[WIP] Vault 64 v2

Post » Wed Dec 30, 2009 1:36 pm

My interest in Oblivion left me when Fallout3 was released.

If you are interested in 'inter-activity' in Oblivion mods, then check out the http://www.tesnexus.com/downloads/file.php?id=16308. I am sure there is more to it than a little country home. :)
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Ricky Rayner
 
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Post » Wed Dec 30, 2009 10:19 am

I did not see a problem wtih that piece, but I did see a problem with a different piece, at ground level to the left of the mountain as you face the cave entrance.

I looked again and I still see the invisible side of the static object RockCanyon18rad1046, it is just tough to describe exactly where it is since it is such a large object. Maybe I can try to see if I can get pictures of it. Although I don't have a Photo Bucket user account yet, currently the username "Kinguin" is taken so it is taking me forever to decide on a name. I am weird like that. :nuts:

I think I have run out of ideas of what to test about Vault 64. I am still testing testing it, it just seems like lately I can't find anything. However if I do find anything I'll post it.
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Sandeep Khatkar
 
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Post » Wed Dec 30, 2009 1:14 pm

lol do you think I would recommend it if it was just some little country home? I guess you didn't take a look then. The readme alone is 20 pages. I played the mod last night and it isn't just a little country home. I have played Ancient Towers long ago, great mod btw. I wasn't suggesting mod for oblivion I was just recommending you take a look at this particular mod for oblivion. Its 10x more interactive then Ancient Towers, or any mod I've ever played for that matter. Don't let its appearance fool you. Anyway no biggy I don't want to hog your thread or anything it was just a suggestion since you are trying to do something similar with the Vault Mod and I thought you might find it interesting. Been following your mod eagerly! Can't wait to see it finished! Its my most anticipated mod for F3 :)
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stacy hamilton
 
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Post » Wed Dec 30, 2009 1:32 pm

Thanks DMKW!

This project looks amazing, I pretty rarely stop by here. As pointed out, I have a thing with interactive mods (which I pushed to the limit with my "little country home"). I've been dinkering (yes, dinkering) in the GECK and have come up with so many features that would be nice to have...and it looks like this project covers some of them. Needless to say, I'm exited. I still mod for Oblivion, but playing Fallout=love.

I'll have to remember to stop by here to watch this, very nice indeed. Nice work WillieSea!
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Captian Caveman
 
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Post » Wed Dec 30, 2009 10:40 am

I looked again and I still see the invisible side of the static object RockCanyon18rad1046, it is just tough to describe exactly where it is since it is such a large object. I think I have run out of ideas of what to test about Vault 64. I am still testing testing it, it just seems like lately I can't find anything. However if I do find anything I'll post it.

I will look some more. It would help if you described left, right, up, down, front, back?
The next Beta should be ready tomorrow, so no worries on more testing the old one. I don't want you to get burnt out on it. :)

I guess you didn't take a look then. The readme alone is 20 pages.

Nope, I am not playing Oblivion anymore. I have heard about that mod since I am a regular on the http://www.tesalliance.org/ and a script scholar there. You should check it out if your interested in Oblivion. We also talk about fallout.
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Emmanuel Morales
 
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Post » Wed Dec 30, 2009 12:27 pm

It would help if you described left, right, up, down, front, back?

It is behind the Vault 64 cave door, around the rocky hill. I first found it in the game when I leapt from the road behind the Vault down to a small flat area. The flat area I was on was CliffCanyonL03rad1283 and RockCanyon11rad1078. In Fallout 3 I was facing between west and southwest when I saw it, although that probably won't help you if you are looking at it in the GECK. Does any of that information help?
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Darlene Delk
 
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Post » Wed Dec 30, 2009 6:22 pm

hmm, I will have to look a bit harder because I cannot find it.

Updates:
The explosion routine to blow the boulders up at the vault entrance has been redone. I am using a different explosion and I have also added 'falling' rocks to the sequence. The dust afterwards also slowly disperses. I like this a bit better than the previous sequence.

I am adding the 'alarm' klaxon to the new areas and then I will add the radiation zones and air fans to all sections. Then I will upload the beta for the next test. It should not be too much longer. :)
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Ron
 
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Post » Wed Dec 30, 2009 7:35 pm

In the end I decided on using ImageShack instead since it didn't require a profile. It just seemed like a bit of a waste to create a profile at Photo Bucket since I was probably not going to use it much. Pictures:

http://img13.imageshack.us/img13/1023/screenshot3tj.png

http://img695.imageshack.us/img695/7636/screenshot4b.png

http://img697.imageshack.us/img697/4905/screenshot5o.png

http://img695.imageshack.us/img695/108/screenshot6v.png

http://img38.imageshack.us/img38/1984/screenshot7a.png

http://img709.imageshack.us/img709/1411/screenshot8s.png

I will try to get some pictures of it in the GECK as well.
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Kevan Olson
 
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Post » Wed Dec 30, 2009 3:32 pm

Ok, thanks, I got that one taken care of! :thumbsup:

I am putting the beta together now and then I will upload it. Probably another hour or so. :)

I have not tested the alarms or the air filtration fans.
One thing I added to the alarms, for testing. If you go into sneak mode, you can turn the alarm off from the alarm switches. I hope, since I have not tested it.


UPDATE:
The Beta v009 is ready and sent to the two people who requested.
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Darren Chandler
 
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Post » Wed Dec 30, 2009 2:04 pm

Sorry, I want to. Got break to do some good testing.
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Alyesha Neufeld
 
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Post » Wed Dec 30, 2009 2:39 pm

My only fear is when this mod is finalized and stabilized, I will never leave its domain. :D
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мistrєss
 
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Post » Wed Dec 30, 2009 8:26 am

hey williesea,
i wonder if i can still be in the beta, i tested in the early stages of the mod (both of them) and was wondering if i can join in.
thanks
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Laura Cartwright
 
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Post » Wed Dec 30, 2009 11:34 am

man i wish i wasnt working all weekend. :(
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Esther Fernandez
 
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Post » Wed Dec 30, 2009 3:10 pm

My only fear is when this mod is finalized and stabilized, I will never leave its domain. :D

The quest to find it and get in could take several hours. Once inside, you could easily spend many, many hours exploring this vault and getting it operational again.
I am making this to be my player 'Base' (not home) so it will be full of fun things that I like.
And plenty of little secrets and easter eggs. :)
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Allison Sizemore
 
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Post » Wed Dec 30, 2009 6:45 pm

Your script on V64AlarmSwitchOn and V64AlarmSwitchOff doesn't disable or enable the parent reference of the alarms in the Utilities room. Also in the Utilities room, V64AlarmSwitchOff has its enable state set to the opposite of its enable parent while V64AlarmSwitchOn doesn't. Is that supposed to be the other way around?

All of the vending machines have the same message title when the Player hasn't set caps as the currency, "Eat'o'tronic 3000 Exchange Error".

I don't know how I missed this since I pointed out a similar issue in the previous version of Vault 64, but when facing the 2072 Zombie Fight simulation exit it says "Activate Exit Simulation". Sorry I missed that in the previous version.

When I "Remove Personal Access" with the entry terminal in the main entrance to the Atrium I get stuck between two doors. However when I "Remove Personal Access" in the Overseer's tunnel I can go into the Atrium. Is that intentional? I can't do much either way though, since most of the doors won't open after that.

It isn't really an issue, but it looks like the moveable static object VaultGConsolPanel03 next to the terminal V64MaterMapMarkerTerm in the Materialization room is having a slight clipping problem.

Again this is not really a problem, however before the boulder blocking Vault 64 explodes I can see two tins cans spawn near the ground. I also could see rocks spawn high up in the air before the secondary explosions. It wasn't a problem, I just thought I would mention it in case you want it a little more concealed. I certainly liked how the explosion blew out debris into the far distance.

So far the Air Filtration seems to work, the radiation seems to clear up after it is activated. I can turn off the alarms from the sneaking position as well. And I like the new activation sounds you added to the lamps.
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Sebrina Johnstone
 
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Post » Wed Dec 30, 2009 1:26 pm

Its not letting me download. I will have to try it later.
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Lewis Morel
 
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Post » Wed Dec 30, 2009 3:23 pm

same as me, wont download
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Marguerite Dabrin
 
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Post » Wed Dec 30, 2009 3:45 pm

1. The utilities room had messed up setting, for sure. Fixed now. :thumbsup:
2. I got lazy with the messages, I will fix the title so its more generic. :thumbsup:
3. I saw the 'Exit Simulation'. Its fine.
4. Do you mean once you get past the security door? I will make a second terminal that does not allow you to remove access once inside. I also noticed I used the incorrect load door, so I changed that as well. It should not let you 'tcl' past the security door and let you into the atrium now, at least until the fuse has been fixed. :thumbsup:
5. I noticed the clipping but never got around to it. Its fixed now!
6. The tin cans are remnents of me trying to get them to 'blast' out with the explosion, but they never did. They are gone now. Other than putting the 'debris rocks' spawning higher, I dont think there is anything I can do about them. I dont think most people will be looking up, will they? Most will be watching the action of the explosion.
7. Glad I got the air filtration right! :rofl: After you reported the lamp being quiet, I checked again and it was silent. It used to 'click' but I changed how they worked so that must have been 'lost' functionality. So I added the click back to them.

Weekends can be difficult to download from RapidShare. But I like their file control better. Perhaps I will have to go back to SendSpace dot com. :shrug:

UPDATE:
I have added bathrooms to the Diner. It looks pretty good, I will have to get some pictures up.
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Sophie Miller
 
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Post » Wed Dec 30, 2009 1:59 pm

6. The tin cans are remnents of me trying to get them to 'blast' out with the explosion, but they never did. They are gone now. Other than putting the 'debris rocks' spawning higher, I dont think there is anything I can do about them. I dont think most people will be looking up, will they? Most will be watching the action of the explosion.


If you've played Point Lookout,
Spoiler
have you looked at how they made the mansion explode?
Maybe that could give you some hints as to how to make debris if you aren't satisfied with the current method.

*Note to anyone: Do not read if you haven't completed Point Lookout, it contains end quest spoilers.
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Mackenzie
 
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Post » Wed Dec 30, 2009 5:55 pm

If you've played Point Lookout

Yes I have, and what you are seeing is actually part of the animation, not seperate objects.

I am using the explosions from Raven Rock if you followed that game path. It contains objects in the explosion which helps nicely.
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Elea Rossi
 
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Post » Wed Dec 30, 2009 10:22 am

hey williesea,
finally got around to downloading,

anyway, a few things

1. there was a lot of clipping in the jail, every door when opened shows at the bottom of the hallway. if you can push the door back a little, this would solve this problem.

2. just as a technical fact that might be better for the game. A few rod would belch thousands of rads, especially when activated. Maybe if the area was flooded with radiation, 100 rads/second. Then there could be a special radiation suit that has to be worn. as soon as all the rods are in place, they get lowered into the water pool, which would sheild all the radiation. or im just ranting

3. what is the purpose of the three bars next to the doors in the secondary reactor rooms.

4. is there a way to have a running count of zombies left to kill in the simulation room. so if there are 6 zombies left, and you kill one, it shows 5
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Marguerite Dabrin
 
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Post » Wed Dec 30, 2009 3:48 pm

No matter what materialization unit I place I get the same message, "Location 1 Marked". Also no matter what unit I pick up I get the same message, "Location 1 Removed".

If I place three different materialization units in three different cells and then teleport to one of them through the materialization terminal they all go missing. I can still teleport to their position, I just can't find them to pick them up. And when I placed a materialization unit on the second story of my Megaton home plus two others in two different cells, I found that unit stuck halfway into the floor when I teleported back.

The refrigerators don't have open or close sounds. Although I have a feeling you might already know that.

This really is a very small issue at best, but when I grab or move the object FlatMop01 inside the unfinished tunnel in the V64Entrance interior cell about half of the time it ends up falling through the floor.

The Raven Rock map pin works fine now, and the Paradise Falls map pin no longer forces me through a conversation with the bright image space modifier on. The Oasis map pin still does, but that isn't really a problem.
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Natalie J Webster
 
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Post » Wed Dec 30, 2009 5:02 pm

Thanks for the bug reports striker7770 and Kinguin. :thumbsup: It is late so I will try to get to them tomorrow after work. :)

For your viewing pleasure!
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen32.jpg
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen33.jpg
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electro_fantics
 
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Post » Wed Dec 30, 2009 9:53 pm

Wow! ...Just WOW! Amazing amount of work you have put into this, it really shows with everything. Each little detail is simply superb! I can't believe there are even menus, unbroken mirrors, custom pictures, and even the restroom signs :wub:

There is just one tiny detail that stick out sorta like a sore thumb. In the "Restrooms of the Diner" picture, the top right picture, the vent to the right is on an angle. I understand the reason why it is like that, but wanted to suggest that maybe it would flow better if one was in each stall on the back wall. Maybe even small versions?

If this is just a base, I sure can't wait to see what home would look like if you ever make one :drool:
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Leonie Connor
 
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Post » Wed Dec 30, 2009 1:10 pm

This thread has hit its page limit.

New thread here:
http://www.gamesas.com/bgsforums/index.php?showtopic=1063169

I will answer the bug reports in the new thread.


Thanks Miss Sparkle, its fun to retexture. Yeah, the vent would sort of waft any smells across the room. LOL
I have made homes, just never released them. Its a base because its bigger than a house. :)
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Klaire
 
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