chips and use the autodoc to install them to raise your stats up to 10 each
-Merchant - Sell the stuff you find in the wastes
-Mechanic - Repair your equipment
-Themed bedrooms/apartments:
--Tech room - Basic layout and misc stuff added. Bobble head display that 'replicates' all the bobbles you have found without removing them from you
--Love room - Basic layout and most misc stuff added
-Rest/bath rooms - Working toilet where you sit instead of 'drink' from them
-Clocks that give the correct time
-Stealth armor and other weapons with slightly increased stats and durability
-Vending machine replenishment terminal - Fill up the Nuka-cola machine and the Eat 'O 'Tronic food dispenser
-Wall 'yellow' stripe changed to blue in living quarters as well as a brick floor
-Trees and bushes in the large and open living quarters area
-Light switches to turn room lights on and off throughout
-Many items have been retextured to give them a cleaner, unused look
--Garbage can
--Hand dryer
--TP dispenser
--Rest/bath room door
--Overhead signs
--Eat 'O 'Tronic and Nuka Cola machine
--Floor, walls, ceiling retextures and mesh work
-New overhead signs to help you find your way through the vault
-Materialization unit:
--Hand held unit teleports you to the Vault 64 Materialization room
--From there, you can teleport to any location you have dropped 1 of 5 teleport markers at
--You must find the teleport markers that are placed throughout the vault
--You must find the keycard before the unit will work for you
-Power plant startup:
--Find large capacitors that are all over the vault and insert the correct number into a power control box to get it started
-Gun Range:
--Requisition ammo (w/Realism controls)
--Targets give experience based on your range from the target, far and middle range
-Entrance doorway tunnel is dark blue at night, yellow during the day to mimic light levels outside
-All pool balls now exist on the pool tables.
-Terminal to change your in-game Time Scale. Controls how fast time advances in the game. (w/Realism controls)
-Power plant startup: - Units require large conductors found through-out the vault.
--Materialization Unit - Cannot teleport until this power generator is running.
--Cloner Unit - Will not accept clones or create clones until you start the power up. WILL BE REMOVED! in favor of battle simulator world space.
--Water Filtration Unit - No water works until this is functional. After turning on the power, you must find the water chips to start the unit up.

WIP Features:
-Over-haul the current realism controls - To turn on/off different parts of the mod to make it more to your liking
-Quest to enter the vault:
--Note in Vault-Tec HQ sending you to the Capital building to retrieve letter that invited some Senators to the new vault
--Note in Capital building that invites the Senators to the Statesman hotel for a party reception before traveling to the vault
--Briefcase at statesman hotel that has entrance key to vault door and map to its location
--Fuse will be hidden in a hardware store somewhere in the wastes.
-Work bench that looks in your inventory and the storage lockers for the items to create stuff from the schematics
-Themed bedrooms/apartments
--Tech room - partially complete, need to be able to take the robot as a companion
--Have many more to complete. Ideas include Greener/Tree hugger, death and corpses, 50's style
-Projector in entrance meeting room to display my own slides
-PA system with random messages
-Animated wall panel in overseer office
-Spread stat chips 'somehow' through the wasteland
-Display room
-Vault 64 jumpsuits, lab coats
-Close the vendomatic once open
-More happy board message units
-Stat chip display case in overseer office where you can 'order' chips be made and delivered. One per week?
-Posters and paintings for apartments in living quarters
-Need to make a larger pool ball triangle that will fit all the balls inside it
-Three skeleton engineers in the place. Terminals with log entries on their work. Maint Robots can be directed to clean up the bones
-Possible Fabrication unit to duplicate things/objects
--Schematics to make special weapons? Armor?

Currently working on:
-Simulator pod where you can:
--Enter battle with any creature you choose from the menu.
-Workbench to create your own special items.

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.

4. Retexture Robots:
-------------------------------------------
I cannot find anywhere that I can replace the current texture on a robot with my own.
Do I have to edit the Meshes and hardcode the texture path there? I would rather use the 'Texture Set' object so I don't have more meshes to deal with.


Comments welcome.
Please do not bash the mod or argue in this thread. I reserve the right to request posts be removed.
I will also attempt to maintain this first post with updates and Screen shot additions.

Please do not take it personally if you make a suggestion and I do not implement it.
I am making the mod for myself first. If I like your idea I will implement it. If I don't I will try to say why as nicely as I can.


EARLY DEVELOPMENT PICTURES:
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64001.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64002.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64003.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64004.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64005.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64009.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64008.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64007.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64006.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64010.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64012.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64011.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64014.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64013.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64015.jpg

NEWER PICTURES:
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64017.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64016.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ScreenShot114.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64019.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64018.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64020.jpg

RECENT PICTURES:
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64021.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64022.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64024.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64023.jpg

PICTURE UPDATES:
01/18/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64025.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64026.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64027.jpg
01/19/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64028.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64029.jpg
01/21/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64030.jpg
01/23/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64031.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64032.jpg
01/31/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64033.jpg
02/01/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64034.jpg
02/05/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64035.jpg
02/16/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64036.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64037.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64038.jpg
02/22/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64041.jpg



ok so it's a vault without any humans..you have to open it..yet all of a sudden there's going to be some robot in there that'll buy your stuff from you???? and how and why would they do that? The vault opens to the outside and some subroutine kicks in? I like most of what I read but.....c'mon
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Philip Lyon
 
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Post » Fri Apr 01, 2011 10:00 pm

ok so it's a vault without any humans..you have to open it..yet all of a sudden there's going to be some robot in there that'll buy your stuff from you???? and how and why would they do that? The vault opens to the outside and some subroutine kicks in? I like most of what I read but.....c'mon


Really... who cares?
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Cameron Garrod
 
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Post » Fri Apr 01, 2011 6:59 pm

http://i97.photobucket.com/albums/l237/WillieSea/ExpV64022.jpg

If you send me the Meshes and Textures for that object, I'd be glad to make a more detailed mesh for it including a hi-res normal map for extra detail. Send me a PM if you're interested.

I might also do that marker unit.
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NO suckers In Here
 
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Post » Sat Apr 02, 2011 2:20 am

Suron: obviously you don't know WillieSeas mods.

If you have Oblivion I would like you to download his ancient towers mods and see if your jaw doesn't drop. This is on the level of that mod.


edited to post members name I was replying to, also please learn how to just "snip your posts".
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Laura Richards
 
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Post » Fri Apr 01, 2011 6:33 pm

dude looks flippen awsome
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Nick Pryce
 
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Post » Sat Apr 02, 2011 4:27 am

Thank you 'cheerleaders'! Its a lot of work... Been playing the game more trying to get enthused again. And I need to do that NavMesh tutorial. I make interior navmeshes with no errors. As soon as I make an exterior one in my new world space, BAM! Errors all over the place about the stupid navmeshes. They do not seem to work too well in exterior locations. The only way I can fix the errors is to delete all the navmeshes. :banghead:

ok so it's a vault without any humans..you have to open it..yet all of a sudden there's going to be some robot in there that'll buy your stuff from you???? and how and why would they do that? The vault opens to the outside and some subroutine kicks in? I like most of what I read but.....c'mon

No, its not "all of a sudden" there are androids in the place. Obviously this was the setup for an experiement like all the vaults in the Fallout series. I would hope you at least understand that history before you bash this or other mods that are made for the game. Otherwise, your opinion does not count for much.
In this mod, you also cannot use the merchant androids or terminals until you SET a currency rate that will be used by the vault. You program this at the central computer station, after inserting the new monetary unit, which happens to be a 'cap'. Since all merchant menus are HARDCODED to use caps as the monetary unit, this has to be done in the mod as well, no matter how far fetched you FEEL that is. This was the best solution to overcomming the "Why are they using caps in an ancient vault?" questions people would have. There is nothing that can be done otherwise since I cannot change the game engine.
There were three humans in the place at the time the war started. (The terminals will contain stories about them, sometime humorous.) The entrance then had a rock slide covering the entrance from the first bombs that dropped. So, nobody else made it into the vault. The Androids and robots were to take care of the day to day tasks to allow the Engineers more time to 'create'. It was an experiment to see how nerdy engineers would survive being locked up with their own for a long time. There would have been few females in their ranks as well.

http://i97.photobucket.com/albums/l237/WillieSea/ExpV64022.jpg

If you send me the Meshes and Textures for that object, I'd be glad to make a more detailed mesh for it including a hi-res normal map for extra detail. Send me a PM if you're interested.
I might also do that marker unit.

The mesh I used is the chess board. I simply put a new texture over the chess board. If you want that texture, I can make it available. Thanks for the offer of help here!
The marker unit is the ground mesh for the vault armor (?) that I streched and smashed into its current shape. Any object would work, I just needed somthing that I could drop and looked decent. The 'motion sensor' object would probably have been better, made bigger of course! Anything that looks good would work though, as long as it acts like a droppable object.
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Quick draw II
 
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Post » Sat Apr 02, 2011 6:30 am

That guy didnt justify a response willie. Anyone whos post fills up my 24" monitor is really smart or a total idiot. Im thinking the latter.

BTW this keeps looking better and better :P
Will you be using the tunnel in the Overseer's office?
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Rachel Briere
 
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Post » Sat Apr 02, 2011 12:11 am

Will you be using the tunnel in the Overseer's office?

Oh, yes, it is used. Its the only way down to the Simulator Pods. (to the battle world)
I also added a flashing light when the tunnel is open, something I expected to be in the vanilla game. The Control panel wall will also have a slight 'animation' on it as well. From the Overseer computer, you will be able to 'order' stuff to be made.

I responded to the other post because many people have had similar questions, so I felt it was time to explain that part of the mod again. I can't expect people to read through all the posts to know about the 'monetary unit' part.
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Alkira rose Nankivell
 
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Post » Fri Apr 01, 2011 5:18 pm

That would be cool. I like how you use every single inch of the place to your advantage. I especially like how you are using the tunnel to lead to the simulation pods, and I think it is extrodinarily smart to use the simulation pods to do the training. Every thing you do makes so much sense.
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Rudy Paint fingers
 
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Post » Sat Apr 02, 2011 2:02 am

Add Protectrons roaming the halls; some of our favorite Vault Dwellers wandering around (Amata, Gary 1, Fawkes (or Micky if you already have Fawkes), and an Insane Survivor).
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A Lo RIkIton'ton
 
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Post » Sat Apr 02, 2011 12:49 am

i agree with testee. maybe some people from previous fallouts. just for the memories
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Scared humanity
 
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Post » Sat Apr 02, 2011 5:50 am

i agree with testee. maybe some people from previous fallouts. just for the memories
Like the Cafe of Broken Dreams.
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krystal sowten
 
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Post » Fri Apr 01, 2011 3:32 pm

i agree with testee. maybe some people from previous fallouts. just for the memories


Willie doesn't want to do dialog, and without dialog, people from the previous Fallouts (ala the Cafe of Broken Dreams perhaps?) won't be all that interesting.
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Charlotte Henderson
 
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Post » Fri Apr 01, 2011 2:45 pm

It would be interesting to see how close vanilla parts in Fallout 3 can come to making them, though, much like the Vault 13 mod was doing.
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amhain
 
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Post » Fri Apr 01, 2011 6:38 pm

I have decided to put a cap on what I am 'adding' to the mod. If I keep adding stuff from what I have planned, it will never ever be realeased as it will never be done.

There will be robots wandering around. They are cleaning and doing general maintenance, something the 'engineers' would never want to do.
As for insane survivors, there will not be any. Three males would not have had much opportunity to create survivors.
These engineers did come up with some pretty cool stuff though. My favorite is the missle launcher that 'creates' its own ammo at the click of the fire button. You only need carry one missle with you to use it. But you will have to get past the keypad lock first, its a seven digit code with no clues as to what it is.
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Paul Rice
 
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Post » Sat Apr 02, 2011 2:38 am

But you will have to get past the keypad lock first, its a seven digit code with no clues as to what it is.



Oh i love that, it will take me hours to figure it out. No spoilers in the release thread right? :hehe:

bounces in chair! can't wait. :D
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sally R
 
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Post » Sat Apr 02, 2011 5:55 am

Oh i love that, it will take me hours to figure it out. No spoilers in the release thread right? :hehe:

bounces in chair! can't wait. :D

There are clues, but not of the actual numbers. I will not say more so I don't ruin the puzzle for you. :whistle:
The hint file will have the solution for those that just cant figure it out.
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Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Sat Apr 02, 2011 3:58 am

Damn man, I just looked at your other mods from oblivion, and I was just speechless.

I mean, I personally prefer mods of smaller bases/homes, that fit everything into a very neat functional area so I can do everything within a few steps of where I am (I don't like running around much, unless I'm exploring), but even so, your stuff make my eyes pop out.

Your like a one-man development team. It's too bad you're not working for Bethesda, doing their level designs. That'd be sweet ;D
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Robert Bindley
 
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Joined: Fri Aug 03, 2007 5:31 pm

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