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)
Gaining Access to the Vault Dont read if you dont want clues.
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.
Getting the Water Filtration Plant running. Dont read if you dont want clues.
Until this is done, none of the water fountains or sinks will work.
1. Find enough large capacitors to start up the power plant in the reactor room for the filtration system.
2. Find the water chips hidden in the vault.
3. In the filtration room use the terminals to
a. Open the chip holders using the terminal.
b. Insert the chips in the open holders.
c. Close the holders using the terminals.
4. Once all the chips are replaced, start up the filtration plant using the terminal.
Now, all the water fountains and sinks will work.
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:
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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:
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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
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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
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01/19/2009
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01/21/2009
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01/23/2009
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01/31/2009
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02/01/2009
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02/05/2009
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02/16/2009
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02/22/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64041.jpg
03/05/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64042.jpg
03/13/2009
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03/16/2009
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http://i97.photobucket.com/albums/l237/WillieSea/ExpV64045.jpg
03/23/2009
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03/29/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64049.jpg