[WIP]Experimental Vault 64

Post » Tue Aug 18, 2009 7:02 pm

I am new to MODs so I apologize up front if I missed it, but when and where will this MOD be available for download? It sounds fantastic and your reputation procedes you. Thanks for spending your time on somethinglike this.
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Ellie English
 
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Post » Tue Aug 18, 2009 9:37 pm

I am new to MODs so I apologize up front if I missed it, but when and where will this MOD be available for download? It sounds fantastic and your reputation procedes you. Thanks for spending your time on somethinglike this.

This seems to be a popular question, so I updated the main page with this answer.

When will it be released? Short answer is "I don't know". Its a hobby and I will not put a schedule on a hobby. Make this thread a favorite and watch its progress. When the time gets close, you will know.

This will also give you the chance to effect the mod, with your ideas and suggestions.

I also release all my mods on the Nexus. You can click my signature line to see my 'available' mods.
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Brian Newman
 
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Post » Tue Aug 18, 2009 8:16 pm

The mod will be complete, but I will probably have updates. This will be my 'home' vault, and I plan on playing the game for a while, so yeah. If I decide to add, or fix, or change something, there will be a new version available.


Home sweet home indeed... By the look of it this is going to be quite a home!!! ;)

I've learned recently that it is a good thing not to rush a mod. I'm sure that Vault 64 will give us a reason to play through Fallout 3 one more time (at least).

Keep the screenshots coming! ;)
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Colton Idonthavealastna
 
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Post » Tue Aug 18, 2009 10:18 am

Hi WillieSea,

I'm following your thread since I written my Ideas in Part I or II, like about history way, Cloning Lab, etc. In my opinion I think your mod seems to be very good and I know its your mod and your decision what you will do or not. I want to suggest some features that i didnt find in your pics or description. Here i come:
- Library: Not a big library but just a small with about 4 shelfs, some books in it, table, chair, lamp and a showcase to put these skill books in. Some chest beside the table of course to put thing in
- Your Living room seems to be just out of trees and beams. Less beams possible? Stupid that fallout 3 hasnt got some nice waterfalls or water springs. Would look nice i think. Maybe a small pool in the middle of the room?
- Wastepress or compactor. As names describes, you put things in you dont need and its gone. Nothing more ^^
- Biotop Area, Green Area like in Oasis. Without plants humans would not live.
- Maintance Robot,that sort with the brain, that just drives in the vault around and keeps the vault clean

-For my mod i planned, i want to create EVAN, a own working CPU unit for the vault. He greets the player when he enters the vault. He explains function acustic, not text message, from the vault, if the player hits the "help button". I dont mid if you use this idea, I even offer to speak him ^^ (21, male). I got an quest in my head, but in your case it dont make sence, cause you have android npcs .I know they dont have dialogs, but if you need a speeching voice, im here xD


-Would you mind if you release your mod, I put for myself more space, rooms for armor,manniquin, weapon showcases. I thought about space for 20-30 maniquin and about 30-40 showcase. I use FOOK, which adds plenty of guns. Or maybe you got enough space?
- I read you got a sorter robot. Does he sort weapons, ammo, armor ,of course only vanilla things, meds, food, workbench tools?
-How much money got the trader? I know i could easily change it, just a question.

Maybe its too much again to add, maybe not, its your desicion. Hope you will finished soon. These pictures of your vault are really looking nice :)
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Karen anwyn Green
 
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Post » Tue Aug 18, 2009 12:01 pm

Your info-post (post at the beginning that gives info on your mod) says you are still working on the overhead signs. You said you were finished with those. How much of that post is up to date?
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Pete Schmitzer
 
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Post » Tue Aug 18, 2009 8:44 pm

@Just Eddy's questions/comments.

I could put in a 'study' in one of the bigger suites that are available. I have skill books on shelves spread through the vault, nothing in one place.

Living room? I did not know I had one. There is the Living Area where the passages have beams and trees in it that lead to rooms and the cafe.

Waste disposal, that could be done easily. I could turn all the trash cans into waste disposal units instead of the vanilla containers.

I have a Garden Atrium already. It has grass, blue sky and a playground in the center. I was planing on having hydroponics there so you can harvest 'clean' fruits and veggies that are in the game.

I was going to have several 'maintenance' robots roaming around the corridors.

I had planned on having random messages play over the intercom. A welcome message would probably be neat too.

I have a rather large display room that is just off the Materialization unit and master suite.

The 'sorter' robots will remove all vanilla items from your inventory and place them in named (text and graphics) lockers. But only if you turn them 'on' from the settings terminal.

The trader has 10000. But there is a terminal that will clear their inventory (for faster transaction time) and also allow you to give them 5000 more at a key press.

@jm4365 question:
I need to update the first thread. Badly... :embarrass:
The overhead signs are done. I have been working on nav-mesh and some other stuff.
I have been busy having a blog war on MySpace with my family...
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danni Marchant
 
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Post » Tue Aug 18, 2009 11:25 pm

After a little stab at oblivion again (which didn't last long) you should implement the clocks into this (of course futurised) I know you said that was your next project. But a preview in this mod would be nice
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Kristian Perez
 
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Post » Tue Aug 18, 2009 3:24 pm

After a little stab at oblivion again (which didn't last long) you should implement the clocks into this (of course futurised) I know you said that was your next project. But a preview in this mod would be nice

All of my mods always contain a clock, and this mod will be no different. I have pretty much perfected the 'clock' script during development of this mod. I also had to create some 'special' clock hands that did not fly around when hit with gunfire or explosions.
Check out the picture archive and you will find them...
For example, here is the one in the skills training class:
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64024.jpg
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Evaa
 
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Post » Tue Aug 18, 2009 5:00 pm

Nice, always liked the clocks for some reason. Would an NPC only watch work or not as the tenpenny residents need something to make them look richer, and watches are a very rare commodity out in the wastes
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Chelsea Head
 
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Post » Tue Aug 18, 2009 11:30 pm

All of my mods always contain a clock, and this mod will be no different. I have pretty much perfected the 'clock' script during development of this mod. I also had to create some 'special' clock hands that did not fly around when hit with gunfire or explosions.
Check out the picture archive and you will find them...
For example, here is the one in the skills training class:
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64024.jpg


Must....resist urge....to put clocks in my mods! :ahhh:
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Rhi Edwards
 
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Post » Tue Aug 18, 2009 9:55 pm

Must....resist urge....to put clocks in my mods! :ahhh:

Once I release this, you can use the contents of this mod for your own mods.
Until then, I ask nicely that you not use any of its resources from the beta tests. :)
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Juan Cerda
 
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Post » Tue Aug 18, 2009 7:31 am

Once I release this, you can use the contents of this mod for your own mods.
Until then, I ask nicely that you not use any of its resources from the beta tests. :)


I wasn't in the BETA tests, not enough time. :(
I'll probobally wait until after you release your full clock mod before I do my own clocks. (Yes, I know, that wont be any time soon)
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BlackaneseB
 
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Post » Tue Aug 18, 2009 5:18 pm

Once I release this, you can use the contents of this mod for your own mods.
Until then, I ask nicely that you not use any of its resources from the beta tests. :)


Oh, awesome. I'm assuming you still might like credit for it, though?

I kinda have a habit of finding good mods and taking them apart to see how they work. And some of the things you've implemented in this mod are fascinating. Your working clocks make my working TV look like a sub-basic kindergarten science fair project. :\
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Devils Cheek
 
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Post » Tue Aug 18, 2009 1:16 pm

Williesea,
A few weeks ago you said you were going to release a few screenshots of the levels of the vault, are you still working on this.
Also about how many rooms does this place have, because this place sounds massive, any thoughts of putting a holodisk with a full map on it. Or have secret rooms or passageways that will help will movement
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Britney Lopez
 
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Post » Tue Aug 18, 2009 3:42 pm

did the beta already start?
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Kelvin Diaz
 
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Post » Tue Aug 18, 2009 7:56 pm

I hope WillieSea is okay with me posting this... If not I'm sorry but I presumed you won't mind.

Williesea,
A few weeks ago you said you were going to release a few screenshots of the levels of the vault, are you still working on this.
Also about how many rooms does this place have, because this place sounds massive, any thoughts of putting a holodisk with a full map on it. Or have secret rooms or passageways that will help will movement

From what I've seen this mod has around 30-40 easily. It has rooms from quarters (easily 12+), maintainance, recreation, simulation, skill, etc. So basically this isn't a house it's a mini town. :P There are shortcuts between the house however I've only seen a few. No real maps per'se but the local map makes life a lot easier and suffices for one.

did the beta already start?

Yes it did but I presume WillieSea will get more Betas out. Atleast 1 more before final release in my opinion. :)
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Britta Gronkowski
 
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Post » Tue Aug 18, 2009 12:55 pm

Hi,

I was talking about these living rooms http://i97.photobucket.com/albums/l237/WillieSea/ExpV64011.jpg . Maybe you was thinking about an other room.
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Tyler F
 
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Post » Tue Aug 18, 2009 11:20 pm

Mod sounds interesting, Willie...keep it up.
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victoria johnstone
 
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Post » Tue Aug 18, 2009 9:28 pm

Oh, awesome. I'm assuming you still might like credit for it, though?

I kinda have a habit of finding good mods and taking them apart to see how they work. And some of the things you've implemented in this mod are fascinating. Your working clocks make my working TV look like a sub-basic kindergarten science fair project.

Credit is always nice, but what are you going to to?
The clocks are not really that difficult. The TV sounds more complicated. Perhaps we have this opinion because we dont understand how the other person did it...

A few weeks ago you said you were going to release a few screenshots of the levels of the vault, are you still working on this.

You never replied to my question, so I did not create the images. I can do that since your asking.

did the beta already start?

Limited. I have sent it to a person who tested for me before and I trust, plus they have plenty of spare time at the moment. Since its going to be a while before the mod is out, I don't want to see bits of it in other peoples mods. And its so big, you really need a lot of time to go through everything.

I hope WillieSea is okay with me posting this... If not I'm sorry but I presumed you won't mind.

I presume WillieSea will get more Betas out. Atleast 1 more before final release in my opinion. :)

Well, I don't want people getting their noses bent out of shape because I did not release a beta test to them. I only sent it to one person, which you can probably guess who...
There will be plenty of beta's. There is still a lot of work to do.

I was talking about these living rooms http://i97.photobucket.com/albums/l237/WillieSea/ExpV64011.jpg . Maybe you was thinking about an other room.

Those are not living rooms, they are the passages to the rooms in the quarters or living area of the vault. :)

If you think I can trust you (been on the forums with a known name) and you have lots of spare time, let me know and I 'may' send the beta test to you. I really don't like putting out a beta to a lot of people because everybody says the same negative things. And its usually the area I have defined as not finished yet. :shrug:
Positive feedback is nice to go along with the negative. During beta testing, I would like to know what "did" as well as what "did not" work.
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Claire Lynham
 
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Post » Tue Aug 18, 2009 7:18 pm

You cant trust me you dont know me : )

My suggestion is a working pool table. Its always aggrivated me that I cant play pool ever since I seen a pool table, Kicken back and playin with a few raiders for some caps to get by day to day would be pretty sweet.

I dont know the limitations of the G.E.C.K or anything and wouldnt feel stupid at all if you completely shut me down with this idea cause I know nothing of the fallout creating tools lol
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Lillian Cawfield
 
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Post » Tue Aug 18, 2009 8:30 pm

My suggestion is a working pool table. Its always aggrivated me that I cant play pool ever since I seen a pool table, Kicken back and playin with a few raiders for some caps to get by day to day would be pretty sweet.

The havoc (physics) are there for a working pool table, but there is not a good way to allow you to 'hit' the ball, unless you want to use a pistol to shoot the ball. Ha ha haa!
So, there will probably not be a 'working' pool table in my mod.
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Dona BlackHeart
 
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Post » Tue Aug 18, 2009 8:22 pm

Well, i know there are much more important things to do at the moment than the public PA system, but i'm curious about it. Do you already have the soundfiles or what which ones you want to use?

I guess they should be somewhat generic (example:"blah blah report to blah blah immediately", basically announcements you could hear in some other games or movies), unless you have a voice actor that can create specific announcements that include messages about the vault and its areas itself.
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Adriana Lenzo
 
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Post » Tue Aug 18, 2009 10:32 pm

Once I release this, you can use the contents of this mod for your own mods.
Until then, I ask nicely that you not use any of its resources from the beta tests. :)

:bowdown:
most graciously thank you from a humble fan
brass tacks, as to crediting (if this sounds allright)
http://www.gamesas.com/bgsforums/index.php?showtopic=960162&hl=shortcuts
spark of inspiration by Williesea
code to blow $%&* up also by Williesea (so yeah, without this, there'ld be no shortcuts)


You cant trust me you dont know me : )

My suggestion is a working pool table. Its always aggrivated me that I cant play pool ever since I seen a pool table, Kicken back and playin with a few raiders for some caps to get by day to day would be pretty sweet.

I dont know the limitations of the G.E.C.K or anything and wouldnt feel stupid at all if you completely shut me down with this idea cause I know nothing of the fallout creating tools lol

I'm dealing with the inner working of a functional poolgame within FO for cj's http://www.gamesas.com/bgsforums/index.php?showtopic=972827&hl=casino and you are correct to assume that it isn't cut pie. Freakin' math is giving me head aches, grrr.
Anyway :) watch that thread for occasional updates on my slow progress and the nessesary rant for time to time


Acolyte will be sooo glad to put the ^%&* poolgame to bed..
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liz barnes
 
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Post » Tue Aug 18, 2009 10:20 pm

I don't know for sure, but I think you trust me, I have free time, and I would love to beta test this mod. I am good at following/paying attention to instructions and information, so you would not have to worry about me uselessly reporting back information on things you already new, or things that you told me about. I can also test the mod using the popular mods MMM, FOOK, and Enclave Commander, but only if you want me too. Just wanted to let you know I am avalible.
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OTTO
 
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Post » Tue Aug 18, 2009 11:24 pm

Credit is always nice, but what are you going to to?
The clocks are not really that difficult. The TV sounds more complicated. Perhaps we have this opinion because we dont understand how the other person did it...


I don't plan on doing much with the mod itself (As it's awesome enough already), but I noticed you had a few things that I had really been looking for (i.e. An un-rusted Vault 87 Airlock chamber). I would of course give credit if I ever happened to release one of my mods that uses such a thing. Though most of my mods that use other models are just random ones I made for myself.

Also, the TV basically works from an X marker, a radio, and an electrical switch. When you activate the switch, it enables the marker, which in turn enables some lights, glow effects, and TV static sound markers to make it look like it's on. And then the radio turns on to somewhat make it seem like it's operating like a real TV. Your clocks are probably a little more complex, what with the accurately moving hands and all.
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Elizabeth Davis
 
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