[BETA] Vault 64

Post » Fri May 27, 2011 8:02 pm

GECK 1.5
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Luna Lovegood
 
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Post » Sat May 28, 2011 2:46 am

Dont know what to tell you, it works fine for me. I will assume it works for most everybody else as well. Nobody else has complained, but they may not have known the lockers were supposed to have textures either.

Only thing I can think of is your computer does not like the 'underscore' character in the name. But if your ammo boxes look fine, they use the same format. So that would not be a problem.

locker_10mmPistol.dds
locker_n.dds

AmmoBox_10mm.dds
AmmoBox_n.dds
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C.L.U.T.C.H
 
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Post » Sat May 28, 2011 9:28 am

maybe it could be fixed by making each locker have its own .nif mesh
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priscillaaa
 
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Post » Sat May 28, 2011 7:17 am

maybe it could be fixed by making each locker have its own .nif mesh

Perhaps, but its not worth it to me. I make mods for myself first and it works fine for me. :shrug:
Not only that but that would increase the size of the download.
And to make 99 special lockers with new texture paths in each and then add each one to the game would be a pain.

Have either of you added a mod that 'replaces' the default 'lockerVault.nif' file? If the names of objects in the nif where changed then perhaps the texture would not apply itself correctly to the locker.

[EDIT]
And make sure you are using http://www.fallout3nexus.com/downloads/file.php?id=944...
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Carlitos Avila
 
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Post » Fri May 27, 2011 7:42 pm

Thanks for creating this outstanding mod! :)
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Marilú
 
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Post » Fri May 27, 2011 11:11 pm

How's it coming, WillieSea?
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Krystal Wilson
 
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Post » Sat May 28, 2011 12:33 am

How's it coming, WillieSea?

With so many strange issues people are having, I am not sure I want to finish it.
I was thinking about cutting a lot of stuff out of the mod and shrinking it down some. I am not sure how I want to proceed at this point... Its frustrating.
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CHANONE
 
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Post » Sat May 28, 2011 7:37 am

If you dont' finish this, are you going to start on a new house project? Maybe that Alien Ship House mod. Whatever you want to do WillieSea, we'll follow.
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Taylrea Teodor
 
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Post » Sat May 28, 2011 3:11 am

It's the unofficial patch. It adds the lockervault01 file, I removed it and the locker issue was fixed.
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Dalley hussain
 
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Post » Fri May 27, 2011 7:04 pm

I am making a space station home. With the Recon space ship that gets you there! :lol:
I have not decided how much it will be used though. I will probably use the 'teleport marker' strategy for going back and forth.
And, have a holographic map that you can touch points on to teleport to that point.

It's the unofficial patch. It adds the lockervault01 file, I removed it and the locker issue was fixed.

Thank you Trader01! :icecream:

I knew it had to be something that replaced the locker NIF. I could think of no other explanation...

Since most people use the 'unofficial patch', what could I do to resolve this issue of the texture sets not showing on the locker?
There must be some reason why they changed it in the patch...
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Micah Judaeah
 
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Post » Fri May 27, 2011 11:26 pm

Sweet! Ever since I saw Mothership Zeta, I have always wanted my own spaceship home! Thanks for doing that. Is going to be as elaborate as Vault 64? Will we be able to shoot Earth again with a death ray?
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Annick Charron
 
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Post » Sat May 28, 2011 7:24 am

I knew it had to be something that replaced the locker NIF. I could think of no other explanation...

Since most people use the 'unofficial patch', what could I do to resolve this issue of the texture sets not showing on the locker?
There must be some reason why they changed it in the patch...


From the Unofficial Patch Readme...

Fallout 3: Fixed missing underside and interior of the vault locker (Altered Mesh: lockervault01.nif).

This actually causes a bit of a problem, but it can be fixed with a little bit of rework.

The original lockervault01.nif had these 2 slots for new textures,
LockerVault01:0
LockerVaultDoor:0
Your labeled texture is assigned to LockerVaultDoor:0

The new mesh has these slots,
LockerVaultDoor:0
LockerVault01:05
LockerVault01:04
LockerVault01:03
LockerVault01:02
LockerVault01:01
LockerVault01:0

Your original LockerVaultDoor:0 assignment now becomes LockerVault01:0 on the new mesh.

There is really only one fix for this. You need to use the new mesh yourself, change your labeled texture from LockerVault01:0 over to LockerVaultDoor:0. You would then include the new mesh along with your vault. If the user already has the Unofficial Patch installed it will just overwrite the mesh they already have. If they don't have or don't want to run the Unofficial Patch, they will at least have just the one mesh needed for your vault lockers.

EDIT: There is another option. You could use FO3Edit to make a compatibility patch with just the lockers in it and change the texture assignment in just the patch. FO3Edit would also be a fast way to change the texture assignment. In the Alternate Textures section for each locker, change the 3D Index from 0 to 6.
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Miss Hayley
 
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Post » Sat May 28, 2011 1:48 am

Thanks for the kind reply kralore.

Fallout 3: Fixed missing underside and interior of the vault locker (Altered Mesh: lockervault01.nif).

I wonder who exacly is going under the floor to look at the underside of the locker, or can actually 'see' inside the locker. Oh well, more work for us modders I guess...
I just submitted a bug report to the UF3P website. It would be nice if the fixed meshes added new content 'after' the vanilla slots.

In musing on this, I think what I will do it make a copy of the locker mesh and add it to my own folder. Then change all the lockers to use that mesh, thus bypassing the whole issue of the unofficial patch and the problems it creates. But I wonder how many more objects were equally 'repaired' in the unofficial patch?
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Janine Rose
 
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Post » Sat May 28, 2011 7:06 am

Thanks for the kind reply kralore.


I wonder who exacly is going under the floor to look at the underside of the locker, or can actually 'see' inside the locker. Oh well, more work for us modders I guess...
I just submitted a bug report to the UF3P website. It would be nice if the fixed meshes added new content 'after' the vanilla slots.

In musing on this, I think what I will do it make a copy of the locker mesh and add it to my own folder. Then change all the lockers to use that mesh, thus bypassing the whole issue of the unofficial patch and the problems it creates. But I wonder how many more objects were equally 'repaired' in the unofficial patch?


Here is a quick patch file I made using FO3Edit. It has just the lockers that need to be changed listed, and only needs to be used if the player has the unofficial patch installed. It moves the texture assignment from index 0 to index 6. It needs to be put after ExperimentalVault64.esp in the load order.

http://www.megaupload.com/?d=ASCKA8XZ

I hope megaupload is ok for you. If it's not, let me know and I can upload it somewhere else for you.
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renee Duhamel
 
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Post » Sat May 28, 2011 6:08 am

I am re-creating the vault from scratch.
There will be a much more condensed layout and I will take into consideration everything I remember from peoples comments as I remake the vault.

There were many things I was not really pleased with so this will give me a chance to 'start over' and make it better.
Since all the hard work is done (scripts, textures), it should go pretty quick. The toughest thing I have to do now is just put the layout down. I can copy the scripts and textures over with ease.
I am also moving the entrance to the vault to the very far North, in the side of a mountain.

So, if you tried the Beta and had some thoughts or suggestions, now is the time to let them be known.
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louise hamilton
 
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Post » Sat May 28, 2011 6:41 am

i dont know if your adamant about some things, but i think 100% that the vault should have people, even inviting people into the vault. because your first one was just too empty, just yourself.

also places that really dont make sense to be there or go completly out of the way to add or travel to really get frustrating
(taking 2 minutes to get to the Virtual reality chair.

how about you combine the two mods. you have the alien ship mod, but the scanners on board find a vault tec moon base
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Lauren Denman
 
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Post » Sat May 28, 2011 8:14 am

The vault was not empty, it was full of androids. Perhaps you did not find the 'settings' terminal and turn them on?

The reason why I don't have more is the plain fact that I could not create dialogue to break out of a wet paper sack. I could not even get a 'follower' to work, I am pretty pitiful in that regard. And nobody was willing to create NPC's for me, so the vault remained mostly empty except for all the andriods.

My theory for this new layout will be centered around the Atrium. From the atrium you can get to everything quickly. There will not be a lot of rabbit warrens like the last one.
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Code Affinity
 
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Post » Sat May 28, 2011 1:57 am

What? With all the help you give around here no one was willing to make some NPC's for you?! Thats shocking. If I knew the slightest bit about making them myself I would gladly volunteer but as of now the end result would be worse than what you have. Hmmm, I didn't play the beta at all but I am looknig forward to the final version. I am sure I will enjoy what ever you do with it.
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Genocidal Cry
 
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Post » Sat May 28, 2011 3:58 am

i like the idea of the vault being quite empty personally that way I can use SCC and fill it iw th NPC's from the wasteland
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Samantha Wood
 
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Post » Sat May 28, 2011 5:26 am

Could you put some kind of arena, like in Ancient Towers? Maybe somekind of holographic device that materializes creatures to watch them fight against each other, or you. I liked being able to spawn any creature I wanted in Ancient Towers.
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Roisan Sweeney
 
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Post » Sat May 28, 2011 5:49 am

i like the idea of the vault being quite empty personally that way I can use SCC and fill it iw th NPC's from the wasteland

I do too. I dont like bumping into people all the time. Give me the open spaces!

Could you put some kind of arena, like in Ancient Towers? Maybe somekind of holographic device that materializes creatures to watch them fight against each other, or you. I liked being able to spawn any creature I wanted in Ancient Towers.

I will see what I can do.

Did you try the 'simulator' and go to the ruined police hq? You could do what you are reqeusting there...


This thread will be closed since I will no longer work on version 1.

Version 2 of Vault 64 will now begin...
http://www.gamesas.com/bgsforums/index.php?showtopic=1041118
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Vivien
 
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Post » Fri May 27, 2011 8:17 pm

Locked by request :)


Milt
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:)Colleenn
 
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