[BETA] Vault 64

Post » Sat May 28, 2011 5:20 am

i checked the realism controls in the control room and it had no visible effect on the skills training. im looking for the "secret" terminal you mentioned earlier, the one that allows you to advance your skills above 100 (if you have the mod) to see if that power's on the terminals in the skills training room.

It seems to be broken. I will fix this for the next beta release. I was going to re-do the whole thing anyway. Thanks for finding this problem.

I had to resort to opening this up in the GECK to try and find the secret office and still can't find it

Both secret rooms are on the entrance cell. The one contains the secret password for the Turret control terminal. The other is still a WIP, but has some cheat weapons in it for now.
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[ becca ]
 
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Post » Fri May 27, 2011 8:48 pm

That could be done. But would you then expect them to be 'cleaned' suits? I don't want to have to retexture and make new models of all the clothing in the game.


Yes, that one. I think its controlled by the overall realism, not sure. I would have to check again what each control does.
I will probably be revisiting that terminal and breaking the controls out into more options. Originally I was only going to have one control but later decided to let the player individually select what they wanted in the mod.


You could use the cleaned versions already present in the game e.g:

http://images4.wikia.nocookie.net/fallout/images/7/7b/Prewar_spring.jpg

and

http://images3.wikia.nocookie.net/fallout/images/f/f1/Armor_dirty_spring.jpg

there is also a "grimy" version.

I'm not sure if the cleaner is worth it but it 'just' means creating a model for the "cleaner" a way to operate it and a script that switches the formId's.

[Edit] I seem to have found a bug. This didn't happen the first time through the vault but on the return this is what I got:
http://2.bp.blogspot.com/_JmcveC5jfqM/Smp6fy0GXHI/AAAAAAAAAEE/yiXZN9UALg0/s1600-h/ScreenShot3.bmp
http://4.bp.blogspot.com/_JmcveC5jfqM/Smp6fv1VnBI/AAAAAAAAAD8/dVVXSauYlKU/s1600-h/ScreenShot2.bmp
http://4.bp.blogspot.com/_JmcveC5jfqM/Smp6fAM3XsI/AAAAAAAAAD0/joebK-n2uZg/s1600-h/ScreenShot1.bmp
This is the only mod I have installed but I have all of the DLC except for Zeta.
I can still enter/exit the vault just fine.
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StunnaLiike FiiFii
 
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Post » Sat May 28, 2011 2:18 am

It seems to be broken. I will fix this for the next beta release. I was going to re-do the whole thing anyway. Thanks for finding this problem.


well i guess that's why i couldn't get them 2 work, and i thought i was doing it wrong! :brokencomputer:
And no problem WillieSea
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Mr. Ray
 
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Post » Sat May 28, 2011 4:39 am

Just to update, WillieSea, I ran your mod in my new game without FOOK and am not getting any CTD issues.

I also wanted to make a small suggestion, given the pristine condition of the vault, I would suggest making a new first aid kit item (simply cloning the normal one would work) to place specifically in Vault 64 (and other sensible locations once you release the resources) that will not spawn dirty water.

I also found a small typo in the research terminal, in the room where the special rocket launcher is in the safe. (btw that passcode was a [censored] to figure out. The first 4 were easy enough but the others I just dumbed my way through working out the sequence.)

The typo is in the last sentence of the last entry, I believe. Some paraphrasing but something to the effect of the rocket launcher was to powerful for the outside world. You left an o out of that to since it should have been too. Just thought I'd point it out.
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Melanie Steinberg
 
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Post » Fri May 27, 2011 6:58 pm

I have found the secret office and switch to the escape passageway from the entrance! I had to use "tcl" to find the secret office because the switch in the overseer's office was not working. What I meant for the thing in the prison cell, was just the same thing you used for the secret office door and the escape passage way, that sliding stone/metal door. I am not sure what you would put in it, I just thought It would be cool to have something like that from Oblivion. Lol.
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Emilie M
 
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Post » Sat May 28, 2011 6:06 am

You could use the cleaned versions already present in the game. I'm not sure if the cleaner is worth it but it 'just' means creating a model for the "cleaner" a way to operate it and a script that switches the formId's.

[Edit] I seem to have found a bug. This didn't happen the first time through the vault but on the return this is what I got:

1. Perhaps in a later update.
2. This happens when you have your game patched to v1.5. I will assume the problem persists in the v1.6 patch as well. All exterior objects that are not set to persistant references are 'cleaned up' by the game. So, the only thing left are the objects I have set as persistant references. Can you verify your game version?

Just to update, WillieSea, I ran your mod in my new game without FOOK and am not getting any CTD issues.

I also wanted to make a small suggestion, given the pristine condition of the vault, I would suggest making a new first aid kit item (simply cloning the normal one would work) to place specifically in Vault 64 (and other sensible locations once you release the resources) that will not spawn dirty water.

I also found a small typo in the research terminal, in the room where the special rocket launcher is in the safe. (btw that passcode was a [censored] to figure out. The first 4 were easy enough but the others I just dumbed my way through working out the sequence.)

1. Good to know.
2. Done. I made a new texture as well as a new leveled list that removed the dirty water from the chances of it showing up.
3. Thanks, its fixed now. No new upload just yet though. :goodjob:

I have found the secret office and switch to the escape passageway from the entrance! I had to use "tcl" to find the secret office because the switch in the overseer's office was not working.
What I meant for the thing in the prison cell, was just the same thing you used for the secret office door and the escape passage way, that sliding stone/metal door. I am not sure what you would put in it, I just thought It would be cool to have something like that from Oblivion. Lol.

1. Okay, apparently this has stopped working correctly. I will look into it. In 'unfixed' mod versions, it works fine.
2. The secret wall I used for the office would not work well in the cells I am using for the prison. The pieces do not fit together.
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Daddy Cool!
 
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Post » Fri May 27, 2011 7:51 pm

Is there any interest from anybody to create a 'companion' in my mod?

Here is the retextured Mister Gutsy I would like to become a companion:
http://i97.photobucket.com/albums/l237/WillieSea/ScreenShot360.jpg

I will soon have a new upload available with the entire mod again.
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Sabrina Schwarz
 
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Post » Fri May 27, 2011 9:01 pm

A new full download of the Beta test is available:
http://rapidshare.com/files/260420113/ExperimentalVault64beta46.7z
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Len swann
 
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Post » Sat May 28, 2011 12:46 am

Congradulations on the beta release :)
Once I figure out how to fit behind my desk -dont ask, broke my leg :embarrass: I'll run it through it's paces.
Any mods I have to what out for when running vault64, compatability wise?
Any particular format for glitches and bug reports you want?

Andy


Acky wanna know if th' beds are big enough for 9ft, 700pnd mutants?
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Megan Stabler
 
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Post » Sat May 28, 2011 6:33 am

Any mods I have to what out for when running vault64, compatability wise?
Any particular format for glitches and bug reports you want?
Acky wanna know if th' beds are big enough for 9ft, 700pnd mutants?

1. There 'should' not be any compatibility issues. But the exterior mountain that I created 'may' vanish if you have your game patched at or above V1.5.
2. Here is fine. Or PM, which-ever you are comfortable with.
3. Probably not since they were made for humans, before the war.

If anybody would like to make a companion in my mod, I have uploaded the latest version for download. See above.

The Mister Gutsey is in the living quarters, in the tech room.
He is a creature called "V64MisterGutsyFollower".
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x a million...
 
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Post » Sat May 28, 2011 5:32 am

If I download the new beta, will I have to start the quest over again? What does the new beta fix? Will this version have the raiders?
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Alex [AK]
 
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Post » Fri May 27, 2011 9:12 pm

If I download the new beta, will I have to start the quest over again? What does the new beta fix? Will this version have the raiders?

1. You should not have to start it over. Just replace everything with the new. But, this may cause some 'double' doors or other strange behavior.
2. The 'settings terminal' has been fixed. The 'secret office' is hit or miss on working, I am still looking at that. A lot of new texture work has been done. There are now larger showers. More rooms in the living area have been populated. The first aide boxes have been retexed and will not contain dirty water, and they have been placed more around the vault. More automatic doors have been put in. Plus other odds and ends. Oh, I am also still looking into the training terminals as to why they are not showing up, not sure if I got that fixed yet.
3. No, the raiders would be new development which I am not doing until the old stuff is done and working. Perhaps not until a later release date as well.
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Dark Mogul
 
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Post » Sat May 28, 2011 6:01 am

Hmm. well, when I had downloaded the patch before this, I was forced to start everything over. Oh well, it's certainly worth it.
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Heather Stewart
 
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Post » Fri May 27, 2011 10:09 pm

well this is coming along nicely hope ytour finding time for everything between work and family and this and leisure and such
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Hot
 
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Post » Fri May 27, 2011 10:03 pm

Congrats on the progress!
The Mr.gutsy looks splendid, I'm sure it'll put the other gutsies in the wastes to shame with such a paintjob.:)
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Elizabeth Lysons
 
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Post » Sat May 28, 2011 5:12 am

ok i'm just going to voice an openion here. its been on my m ind for a while. it seems like your going out of your way to make this as difficult as possible ot get as a player home! i went through the annoyence of gettign to the vault and getting inside3 but now i have to go on ANOTHER scavenger hunt? to get the reactors going AND find the water chips? no offence but isnt that a bit much? especially consideirng you don't have the hint file out yet. li9ke i said just voicing an openion
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Barbequtie
 
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Post » Fri May 27, 2011 6:06 pm

Well, he made the cheat containers to help you. There is one out side the vault to help you get in. There is one in the reactor room with plenty of large capacitors, there is one inside the water room with all the chips. Even right now that there is no hint file, there is the cheat containers that give you everything. He just made it hard for realism, and it adds some more stuff to do.
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STEVI INQUE
 
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Post » Fri May 27, 2011 9:33 pm

well this is coming along nicely hope ytour finding time for everything between work and family and this and leisure and such

ok i'm just going to voice an openion here. its been on my m ind for a while. it seems like your going out of your way to make this as difficult as possible ot get as a player home! i went through the annoyence of gettign to the vault and getting inside3 but now i have to go on ANOTHER scavenger hunt? to get the reactors going AND find the water chips? no offence but isnt that a bit much? especially consideirng you don't have the hint file out yet. li9ke i said just voicing an openion

1. Just barely time for everything. :)
2. I suppose it could be an annoyance to some people, but many others don't want to just walk into the place (after 200 years) and everything is handed to you on a silver platter. Its a 'big' vault and I wanted the player have to work for things in the mod. If you don't like this, I have released my Levelers Truck Trailer mod here: http://www.fallout3nexus.com/downloads/file.php?id=1770
And if you look at the 'third' post in this thread, I have been putting together a help/cheat file on how to get things working. Its not complete but its close.

The Mr.gutsy looks splendid, I'm sure it'll put the other gutsies in the wastes to shame with such a paintjob.:)

Yeah, and I want to change it already. Remove the star and put the vault-tec logo with the number 64 emblazoned on it. I may even change him to a brown instead of green.
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Stephanie Nieves
 
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Post » Sat May 28, 2011 6:42 am

oh no i'm ju st leaving my two cents i really like the vault and everything and i'm sure the final version will be even better
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Princess Johnson
 
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Post » Sat May 28, 2011 4:21 am

I've been exploring the vault recently and its AMAZING just has this warm cozy feeling to it anyway I recently came to some stops that have stumped me 1. Ok this one isn't stumping me but I'm just wondering. Are the Capacitors in the reactor room going to remain as a cheat in the realism controls? Same with the water chips are they going to remain? 2. How do I access the locked computers in the vault they don't seem to have keys i'm perticularly wondering ab out the one in the Overseers office. Kriff 3. For some reason the Mr. Gutsy Companion is mostly invisible I can't get a screenshot because for some reason it is VERY dark when I see the screenshot which makes it very hard to see so yeah. 4. and for some reqasn on the terminal for the materilazation unit it only has the option of "Log Off" is this because i ahv nt placed any of the markers? another thing I noticed sometiems the androids seem to get activated at random or automaticly or somthing would it be possible ot toggle this? it gets a little annoying walking alogn when suddenly i get a menu but yeah
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Katie Samuel
 
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Post » Fri May 27, 2011 10:20 pm

1. Ok this one isn't stumping me but I'm just wondering. Are the Capacitors in the reactor room going to remain as a cheat in the realism controls? Same with the water chips are they going to remain?
2. How do I access the locked computers in the vault they don't seem to have keys i'm perticularly wondering ab out the one in the Overseers office. Kriff
3. For some reason the Mr. Gutsy Companion is mostly invisible I can't get a screenshot because for some reason it is VERY dark when I see the screenshot which makes it very hard to see so yeah.
4. and for some reqasn on the terminal for the materilazation unit it only has the option of "Log Off" is this because i ahv nt placed any of the markers?
5. another thing I noticed sometiems the androids seem to get activated at random or automaticly or somthing would it be possible ot toggle this? it gets a little annoying walking alogn when suddenly i get a menu but yeah

1. The 'Box O Capacitors' and water chips will be gone. There will not be a 'realism' control that powers up the water, materialization unit, or simulation unit.
2. The overseer computer does have a key. Its in a desk, I think in the security room just down the hall from the Recreation room.
3. Odd. Perhaps your missing the texture for him. Did you install the mod fresh?
4. Follow the directions on the third post of this thread. You have to have the key, power up the generator, and also place a marker. That unit only works to 'send' you to a marker. The handheld unit will bring you back to the vault to the materialization unit.
5. I have noticed this too. After the 'clean up' of the mod, some things are suddenly having problems when they should not. The message should only display IF the player is the activator... I will continue looking into this issue.

Thanks! :goodjob:
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adam holden
 
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Post » Sat May 28, 2011 4:46 am

thats the problem with tools like FO3Edit and such the y may fix some problems but they tend to create more. also a questin how do I disable the materialzation units need for Fission Batteries? i've tried everything in the settings terminal in the controle room and the meterilazation terminal seems to lack any options short of taking me anywhere. have you included the feeture of disabling the need for Fission Batteries at all? oh and whenever i sit on the vaults toilets i can't see the PC i've tried going in to third person vanity cam and TFC command. is this intentional or not? ih and i k now you may be aware of some of this this being a Beta and all but i'm fibnding some Unclothed androids walking about as well as all the sorting Robobrains are crowdi ng up in the Weapons storage room. ooh one more question. sorry just lo ving this vault great work as always WillSea cant wait for the final but my last question on this post is there a way to get bottles of purified water? either by turning in bottles of dirty water or by just getting it from some machine? if not that would ha ve been asowm
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Nick Swan
 
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Post » Fri May 27, 2011 10:10 pm

1. how do I disable the materialzation units need for Fission Batteries?
2. whenever i sit on the vaults toilets i can't see the PC
3. i'm fibnding some Unclothed androids walking about as well as all the sorting Robobrains are crowdi ng up in the Weapons storage room.
4. is there a way to get bottles of purified water? either by turning in bottles of dirty water or by just getting it from some machine? if not that would ha ve been asowm

1. This will be controlled by the settings terminal. I thought it already was, perhaps this was 'broken' as well...
2. I have not problem with this, last time I checked. I can check again...
3. Only the two dancers should be unclothed. Perhaps you have a problem with your installation of the mod. The robobrains should stay put, they have AI controls on them. Perhaps that became broken as well...
4. No. Perhaps I could add them to the nuka cola vending machine via the purchase terminal?
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Damien Mulvenna
 
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Post » Fri May 27, 2011 6:38 pm

and on the mater of the vending machines shouldn't they abe able tomake "Ice Cold Nuka Cole"?

Man i've been playing in this vault for some time loving it to death just got my first two citizens (Micky and Carlos needed a home) which leaves me to wonder are the vault 64 jumpsuits available yet? i havnt found any so i'm curious i want to get my citizens properly clothed i'm relaly sorry if all my posts have been botgheirng you but this is just amazing and i have so many6 questions ion what is to come! you truly created a work of art. oh just o ne suggestion comes to mind wouldn't it make more sense if terminal operated doors were operatable from the other side? perticularly woulndt the Overseer want to close the door behind him?
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LijLuva
 
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Post » Sat May 28, 2011 2:02 am

1. and on the mater of the vending machines shouldn't they abe able tomake "Ice Cold Nuka Cole"?
2. are the vault 64 jumpsuits available yet?
3. terminal operated doors were operatable from the other side? perticularly woulndt the Overseer want to close the door behind him?

Glad you enjoy it. Its confusing at first, which I feel it should in any big new place. But after you get used to it, you find your way around pretty easily. And there is more than one path to each area...

1. Yeah, probably. But then it would also make sense that if you don't drink it after an hour that it turns into just Nuka Cola... :) Just too much hassle and work for me... :shrug:
2. They are made, just not placed anywhere... sorry! And dont get to carried away with NPC's in the vault since the nav-meshes are not all done...
3. Yeah, that makes perfect sense. Wrote this down.

:goodjob:
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Mimi BC
 
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