[WIP/BETA] Vault 64 v2

Post » Fri Feb 05, 2010 12:25 pm

I spent my free time today making the 'Implant Chips'. The individual chips will each have their own texture based on what 'perk' it gives.

I was thinking you could have the board implanted, and then have up to three chips installed. Each chip would do special things and you pick which ones you want.

http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen41.jpg


EDIT: Are the Omnipotent messages something that people like? Just want some input on it.
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Fri Feb 05, 2010 1:47 pm

EDIT: Are the Omnipotent messages something that people like? Just want some input on it.

You have a point about them, I never usually get caught in a position to need the messages anyway. Although on the other hand if your follower died out in the capital wasteland due to being told to wait there by the player or something else happened maybe you could just have some way of the player finding that out? Like a terminal that could display his status? :shrug: Or being able to track him through the Pip Boy by using a quest objective? Although I am fine with it either way, it has been a while since any of my followers have had any chance of dying anyway since I have Broken Steel so I don't even know if that is necessary.

Late edit: The quest objective was a bad idea, I'm not really thinking well today. Sorry about what happened at your work, I hope you have good luck with it.
User avatar
Sammykins
 
Posts: 3330
Joined: Fri Jun 23, 2006 10:48 am

Post » Fri Feb 05, 2010 12:00 pm

the messages are helpful in some situations. for instance sometimes in tough fights like at dunwich i lose track of where my followers run off too. when i see the "insert name here" is unconscious i equate it them calling for help over the radio or something. this would be an awesome mod by the way if someone could figure out to make an audio file play "help, ive fallen and i cant get up!" everytime the unconscois or death message played but i digress. :)

its simple enough line to add if someone really wants it so if you dont want it in i dont see any need to put it in.

sorry to hear about the layoffs. how long have you worked at your job, i certainly hope your not on the list. :( my cousin just graduated with an MIS degree and is having a [censored] of a time finding a job in the tech field and if i recall correctly you work with computers or something. good luck to you.
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Fri Feb 05, 2010 2:52 pm

First, let me start by saying that I am extremely sorry to hear about the news from work. Even if you are not one of the ones, it is just as hard to see co-workers go cause they are like family. :hugs:

I like the way the outfits turned out. The only part of the maintenance outfit that didn't seem right was the color that you can see with the bootstraps. I was thinking that the places that you used that color (except the medal hanging...not sure what to call it), possibly make it the burgundy color that you used with the diner outfit. Even then, I am not sure how it will look with the white on the outfit. Gotta love that outfit though!

About the Omnipotent messages, I am not a fan of them. I wouldn't mind if they were there, but given a choice, I say no.

I really like the ''Implant Chips' idea and how we can pick up to 3. They came out really nice and I can't wait to see the full set :)
User avatar
Roanne Bardsley
 
Posts: 3414
Joined: Wed Nov 08, 2006 9:57 am

Post » Fri Feb 05, 2010 5:11 am

In the thread for that eyes package, I gave the suggestion for a 'terminator' eye..where when you look reeaall close at the eye..you realize its actually a tiny camera back there with a glowing lens.

If the person doing the eyes manages to make it (said he/she would look at doing it), I think it would be cool if (at least some) of the 'models' of android had that one tiny little defect that you only notice if you get right up in their face :D
User avatar
Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

Post » Fri Feb 05, 2010 7:28 am

@Kinguin - I was toying with the idea of only letting the player have one 'alive' robot at a time. So, I could put a message on the terminal if its still alive. And perhaps even command it to return to base from the terminal? (via radio signal) Sounds like a good idea.

@reallybigjohnson - I don't think the robot will be 'running away' as it were. It should stand by you until it is destroyed. Also, on combat-end, it will return to full functionality (healed). It also is not 'essential' so you will not be getting those 'unconscious' messages. What you will get is a pile of robot rubble. :lmao:

@Miss Sparkle - Yeah, the gold boot straps looks odd, I will have to change it. I was thinking about changing the 'white' parts of the maintenence outfit to Red or Blue. I really want it to stand out against the Black color.

@Elanthil01 - Let me look into how easy a new Eye would be. That would be a cool idea, perhaps a circuit board look as well?


Thanks for the well wishes on my job. I have been working there for almost 7 years now, and yes, its a programming job. (Mainframe and Client Server) In this economy, software engineers were hit the hardest as far as job losses, and its still a very tough economy.
User avatar
Baylea Isaacs
 
Posts: 3436
Joined: Mon Dec 25, 2006 11:58 am

Post » Fri Feb 05, 2010 4:30 am

Thanks for the well wishes on my job. I have been working there for almost 7 years now, and yes, its a programming job. (Mainframe and Client Server) In this economy, software engineers were hit the hardest as far as job losses, and its still a very tough economy.


DISCLAIMER: The below text is a tongue in cheek computer nerd joke. Anyone who takes it at face value needs their head examined!

This is why a good lead programmer always programs a doomsday device into their software, so when the middle management monkeys start flinging poo, they can 'prove' why they need to be kept on the payroll!

(Oh look...seems the database has melted down...I'm afraid its going to take months and a full programming team to fix this!)

;)

Not that I...would ever DO something like that...*cough*.

Remember...Engineers are supposed to be smarter than managers...its an evolutionary thing. Like my favorite coffee mug saying says: "Don't mess with me, I work with radioactive isotopes all day, and I know where you sleep".
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Fri Feb 05, 2010 4:05 am

Thanks for the well wishes on my job. I have been working there for almost 7 years now, and yes, its a programming job. (Mainframe and Client Server) In this economy, software engineers were hit the hardest as far as job losses, and its still a very tough economy.

Yeah, software engineers have been hit pretty hard (5th worst of all professions, according to the Bureau of Labor Statistics). I know for us, working for a software development division of a larger international company, we dropped more than 50% of our development team in 2009.

The good news at least, is that software engineering is also on the BLS's list of professions expected to grow over the course of this decade (along with architects and construction workers, hit even harder by the current times --- but production managers and assembly workers were hit harder AND are expected to see a ton of further decline this decade)

/offtopic
User avatar
jennie xhx
 
Posts: 3429
Joined: Wed Jun 21, 2006 10:28 am

Post » Fri Feb 05, 2010 5:45 am

@Kinguin - I was toying with the idea of only letting the player have one 'alive' robot at a time. So, I could put a message on the terminal if its still alive. And perhaps even command it to return to base from the terminal? (via radio signal) Sounds like a good idea.

Sounds good to me, if you want I believe I could set up a radio station to call your follower back. Or maybe set up a talking activator to allow the Player to communicate with your follower remotely from Vault 64, like an intercom. Neither of these I have done before, but they both look similar to just regular dialogue. Of course, both of these ideas are probably more then a little overboard but I was just tossing them around in my head. I seem to be full of odd ideas lately. :biglaugh: Good luck with whatever you decide, the current Vault 64 beta has been a lot of fun so far.
User avatar
Cheville Thompson
 
Posts: 3404
Joined: Sun Mar 25, 2007 2:33 pm

Post » Fri Feb 05, 2010 5:15 pm

Due to popular demand, I have been working on turning the lights off in the vault until you get the power running in each section.

The Manufacturing area is pretty much complete in this regard.

I have been working on the Operations room where the computers are. There are 3 power generators in there. Blast them and the computers, lights and monetary terminal go dead. The training room computers and lights also go dead since they are powered by this room, part of the computer network.

The 'Ammo Press' now has two modes. The default is you now have to buy the ammo. Or you can set it to get the ammo for free from the preferences terminal.
User avatar
CRuzIta LUVz grlz
 
Posts: 3388
Joined: Fri Aug 24, 2007 11:44 am

Post » Fri Feb 05, 2010 4:47 am

Well, downloaded the new version, so expect some nitpicking from me soon! :P

Harmy52
User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Fri Feb 05, 2010 9:27 am

Here are some new snapshots:

The entrance blast is different every time. This time, I captured the barrels flying in the air as they explode.
Also, the white is gone from the Maint Android, and I am working on the Nurse Outfit.
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen42.jpg

Some various stuff.
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen43.jpg
User avatar
Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

Post » Fri Feb 05, 2010 2:06 pm

Willie, I have a bit of free time on my hands this weekend, and my system is pretty well stable now. Could I bug you to let me do a bit of beta testing for you? It would give me a chance (after running through the beta a few times) to do preliminary compatibility testing alongside my teams mod as well :)
User avatar
Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

Post » Fri Feb 05, 2010 9:51 am

I am not sure I will have a beta this weekend. I start my week-long 'pager duty' on Friday Morning. So, I will probably be too busy to work on one. Not only that, but I would like to get some more stuff done before the next Beta release.

EDIT
I have been thinking of some implant chips to make. (You will only be able to use a max of 3 chips at a time. Each one will require surgery and cost a bundle of caps to perform by the vault surgeon.)

1. Cloaking: Stealth field: 30%
2. Deflectors: Increased Damage Resistance: 25%
3. Restoration: Restore Health: 3 points continious
4. Stamina: Increased Action Points: 25
5. Vitality: Increased Health: 100 points
6. Anti-Radiation: Increased Radiation Resistance: 25%
7. Focus: Increased Critical Chance: 10%
8. Speed: Increase Speed Multiple: ?
9. Backbone: Increase Carry Weight: 100
10. Agility/Charisma/Endurance/Intelligence/Luck/Perception/Strength: +2 each individual chip
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

Post » Fri Feb 05, 2010 12:53 pm

http://www.fallout3nexus.com/downloads/file.php?id=10918&navtag=file/images.php?id=10918&tab=3 might work for a nurses uniform
User avatar
Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Fri Feb 05, 2010 2:19 pm

That outfit is an Exnem model. I really dont want to start adding every type of clothing model since they probably are not compatible with each other. Unless somebody can confirm that? :shrug:

The preferences terminal will allow Vanilla and Type3 clothing. Each android will have the two types available to them. (except where the type3 still looks okay with the vanilla skin texture.)

I am also looking for mens outfits. I currently only have one mens type clothing for the androids. They are in the manufacture area.

Also, no Oblivion/Fantasy armors/clothing.
User avatar
glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Fri Feb 05, 2010 1:37 pm

I tried to search for some male ones but I had a few issues. Either it didn't state in the readme that it could or couldn't be used in another mod, or it was just a re-texutre of a vanilla outfit. Hopefully someone else will have some better luck.

-If you stick with vanilla, the http://fallout.wikia.com/wiki/File%3a%50rewar_parkstroller.jpg (OutfitPrewarSpring2) would look nice with a WillieSea re-texture touch.
-If you are up for asking permission or recreate (and please retexure) http://www.fallout3nexus.com/downloads/images/953-3-1228235598.jpg from http://www.fallout3nexus.com/downloads/file.php?id=953. I really like the vest part anyways.
-Now personally for a companion in a clothing mod, I like the Merc Grunt Outfit (OutfitMerc05) re-textured of course, with the hat that looks like http://www.fallout3nexus.com/downloads/images/424-1-1226728763.jpg when worn but of course re-textured to match the outfit. Think the hat is the Pre-war hat (HatPrewarHat), but I am not 100% positive.
User avatar
Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

Post » Fri Feb 05, 2010 6:37 pm

Fantastic work WillieSea.

:thumbsup:
User avatar
Jeremy Kenney
 
Posts: 3293
Joined: Sun Aug 05, 2007 5:36 pm

Post » Fri Feb 05, 2010 12:08 pm

I spent a lot of time today turning off the lights in the different sections. And re-creating the buttons for the auto-sorter.
And making the Bio-Enhancement Chips.

http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen44.jpg
User avatar
Kelly Osbourne Kelly
 
Posts: 3426
Joined: Sun Nov 05, 2006 6:56 pm

Post » Fri Feb 05, 2010 6:38 pm

I haven't found any problems that haven't already been commented on. And I like the screens in the security area, including the way they change! :goodjob:
User avatar
Claire Lynham
 
Posts: 3432
Joined: Mon Feb 12, 2007 9:42 am

Post » Fri Feb 05, 2010 4:16 am

i like the chip implant ideas, however you might want to tone them some of them down just a bit.

restore health 3 points every second would make you pretty much godlike short of being hit by a mini nuke and the 25% damage resistance would max you out without even having power armor on.

were you planning on making some minor downsides. say when you are injured and the health restore chip kicks in it would drain your AP or reduce some of your stats until you healed. the stealth field could give you minor radiation while its activated. etc. just ideas im throwing around.

that brings up the last question were these passive or are they activated chips or some of each?
User avatar
Elizabeth Lysons
 
Posts: 3474
Joined: Fri Feb 02, 2007 7:16 am

Post » Fri Feb 05, 2010 10:11 am

@ThePhoenyx - Thanks, I rather like the way the security screens turned out.

@reallybigjohnson - The chip implants are totally up to the player to use or not. Your also limited to only 3. I never use power armor so I figured 25% was reasonable. The health is not 3 points per second, its per minute, or however it works in the game. Like Wolverine.
Anyhow, I will be fine tuning them as I play them since I really need to see how they work in game before final figures are determined.
Some negative effects could be implemented, but they would have to fit nicely in with the effects and how they work. I have not looked into creating the chips yet so I am not sure what all is possible at this time.

The chips, once installed, are 'on' so to say. I would like the 'cloaking' to only come on when in sneak mode. Just some things I still need to look into.


UPDATE: The pager has kept me busy tonight, so all I got done was the lights off at the entrance as you open the vault. You step in and some lights turn on. Step in more and more lights turn on. I rather like the effect here. It makes sense to me that opening the vault gear door would turn lights on in that area.
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Fri Feb 05, 2010 7:11 pm

Not to derail the thread...but has anyone other than me noticed the distinct lack of the horizontal 'door grabber' arm in Fallout 3? In 1 and 2, the doors were yanked back by a piston like they are now..but in order to roll were grabbed by an arm. In fallout 3, they just 'magically' start rolling, and a peek into the door frame reveals NO push rod or other source of motion.

How hard would it be for a modeller to add an arm to that whole unit and animation package, I wonder? Ah well, these are the things that bug me when I'm napping :D

Anyway, hey boss, I would dearly love to be on the list for the next beta test. I've got modder's block right now, and need a break from my own work, and I'd be honored to assist with your testing.
User avatar
Emma Pennington
 
Posts: 3346
Joined: Tue Oct 17, 2006 8:41 am

Post » Fri Feb 05, 2010 5:46 am

at first i thought they used tractor beams to move the doors, but then after operation anchorage it was clearly obvious that they use immigrant labor from china to roll the doors back and forth....namely the guys with the stealth suits. that would also explain all the copies of chinese spec ops manuals lying around. :)
User avatar
Miss Hayley
 
Posts: 3414
Joined: Tue Jun 27, 2006 2:31 am

Post » Fri Feb 05, 2010 7:24 pm

I imagined (for lack of a better reason) that there where blocks that pushed up from the floor that moved the gear door.

I made the Vault Suit for the mod.
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen45.jpg

Naturally, they have never been used and will be in new condition.


Looks like its about time to close this thread down. I will be making a new thread shortly.
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

Previous

Return to Fallout 3