[WIP]Experimental Vault 64

Post » Tue Aug 18, 2009 9:54 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
Previous thread pt.III: http://www.gamesas.com/bgsforums/index.php?showtopic=957341&st=0#entry13827682


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

QUEST: Gaining Access to the Vault Dont read the following paragraph 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, there will be terminal's 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 entance door. 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 using a stealth boy (or blow up your defense turrets) and reporgram the turret control terminal. There is a password 'note' for the turret control 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 missing. A note will guide you to the only remaining fuse and give you the password to the safe its hidden in. You trek off into the town below to find the 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.

QUEST: Getting the Water Filtration Plant running. Dont read the following paragraph 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. You will need 4 of them. LOL!
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 any human NPC's in the vault. There will be useful androids and robots.
-There will be no dialog. All interaction will be through menu's with the andriods and robots.
-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.
-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.

Completed Features:
-Realism controls - Disable or enable different aspects of the mod to your liking.
-Karma Display and modification terminal.
-Experience gaining mainframe.
-Quest to enter the vault. See long description above.
-Security terminal to reprogram the turrets through-out the vault to accept you.
-Storage rooms for Weapons, ammo, armor, clothing, ingestibles, misc stuff.
--Robots can automatically take the stuff from your inventory and place it in the correct storage lockers.
--All lockers have been retextured to put the name of the object on the locker front.
-Barber shop - Change your hairstyle anytime you want.
-Mechanic shop - Repair your items or build your own on the schematics table.
-General shop - Buy and sell your stuff.
-Plastic surgery - Change your facial features anytime you want.
-Clinic - For healing and radiation cleansing.
-Surgery - Enhance your stats with the S.P.E.C.I.A.L. chips you can have made.
-Themed bedrooms/apartments:
--Tech room - Bobble head display that 'replicates' all the bobbles you have found. Robot companion (needs work). Weapon Safe with keylock.
--Love room - Room for romance with heart bed, couches and dim lights.
-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 from storage.
-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. Also have lamps that are activatable.
-Many items have been retextured to give them a cleaner, unused look.
-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 from storage.
--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.
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.
-Animated wall panel in overseer office

WIP Features:
-Over-haul the current realism controls - To turn on/off different parts of the mod to make it more to your liking
-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
-Display room
-Vault 64 jumpsuits, lab coats
-Close the vendomatic once open
-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
Schematics to make special weapons? Armor?

Currently working on:
-Overhead signs
-Home Town simulation
-Obstacle course simulation


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/ExpV64010.jpg
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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
OLDER 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

RECENT 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

PICTURE UPDATES:
03/05/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64042.jpg
03/13/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64043.jpg
03/16/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64046.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64045.jpg
03/23/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64048.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64047.jpg
03/29/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64049.jpg
03/30/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64050.jpg
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64051.jpg
04/04/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64052.jpg
04/08/2009
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64053.jpg
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Tue Aug 18, 2009 11:07 am

Sorry, Willie - but you no longer have my support for this mod.
Whilst it was decent to start off, I think you've just added to much for my liking.
When I entered your first WIP thread, I looked at the screens and saw an awesome Vault with a cool, realistic quest.
And now you have, a "Karma Detector", "Ruined Police Station Simulation", "Feral Ghoul Arena", "Home Town Simulation", "Graveyard", "Red Menace Game" and more?
Anyway, as I said, it's just personal preference of mind. I'll give you my short, clean opinion:

I think you should have left it as a presidential Vault.
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Nadia Nad
 
Posts: 3391
Joined: Thu Aug 31, 2006 3:17 pm

Post » Tue Aug 18, 2009 7:20 am

Sorry to hear that FoxtrotZulu. Its my mod and I am making it to my liking, not yours. Good luck in your search for less detailed vaults, there are plenty of them out there. I really dont' need to know that you don't like the vault, just read it and pass it by quietly.

Now, for the updates.
New item in the security room...
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64049.jpg

I also have the S.P.E.C.I.A.L. chip manufacture done. The chips appear in a glass display case in the Overseer room when they have been built. The overseer terminal allows you to choose a chip to be made. It can take 1 to 3 days to make a chip. The chips can be used in 'Surgery' where the handy bot will install the chip to increase your S.P.E.C.I.A.L. abilities by one point each. This will NOT be a free operation by the way. I was thinking about 1000 caps should cover it...

The ruined police station simulation appears to be done. The Ferral Ghoul Arena simulation appears to be done.
I am currently working on replacing all the direction signs in the vault with new ones that look better and are more descriptive.
I am also working on the Home Town simulation. I have the 'shooting gallery' set up in the graveyard where you shoot the cans. After 20 seconds, all the cans go back to their starting location. Sweet! I also need to finish up the summons and create the Red Menace Game where the chinese soldiers are attacking the town and you have to stop them.
I have also fixed a number of script and design problems I have had. Things are looking good for the time being...
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Chad Holloway
 
Posts: 3388
Joined: Wed Nov 21, 2007 5:21 am

Post » Tue Aug 18, 2009 2:12 pm

Sorry to hear that FoxtrotZulu. Its my mod and I am making it to my liking, not yours. Good luck in your search for less detailed vaults, there are plenty of them out there. I really dont' need to know that you don't like the vault, just read it and pass it by quietly.


Sorry if you took offense for that. I really didn't mean it was a bad mod at all, infact, it's probably one of the best ones I've ever seen! I was just lending you some constructive critiscm, use it how you want.
*Reads my previous post*
Woah, I did sound like a [censored] back then. Sorry, man - just meant to say that I don't like all the stuff you added. So yeah, one more time - I wasn't trying to insult you at all. Apoligies. :)
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james tait
 
Posts: 3385
Joined: Fri Jun 22, 2007 6:26 pm

Post » Tue Aug 18, 2009 10:20 am

That's okay. I understand that everyone is different and not everyone will like the mod because it is way more detailed and has way too much stuff going on inside. Compared to the vanilla game of Fallout 3. I received many of the same comments on my Ancient Towers mod as well as my Clocks of Cyrodiil mod. Hopefully I did not sound too angry, cause I wasn't. Really, everyone is entitled to their opinion, but I would hope the WIP thread would remain a supportive outlet for the mod. :)
User avatar
loste juliana
 
Posts: 3417
Joined: Sun Mar 18, 2007 7:37 pm

Post » Tue Aug 18, 2009 4:06 pm

That's okay. I understand that everyone is different and not everyone will like the mod because it is way more detailed and has way too much stuff going on inside. Compared to the vanilla game of Fallout 3. I received many of the same comments on my Ancient Towers mod as well as my Clocks of Cyrodiil mod. Hopefully I did not sound too angry, cause I wasn't. Really, everyone is entitled to their opinion, but I would hope the WIP thread would remain a supportive outlet for the mod. :)


Hmm - I guess it's always good to try something new. So - sir WillieSea - you have my full support for this mod (not that my opinion is particularly important anyway :embarrass: ).
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CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Tue Aug 18, 2009 10:05 am

personally im pretty pumped for this. more so than any other mod or DLC, lookin forward to it. love the water chip implementation, brings back old memories :)
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Anthony Diaz
 
Posts: 3474
Joined: Thu Aug 09, 2007 11:24 pm

Post » Tue Aug 18, 2009 12:39 pm

Hay, Willie, question...

Are people going to actually be able to SEE all of your mod, i mean, your making so much awesomeness, you might just have to invent the fountain of youth just to see it all XD
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Jamie Moysey
 
Posts: 3452
Joined: Sun May 13, 2007 6:31 am

Post » Tue Aug 18, 2009 7:06 pm

Well, in a good nights gaming you may be able to see all the sights in the mod. :)

Much of the implementation will require several gaming days to realize, like the manufacture of the SPECIAL chips and the portable turrets. (Although I have placed a few of the portable turrets around the vault for you to find. I may do the same for the SPECIAL chips.)

The water chip's were fun to make and implement into the mod. I think its a fun little side quest inside the vault.

There is bound to be a surprise around each corner as you explore the vastness of the vault. It will certainly add several hours of gameplay to the game. And add a nice story to the vault as well from the terminal emails, notes and discs.

I have found myself spending an hour running around the Ghoul Arena blasting ghouls. And then jump when there is one behind me, or just around that corner. Especially when you hear the bell constantly going off letting you know another ghoul has been spawned.
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Queen Bitch
 
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Joined: Fri Dec 15, 2006 2:43 pm

Post » Tue Aug 18, 2009 4:23 pm

Well I will be joining the masses awaiting this. Good luck and fantastic work!
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barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Tue Aug 18, 2009 4:31 pm

i cant wait i loved the mods you made for oblivion my favorite being the the minimap with the church and mansion. im sure this will be even better than that one since its in fallout. :)
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Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Tue Aug 18, 2009 6:26 am

Maybe add a quest in to 'unlock' the simulations, I'd appreciate them regardless, but to add some realism to these slightly out of place simulations, you could have a quest or at least some hidden note, explaining that the engineers created some of these in there free time, just for kicks, and a password to unlock them...

Just a suggestion, this looks great by the way!
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quinnnn
 
Posts: 3503
Joined: Sat Mar 03, 2007 1:11 pm

Post » Tue Aug 18, 2009 2:50 pm

Well I will be joining the masses awaiting this. Good luck and fantastic work!

Heh, 'masses'. :rofl:

i cant wait i loved the mods you made for oblivion my favorite being the the minimap with the church and mansion. im sure this will be even better than that one since its in fallout. :)

I hope you got the update for that. Not sure which version caused it, but all of Neynond Twill vanished in that mod... The latest version fixes that.
I think this mod will be good, many others might as well.

Maybe add a quest in to 'unlock' the simulations, I'd appreciate them regardless, but to add some realism to these slightly out of place simulations, you could have a quest or at least some hidden note, explaining that the engineers created some of these in there free time, just for kicks, and a password to unlock them...

Currently you have to search throughout the vault to find the large capacitors, enough to start up the Simulation power plant down on the Reactor level. Only then will the simulator pod run. Plus, you have to 'find' the simulator room. Its behind a secret door, down in the bowels of the vault.
Should I add a program disc for each of the simulations that once found will allow you to access that program? I dont want the vault to become 'irritating'.
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Fluffer
 
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Post » Tue Aug 18, 2009 11:59 am

Currently you have to search throughout the vault to find the large capacitors, enough to start up the Simulation power plant down on the Reactor level. Only then will the simulator pod run. Plus, you have to 'find' the simulator room. Its behind a secret door, down in the bowels of the vault.
Should I add a program disc for each of the simulations that once found will allow you to access that program? I dont want the vault to become 'irritating'.

I agree, I was just thinking about FoxtrotZulu's post, and thought that might be a way to avoid having sketchy simulations in a 'presidential vault.' Its your mod, do whatever you want, I trust that it's in very, very good hands.
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Kayleigh Williams
 
Posts: 3397
Joined: Wed Aug 23, 2006 10:41 am

Post » Tue Aug 18, 2009 9:54 am

williesea,
it would be an idea to have the simulation mods in a separate disk. not only that, but are you going to be able to shut down the simulator if you dont want to play anymore, or it gets too hard.

Also, please don't take any offense this, i'm just a curious person, and i want you to finish this mod at your pace.
but a few weeks ago, you said you would think about a beta, is this still in effect, because i would be happy to help.
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JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

Post » Tue Aug 18, 2009 12:11 pm

I have found myself spending an hour running around the Ghoul Arena blasting ghouls.


You actually had time to play the game? Its a miracle! :biglaugh:
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Alisia Lisha
 
Posts: 3480
Joined: Tue Dec 05, 2006 8:52 pm

Post » Tue Aug 18, 2009 2:12 pm

Geewillickers Batman, LOOK AT THIS PROGRESSING MOD!

"I know Robin, it's amazing!"

I'm mainly pumped about the different simulations, and a Ghoul Arena. I literally go into metros just to kill ghouls. Now I can do it in the comfort of this epic vault.

Keep up the awesome work!
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kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Tue Aug 18, 2009 7:33 pm

Its looking better and better every day WillieSea. (Oh and nice signature Aerophysics :P)
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Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Tue Aug 18, 2009 6:56 am

[sniped] and thought that might be a way to avoid having sketchy simulations in a 'presidential vault.'

Its not a 'presidential vault'. Its an engineers vault where new discoveries were to be made. I think people became confused when I said some 'senators' were going to visit the vault as part of the reason for the quest to gain entrance to the vault.

it would be an idea to have the simulation mods in a separate disk. not only that, but are you going to be able to shut down the simulator if you dont want to play anymore, or it gets too hard.

The simulations are easy to 'shut down'. The entrance door is also the exit door. The Arena has a switch that you must click to 'start or stop' the ghouls from spawning. After you clear out the remaining ghouls, you can use the doorway to exit the simulation. This is all working perfectly... :)
The Simulation terminal allows you to 'choose' a program to run. You then enter the pod and your there. You click the doorway at that entrance and your back in vault 64.
I am still not sure I want to put the programs on disks that you must find before you can access that simulation. I will think on this more.

You actually had time to play the game? Its a miracle! :biglaugh:

I need to get away from the modding quite a bit. Otherwise, it would probably be done by now. :biglaugh:

I'm mainly pumped about the different simulations, and a Ghoul Arena. I literally go into metros just to kill ghouls. Now I can do it in the comfort of this epic vault.

The ghoul arena is leveled. Depending on your level will depend on the types of ghoul you might see. Ferrel Ghoul, Ferrel Roamer Ghoul, or Glowing One Ghoul. At the very low levels, you will never see a glowing one, and the upper levels may limit the number of easy Ferrel Ghouls you see. I like taking the simulated weapons that don't use ammo, especially the shotgun, and running around blasting them left and right. Ahh! And behind you!
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Michelle Chau
 
Posts: 3308
Joined: Sat Aug 26, 2006 4:24 am

Post » Tue Aug 18, 2009 1:16 pm

'presidential' = quoting foxtrotzulu
Anyway, thanks for the awesome mod, I hope its released before its tunnels stretch across ALL of DC! :P
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Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Tue Aug 18, 2009 5:14 pm

:biglaugh: i was wondering what happened to that area. i was uninstalling mods like FOMM and and any mods that touched the mages guild questline and the manimarco mod. i just got used to it being that way and coc'd to the cell if i had to do the quest there. i dont play oblivion anymore so its no big deal now but thanks for the update anyways. fallout rules and oblivion drools.
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Angus Poole
 
Posts: 3594
Joined: Fri Aug 03, 2007 9:04 pm

Post » Tue Aug 18, 2009 10:29 pm

thanks for the awesome mod, I hope its released before its tunnels stretch across ALL of DC! :P

The mod will not be growing anymore in size. Once the tunnels I have are finished, then it will be released.
But then, there is still a lot of work to do on those tunnels. I have also concentrated on trapping the entrance... Its fun!

Now to place all the vault signs. That will be a chore but worth it to help you find your way around.
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Amanda savory
 
Posts: 3332
Joined: Mon Nov 27, 2006 10:37 am

Post » Tue Aug 18, 2009 7:37 am

Here are a few images of the simulation lounger and the Arena program.

http://i97.photobucket.com/albums/l237/WillieSea/ExpV64050.jpg

FYI: The terminal always displays the currently running program at the top, and the remaning un-running programs below that.
I love the control the terminals give you. Its Great! as Tony would say.

I have two of the cells complete as far as placing signs... Whew!
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Ymani Hood
 
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Joined: Fri Oct 26, 2007 3:22 am

Post » Tue Aug 18, 2009 9:40 am

:cookie:

For you.
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Ownie Zuliana
 
Posts: 3375
Joined: Thu Jun 15, 2006 4:31 am

Post » Tue Aug 18, 2009 7:14 am

Gotta say, it's looking very nice so far and I'm also pretty eager to load it up when it's finished and available.

Question about the simulations. I notice you say the simulated weapons don't use ammo, and obviously can spawn an unlimited number of mobs. How will exp work on this? Normal exp gain per kill, or no exp at all, or some kind of assessed exp based on simulation performance when you finish or end it? I'm a bit concerned that be a bit unbalanced with easy exp gains, and it sounds like a lot of fun so would hate to miss out on it to avoid "breaking" a game... Though, I guess could save before it and reload. Personally, I like the idea of discs or maybe codes to "unlock" the simulations. Maybe info in engineers' logs or personal spaces since techies love passwords.

Similar concern with the special chips, but can always choose to ignore them, at least. :) (I'd like to have seen maybe one of each hand placed in the world, having a Fallout 2 feel, without any way to get any more. Of course, though, it's your mod and I'm sure whatever we all get to see in the end will be nothing short of awesome.)
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gandalf
 
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