[BETA] Vault 64

Post » Sat May 28, 2011 3:08 am

just as a simple note shouldn't the cloaking on the armors only activate when sneaking like ot her armors with stealth feilds? I'm also cirios on yor decision to make the medical androids cost caps when you can do the same thing on a "My First Infermary" for free oh and to add to the terminalo perated doorsw hat about the overseer's secret tunnel and office areas? (still havnt found tht office i tried opening it via the computer but no results that I can see) it seems like the Overseer wouldnt want to advrotise "I went through the tunnel under my desk)
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Auguste Bartholdi
 
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Post » Sat May 28, 2011 5:46 am

1. just as a simple note shouldn't the cloaking on the armors only activate when sneaking like ot her armors with stealth feilds?
2. I'm also cirios on yor decision to make the medical androids cost caps when you can do the same thing on a "My First Infermary" for free
3. oh and to add to the terminalo perated doorsw hat about the overseer's secret tunnel and office areas?
4. (still havnt found tht office i tried opening it via the computer but no results that I can see)
5. it seems like the Overseer wouldnt want to advrotise "I went through the tunnel under my desk)

1. What other armors?
2. "My First Infermary" is not free, you have to buy it for a lot of caps. And any wasteland doctor charges you to get healed or cured of radiation.
3. Yeah, I will be looking into that with the other terminal operated doors.
4. I reported that the secret office is still having problems... :)
5. Perhaps, but I wanted the light to flash when its open. And if anybody is looking in the window from the atrium, they would see the desk oddly higher than the floor anyway.
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Unstoppable Judge
 
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Post » Sat May 28, 2011 9:25 am

by other outfits i mean the armors I mean the ones that are in the overseers office
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Richard
 
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Post » Sat May 28, 2011 5:13 am

by other outfits i mean the armors I mean the ones that are in the overseers office

no, I meant what armors have stealth mode only when sneaking?

You had asked "like ot her armors with stealth feilds". So I asked, what other armors.
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ashleigh bryden
 
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Post » Sat May 28, 2011 9:19 am

well i'm pretty sure Recon Armors have that. i know the Chinese Stelath Armor has uit but for obvious reasons I can't use that
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HARDHEAD
 
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Post » Fri May 27, 2011 8:11 pm

I do not see anything special about the Recon armors other than increasing your sneak by 5 points.

And yeah, I don't have any of the DLC so I don't know anything about a Chinese Stealth armor either.
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Dewayne Quattlebaum
 
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Post » Fri May 27, 2011 10:40 pm

check it in game if you go in to sneek mode the stealth feild should appear. maybe its in the Shady Hat
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Michelle Smith
 
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Post » Sat May 28, 2011 7:52 am

You must have a mod installed that changes the recon armor, because in vanilla, all you get is +5 sneak.

The shady hat gives +5 sneak and +1 perception.
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Sarah Edmunds
 
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Post » Sat May 28, 2011 6:38 am

Excellent Mod, except . very very lonely.


I have a couple of comments and a suggestion for your release.

1. I think that There should be a wall map of the vault, since this is the first Vault that actually feels like it was built for its intended purpose : Kitchens, entertainment, lots of rooms, utilities. It would be useful for people to have a reference map to find where the common areas are until they get used to the layout.

2. I am also getting the invisible Mr. Gutsy. He blabs and blabs to me, but his body is invisible.

3. I also have a problem with the robots congregating in the corner of the weapons armory, along with the attendent enjoying the robots in his underwear; I don't know if this has anything to do with it, but while using the Jessie companion mod, she had a hard time not hanging out with the robots and attendent, she walked backwards, while looking at me, for about 40 feet, though the door and stood next to a robot. (In the future robots must be very charismatic).

4. When activating the stripper in the dance room. She activates for sure. But she has a brain stroke and stands in the computer room off the personal quarters and storage areas.


Excellent work again, I really, really think this mod is amazing. I would like to see additional quests built onto this, such as populating the vault, defense against outside usurpers(now that the entrance is uncovered and 3 nukes were used; somone might get nosy). I've already tossed the Chengs into THE BOX.
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Samantha Pattison
 
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Post » Sat May 28, 2011 2:45 am

IF popuolating the vault is added i think it should be optinal i personally Wanted to populate it myself b ut others seem to disagree. th ink along the lines of rescuing nearly all of Megaton with SCC setting them to sandbox and you have a settlement. my first thought was to ro und up the water beggers and give them a place to stay. oh and just an idea. could there be an option to get free services? or at least be able to retrive the caps you spent?
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john palmer
 
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Post » Fri May 27, 2011 7:43 pm

Williesea could you please reupload patch 0.43 because when i installed your latest patch I forgot to take all my items out of the lockers and now they are lost forever unless i get patch 0.43 which is the one i made my savegame on.
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Bambi
 
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Post » Sat May 28, 2011 10:01 am

1. I think that There should be a wall map of the vault...
2. I am also getting the invisible Mr. Gutsy
3. I also have a problem with the robots congregating in the corner of the weapons armory, along with the attendent enjoying the robots in his underwear; I don't know if this has anything to do with it, but while using the Jessie companion mod, she had a hard time not hanging out with the robots and attendent, she walked backwards, while looking at me, for about 40 feet, though the door and stood next to a robot. (In the future robots must be very charismatic).
4. When activating the stripper in the dance room. She activates for sure. But she has a brain stroke and stands in the computer room off the personal quarters and storage areas.
5. I would like to see additional quests built onto this, such as populating the vault, defense against outside usurpers(now that the entrance is uncovered and 3 nukes were used; somone might get nosy).

1. I am working on this.
2. Did you put the textures for him in this folder path?
\textures\WillieSea\Vault64\creatures\V64mistergutsy.dds
\textures\WillieSea\Vault64\creatures\V64mistergutsy_n.dds
[EDIT]
Sorry, I just realized I forgot to add the meshes...
Put it in your game folder: \data\meshes\
http://rapidshare.com/files/263405384/MeshesCreaturesFolderV46.7z

3. Thats odd, I wonder what it is about that corner, its almost like a black hole or siren song for NPC's. I can look at this a bit closer. The robobrains should have stayed in their room. I may have to recreate that after the 'clean up' of the mod was done. Many things 'stopped' working correctly.
4. Same as #3 above...
5. I will not be putting more in this version. After what is there is finished up, I want to release this. I can make updates at a later time that adds more to the place.

1. IF popuolating the vault is added...
2. could there be an option to get free services? or at least be able to retrive the caps you spent?

1. No, I will not be populating the vault beyond android and robot workers.
2. I suppose. Perhaps another quest to increase your 'rank' in Vault Tec in order to make things free. Or purchase a health card perhaps...

Williesea could you please reupload patch 0.43...

I only have v45 and v46 named. I have backups which 'may' be v43 but I do not know what date that was from.
I will assume you deleted your 7Z archive file?
Please also note what I stated on page one of this forum:
THIS IS A BETA TEST.
ITS RECOMMENDED THAT YOU NOT USE YOUR GOOD SAVE GAME TO PLAY IN CASE SOMETHING HAPPENS.

Sorry!
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Setal Vara
 
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Post » Fri May 27, 2011 7:06 pm

ok i havent downloaded yet just got back from hard day at the office but i would really really like it if you made the simulation pods workable if they allready are my bad but still they sound really good will we have different options on what to run like say the tranquility lane thing just leave out betty it creaps me out
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Siidney
 
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Post » Sat May 28, 2011 8:48 am

The simulation pod does work. Well, it did last time I tried it. The 'clean up' of the mod made some things not work anymore for no apparent reason it seems! :)

You have to get the power plant running and then find the simulation discs. Each disc will run a different simulation.

Current discs include the Arena and the Ruined Police Station. There is a tranquility lane knock off, but its not done and currently blocked. Although you could teleport yourself to the cell if you wish, its just not complete. Although, the working mono-rail there is pretty cool to look at! There will also be an obstacle course in some future upgrade to the mod.
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Jesus Lopez
 
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Post » Sat May 28, 2011 12:36 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

You complain about having to play the game?

Maybe you want to watch a movie instead.
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Neliel Kudoh
 
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Post » Fri May 27, 2011 6:58 pm

You complain about having to play the game?

Maybe you want to watch a movie instead.


no i just prefer to relax and enjoy my game rather then being frustrated abot5u going on a fetch quest t here's a diffrence between "playing the game" and wanthing things to be rediculasly difficult or tedious.
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Kristian Perez
 
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Post » Sat May 28, 2011 8:03 am

WillieSea: Again, this is a wonderfully done mod. I'm currently comiling a list of suggestions and bugs. I'm actually really enjoying searching every nook and cranny of this place, let me tell you. I usually don't do that.
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Dark Mogul
 
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Post » Fri May 27, 2011 9:40 pm

The simulation pod does work. Well, it did last time I tried it. The 'clean up' of the mod made some things not work anymore for no apparent reason it seems! :)

You have to get the power plant running and then find the simulation discs. Each disc will run a different simulation.

Current discs include the Arena and the Ruined Police Station. There is a tranquility lane knock off, but its not done and currently blocked. Although you could teleport yourself to the cell if you wish, its just not complete. Although, the working mono-rail there is pretty cool to look at! There will also be an obstacle course in some future upgrade to the mod.



ok sorry for being a [censored] but the mono-rail sounds good downloading it now i do have a suggestion[?] for a sim: maybe you could make it sort of a full scale war sim where enclave [or whatever enemies] and BOS spawn continuously and the player has to get to the enemy base and kill their leader maybe even being able to be on either team Enclave!!!! =-]]
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Gemma Archer
 
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Post » Fri May 27, 2011 8:37 pm

I set a portable turret to protect a brahmin water transport but it killed the brahmin... I just thought you might want to know about this slight error...
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brandon frier
 
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Post » Fri May 27, 2011 8:04 pm

i do have a suggestion[?] for a sim: maybe you could make it sort of a full scale war sim where enclave [or whatever enemies] and BOS spawn continuously and the player has to get to the enemy base and kill their leader maybe even being able to be on either team Enclave!!!! =-]]

I will not even be completing the existing sim ideas. Each sim is like a whole mod of its own, they can get so big!

I set a portable turret to protect a brahmin water transport but it killed the brahmin...

I know that and its not an error. Its because the Brahmin Faction is a 'friend' to the Raider faction, which is an 'Enemy' to the factions the Turret is in.
If I add the Brahmin faction to the turret, it will not attack the Raiders... And then the friends of the Raiders... On and on, so I left the brahmin off.
So, the brahmin get attacked... Filthy mutated cows anyway I guess... :biglaugh:

I was thinking about trying to put them in the follower faction instead. Not sure what that will do but can try it.
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Brandi Norton
 
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Post » Fri May 27, 2011 7:29 pm

Well this is a brilliant job overall. I love:
-The room variety and purposes
-The scripting elegance
-The cheat and no cheat settings
-The sorted storage
-The stages of operational quests.

I SEE WHERE THE TIME WENT! The average person who is brilliant would have taken LONGER to make this. You have my thanks!

I would love to have been responsible for some of this mod but I believe I would have made far more errors/mistakes along the way. In that spirit I hope you will forgive the rudeness of my bringing up some points of criticism:

* The "Administration side rooms" cell should be broken into separate cells, clearly labeled to denote function -- "Water Filtration" for example. I believe this reinforces the purpose of the player's activity in each area.

* To access one area, the player actually has to walk down the shooting range. Obviously no one else is making use of it, but I wondered about this design choice.

* The overseer tunnel leads through a hive of shipping crates and yet-another helping of neatly arranged ammo and survival items. While these are commonly associated features of a rear escape route, their proximity to the exit is not very logical. Armies of vault workers have presumably had to access these areas to haul in the goods, and to obtain from the supply on a regular basis. The "get-away" doors are clearly visible to any walking in this area, ostensibly making it about as much of a secret as six behind a screen door.

* Purposeful walks through the vault are confounded by hallways of unrelenting length, which branch often and repeatedly, making the signage frequently under-descriptive. Following one indication of an "Atrium" up ahead also leads a player to the control room, the reactor, and maybe some off-shoot storage. Signs should be clear on exactly what is ahead, and increased in size or number as with the great road-forks of Tamriel (<-Skingrad/Bruma->/Imperial City^). Traversing the halls to the "shops" involves a seemingly unnecessary walk up--and then down--some stairs, which have on their way two "servant-style" bedrooms. First of all, worker quarters should be well-hidden; to the rear of any such shops or services. Second, who are the workers -- the androids need beds?

* "Ahead" arrows should be added to the directional signage. While great care has been taken to place many (hundreds?) of these, it's still quite possible to lose your way while walking straight. This is bigger than all the vanilla vaults.

* Cell names don't seem to cover all functions denoted to the cells. Some should simply be renamed "services level" or something of that nature.

* Android schedules take them out of their designated areas. Maybe I'm wrong on this, but I clearly saw a "doctor droid" a few hallways from anything "medical".

* Auto-open doors still return message "must be activated from somewhere else." Either have no message, allow a layered open function, or both; add the ability to turn off the auto.

* Rooms unfinished -- I assume this will be addressed.

* Having more than one place for ammo, etc., more than one control/power/maintenance room, etc. gets confusing. Having repeat-function rooms in different cells entirely gets REALLY confusing.

* A weapons/ammo/armor sorter would be awesome.

* Dancer clothing? Stage lighting? Also, for such a VIP venue, I'm surprised to see about 4 entrances to it PLUS windows looking in.



But don't take this commentary as averaging to the negative. Don't even assume I could do anything like this. I'm beyond grateful that this exists, and figured if anything, you'd want notes from someone not-so-close to the design. Just passing glances from a fresh player.

And I still haven't forgotten the scripting help you've given me for my releases. I just wish I could do this!


All my best,

Overmind
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I love YOu
 
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Post » Sat May 28, 2011 2:40 am

Congrats on getting the beta out Willie! I can see you've spent a lot of time on this. Looks as good as always. :) Congrats again! :celebration:
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Patrick Gordon
 
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Post » Sat May 28, 2011 12:27 am

Hello, I have been looking for the meeting room and the briefcase at the Statesman Hotel, but I can't find it. Any clue where the briefcase is?...Restorant, near the entrance, 1,2,3 floor..thx.
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Alexxxxxx
 
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Post » Fri May 27, 2011 8:39 pm

Hello, I have been looking for the meeting room and the briefcase at the Statesman Hotel, but I can't find it. Any clue where the briefcase is?...Restorant, near the entrance, 1,2,3 floor..thx.

Spoiler
The briefcase is in a podium near the restaurant area in the hotel. Don't remember which floor

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Queen of Spades
 
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Post » Sat May 28, 2011 7:23 am

Hello, I have been looking for the meeting room and the briefcase at the Statesman Hotel, but I can't find it. Any clue where the briefcase is?...Restorant, near the entrance, 1,2,3 floor..thx.

The clue is very clear, I thought. It said 'where' the senators were to meet. But, there are a 'few' of the lounges, you have to get the correct one like in this picture.
http://i97.photobucket.com/albums/l237/WillieSea/ScreenShot352.jpg
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Irmacuba
 
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