[BETA] Vault 64

Post » Sat May 28, 2011 10:06 am

Experimental Vault 64
Beta Test by WillieSea 07/12/2009

Let me know if you find any pieces missing in the mod, like missing textures or missing meshes.

Please DO NOT use any of the resources from this mod for your own mods. This is still a beta mod.
When the mod is finally released, you will have full use of any resources in the mod.


Where is the vault?
Its just NW of minefield, up the hill. A map marker will show up when you have located the briefcase in the statesman hotel. Follow the clues, starting at Vault Tec HQ. There is a 'disc' on one of the fancy office room desks.

The download can be found here: Full package v46 on 07/26/2009
http://rapidshare.com/files/260420113/ExperimentalVault64beta46.7z
And download this, its the 'missing' Mister Handy meshes:
http://rapidshare.com/files/263405384/MeshesCreaturesFolderV46.7z

THIS IS A BETA TEST.
ITS RECOMMENDED THAT YOU NOT USE YOUR GOOD SAVE GAME TO PLAY IN CASE SOMETHING HAPPENS.

If you tested before, uninstall the previous beta test:
-Please Delete the \meshes\WillieSea\Vault64 folder first.
-Please Delete the \textures\WillieSea\Vault64 folder next.

Starting the quest:
The vault will not be easily available to anyone, even if you know where it is. Here is the scenario:
1. At Vault-Tec HQ, you find an electronic note that a message was sent to select senate members at the capital building. The message was encrypted and this note provides the key.

Testing *cheats* available. These will not be available in the finished mod.
1. Outside the vault entrance is a briefcase on a rock. It has three mini-nukes, a stealth boy and the keycard to get inside.
2. In the reactor room is a chest with a bunch of large capacitors for starting up the three reactors.


Your suggestions are welcome. Since they are just suggestions, I have the right to implement or not anything posted in this thread.
Bug reports are very welcome. But remember, this is a beta so not everything may be fully working or implemented yet.
If you have questions about any part of the mod, let me know and I will 'try' to answer them.

Previous WIP thread:
http://www.gamesas.com/bgsforums/index.php?showtopic=985764&st=0&start=0
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Jack Bryan
 
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Post » Sat May 28, 2011 6:33 am

Said this in the last thread

I understand the tree atrium is still very much a WIP, but one of those rock walls intersects the stairs to the second floor.
And I aprecciate what you were going for having the cell act as an exterior, but it seems to dark and gloomy.
I'd reccomend the wasteland climate, but that might make everything light up like neon :wacko:

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WYatt REed
 
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Post » Sat May 28, 2011 5:03 am

This entire post is full of solutions to the different activities in the Vault.

DO NOT READ THIS UNLESS YOU WANT OR NEED A HINT!

QUEST: Gaining Access to the Vault.
The vault will not be easily available to anyone, even if you know where it is. Here is the scenario:
1. At Vault-Tec HQ, you find an electronic note that a message was sent to select senate members at the capital building. The message was encrypted and this note provides the key.
2. At the capital building, there will be terminal's that still works on a desk. With the encryption key you got from Vault Tec HQ, you read the email to find out they were meeting at the statesman hotel. A man with a locked briefcase would discuss the exciting new vault and then bring the senators to the vault to see it for themselves. The four senators who were to go would each have one part of the code that would unlock the briefcase. You must find all four terminals.
3. At the statesman hotel, you search around until you find the meeting room the senators were in and the briefcase. With the four codes from the senators computers, you can open the briefcase where you will find the keycard that unlocks the V64 entance door. Also included is the location of the vault which 'enables' a marker showing where the vault is.
4. At the vault, you find that a rockslide has covered the entrance to the vault. Using a mini-nuke on each of the three large boulders will blow them up so you can enter the place. You cannot use a console command to bypass the rocks and 'activate' the entrance door. I have scripted it so the three boulders must be destroyed before you can activate the door. I also scripted it so you cannot 'drop' your mini-nuke before the explosion, thus cheating the blast scripts.
5. Once inside, you must sneak past the turrets using a stealth boy (or blow up your defense turrets) and reporgram the turret control terminal. There is a password 'note' for the turret control terminal if you find the secret access doorway where its hidden. Or you can just hack the terminal.
6. Now, you try to open the inner door only to find that the fuse that controls the door is missing. A note will guide you to the only remaining fuse and give you the password to the safe its hidden in. You trek off into the town below to find the fuse. Once its replaced, the door will open and you now have access to the vault.

But, you have to find all the large capacitors if you want to get the three power plants up and running. Each power plant allows one of the following to power up: Materialization Unit, Water Filtration Unit and the Simulation Pods.
There will be 'realism' controls as well that allow you to customize how you want the mod to work.

QUEST: Getting the Water Filtration Plant running.
Until this is done, none of the water fountains or sinks will work.
1. Find enough large capacitors to start up the power plant in the reactor room for the filtration system.
2. Find the water chips hidden in the vault. You will need 4 of them. LOL!
3. In the filtration room use the terminals to
-a. Open the chip holders using the terminal.
-b. Insert the chips in the open holders.
-c. Close the holders using the terminals.
4. Once all the chips are replaced, start up the filtration plant using the terminal.
Now, all the water fountains and sinks will work.

QUEST: Finding the 'settings' terminal so you can activate all the neat features of the mod:
1. Find the reactor room.
2. Once there, find the control room with three windows that look out onto the sparking transformers.
3. The terminal here allows you to turn on/off the different features of the vault.

QUEST: Getting the Materialization Unit working:
1. Find the Materialization Key in the Cafe in the living quarters.
2. Find enough large capacitors and start up the Materialization power generator in the Reactor room where the radioactive water pool is.
3. Settings can be set using the 'Settings' Terminal in the reactor control booth.
4. Find at least one of the numbered (1-5) Materialization Markers. Not necessary unless you want to mark a location you can transport 'To'.
5. Find the 'Materialization Unit' that is in the Overseers office on the desk. This gets you 'back' to the vault Materialization room. Uses fission cell unless you change the settings using the settings terminal.
6. Find the Materialization room. Its next to the computer room, you cant miss it. Follow the Systems Room signs.
7. Use the key on the terminal. The terminal here will allow you to transport to any of the 5 'dropped' markers.

QUEST: Getting the Simulation Unit working:
1. Coming soon

QUEST: Getting the Merchants and Vending machines working:
1. In the living quarters, in the room with the computers and robot, there is a desk with the Mainframe key in it.
2. Goto the mainframe (in the cell just past the entrance in the computer room) with the key and set a monetary type. The cap will be choosen since its the only thing that can be used by merchants for barter exchange differences.
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Melissa De Thomasis
 
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Post » Fri May 27, 2011 8:45 pm

I did! I actually found it a while ago but forgot to mention it. It is strangely entertaining to watch the balloons. lol
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Thema
 
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Post » Fri May 27, 2011 9:47 pm

i know it's still a beta, but is the skill training room in the atrium still a WIP?
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Claire Jackson
 
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Post » Fri May 27, 2011 11:19 pm

It may be coincidental, but whenever I have this mod active I get frequent random CTD issues.
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Trent Theriot
 
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Post » Sat May 28, 2011 12:49 am

i know it's still a beta, but is the skill training room in the atrium still a WIP?

No, its done.
You have to find the 'settings' terminal to fully take advantage of the training room.
And even then, you have to find the 'secret' terminal that will allow you to bring your stats higher than 100 (if you have a mod installed that allows that) by then using the 'teachers' terminal after it has been activated.

It may be coincidental, but whenever I have this mod active I get frequent random CTD issues.

There are a lot of scripts in this mod as well as many new textures. Its possible its too much for your computer, or you have a ton of mods installed where this one was the straw that broke the camels back.
The more mods you have that actually 'DO' something, the more CTD's you can expect. Heck, the game CTD's often with no mods running.
It might even be the version of the game you are using. I have not verified that this mod will work at all for v1.5 or above. (I still use version 1.1.0.35) That game patch level caused a lot of mods to start having CTD issues.
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Rich O'Brien
 
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Post » Sat May 28, 2011 10:05 am

WillieSea, your mod is similar to mine except larger and more expansive. How much do scripts impact game stability and performance? You seem to have a lot of scripted special activators and such, would too many of them actually cause a slow down? I fear that my scripts might bog the game down, do you ever have these problems?
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Rebekah Rebekah Nicole
 
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Post » Sat May 28, 2011 9:57 am

WillieSea, your mod is similar to mine except larger and more expansive. How much do scripts impact game stability and performance? You seem to have a lot of scripted special activators and such, would too many of them actually cause a slow down? I fear that my scripts might bog the game down, do you ever have these problems?

A script will only have an impact if its running all the time. Such as using GameMode blocks. But, this can be minimized by putting a condition on the GameMode block if it does not need to run except under special circumstances.
Some scripts 'have' to run all the time, such as my clock script.

Computers are so fast, that for the most part, scrpts do not effect the game much other than perhaps minimal FPS loss.

Scripts will also only run when they are loaded into memory. This is done by actually visiting the cell with the scripts on an object in the cell.

Quest scripts can run no matter where the player is. I do not create actual 'quests' so I never use these.

Certain commands are more effecient that other commands. I use the WIKI to help me decide the best commands to use. Its full of useful information.
http://geck.gamesas.com/index.php/Category:Functions

Now, that all said, I do not have any problems with my mod on my computer. But then, my computer is pretty fast and I am only running about 6 mods. Mostly all my own mods.
The thing I remember when making my mod is this, I am making the mod for ME and set to my computers specs. I then 'share' the mod with others if they want to try it. I am not going to minimize my mod for people with slower computers or have tons of mods installed. It would be a lot of work for something I would take no pleasure in.


NOTE: Lights tend to cause more problems than scripts in my opinion. And large cells with many passages. Framerates drop because of this more than anything. To solve this, use more load cells between areas.
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Franko AlVarado
 
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Post » Sat May 28, 2011 8:14 am

But, this can be minimized by putting a condition on the GameMode block if it does not need to run except under special circumstances.

Ok thanks for the clarification, but what did you mean by that? Do you mean a condition that determines whether or not a GameMode block runs, or a condition inside a GameMode block?
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Penny Wills
 
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Post » Sat May 28, 2011 4:23 am

Okay, lets say I have a script that makes lights flash in a certain order. This will be in a gamemode block because I want it to run all the tiime.

BUT, I only want it to run after the power has been turned on. So, this is a condition to the script running.

I make a global variable "V64PowerPlant1GBL" that will be set by the power plant script to 1 when the power plant is turned on.
I also only want the light to spin slowly, so I also put a 'timer' in the script to exit the spin if the time requirement has not been met.
The 'return' command in the below example will exit the script unless the condition is true.
The Timer will either be decremented or the else condition will run that sets the next light as active in the sequence. The timer is then reset as well.

scn V64TeleportLight2Scriptbegin GameMode;Control spinning lights	if V64PowerPlant1GBL == 0		return	endif	if timer > 0		set timer to timer - GetSecondsPassed	else		set timer to 0.2			V64TranLightH1REF.enable			V64TranLightH5REF.enable			V64TranLightH6REF.disable			V64TranLightH8REF.disable			set myState to 1		...ETC...

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K J S
 
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Post » Sat May 28, 2011 6:14 am

For reference, WillieSea, I'm using game patch 1.6. I'm starting a new game with FOOK not enabled as I think FOOK and it's sub-parts were the root of many of my problems. After I get out of 101 I'll make a new save to experiment with and then enable your Vault 64 mod and see what happens.
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lucile
 
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Post » Fri May 27, 2011 8:36 pm

The new patch v45 is now available for download. See the first post in this thread.

It has the cleaned up vanilla objects, Locker room with showers in the living quarters near the big bathrooms (which will only work after you get the water plant turned on), and some of the empty rooms in the living quarters now have furniture as well as some special wall paintings.
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Misty lt
 
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Post » Fri May 27, 2011 11:57 pm

an idea u might implement in a future update williesea, a laumdry room to clean vault suits and other stuff, because i've never seen any in the vanilla game, mabey u could retexture the oven, just a suggestion
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Aaron Clark
 
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Post » Fri May 27, 2011 11:06 pm

No, its done.
You have to find the 'settings' terminal to fully take advantage of the training room.
And even then, you have to find the 'secret' terminal that will allow you to bring your stats higher than 100 (if you have a mod installed that allows that) by then using the 'teachers' terminal after it has been activated.


by settings terminal do you mean the realism terminal in the control room?
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Kitana Lucas
 
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Post » Sat May 28, 2011 1:52 am

an idea u might implement in a future update williesea, a laumdry room to clean vault suits and other stuff, because i've never seen any in the vanilla game, mabey u could retexture the oven, just a suggestion

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.

by settings terminal do you mean the realism terminal in the control room?

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.
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Melis Hristina
 
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Post » Sat May 28, 2011 7:44 am

Is there any other hidden stuff in the vault to find at the moment?
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phil walsh
 
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Post » Sat May 28, 2011 7:49 am

Is there any other hidden stuff in the vault to find at the moment?

There are a number of hidden items as well as secret rooms.
If your observant, you will even spot a lot of eye candy that you will not find anywhere else.
One example is in the reactor room. Have you 'ever' seen spinning fans in the door ways anywhere else but here?
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Nicholas
 
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Post » Sat May 28, 2011 1:38 am

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.


Not at all, i meant as eye candy, mabye as containers put normal pre-war clothing in them, that in a way would make them seem clean because of the dirty pre-war outfits.
like i said just a suggestion :)
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teeny
 
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Post » Fri May 27, 2011 8:59 pm

What do you think about some kind of tribute to Oblivion? A secret passageway leading from one of the detention cells to a secret area? You might have noticed now, but there is something me and secret/hidden stuff. Lol! But its whatever you want to do. Sorry if I have been too ambitious with my ideas. I know that this is your mod, and I still want it to be :)
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Nicholas
 
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Post » Sat May 28, 2011 10:00 am

You are using player.modAV [skill] [number]. I never understood the difference between that and player.setAV. When we're dealing with Fallout 3 skills, modAV is okay to use, right?

EDIT: Thanks for the "ruined book" skill progression idea. I've implemented it and it works perfectly.

Found something in the Atrium, it doesn't look like it belongs.
http://img.photobucket.com/albums/v472/Tsaiyao/Forum%20Images/error.jpg
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Anna Kyselova
 
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Post » Fri May 27, 2011 10:30 pm

I have been searching the Vault Tec HQ Top floor all of the place and couldnt find this electronic note...by the way, I killed the masterbrain robot..I hope this didnt affect the quset to get to Vault 64?
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Robert Bindley
 
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Post » Fri May 27, 2011 7:19 pm

Not at all, i meant as eye candy, mabye as containers put normal pre-war clothing in them, that in a way would make them seem clean because of the dirty pre-war outfits.

It sounds interesting, but in my experience with 'other' people who play my mods, they would expect it to also 'clean' those dirty or grimy clothes. :shrug:

You might have noticed now, but there is something me and secret/hidden stuff. Lol! But its whatever you want to do. Sorry if I have been too ambitious with my ideas. I know that this is your mod, and I still want it to be :)

Suggestions are welcome. And I dont think your being pushy, just excited about the mod.
As for the secret doors, I cannot make new meshes, so they would have to already exist. There are already 2 secret rooms. And you cant see them on your map until you actually find them first. LOL

You are using player.modAV [skill] [number]. I never understood the difference between that and player.setAV. When we're dealing with Fallout 3 skills, modAV is okay to use, right?

Found something in the Atrium, it doesn't look like it belongs.

ModAV is used by the game to 'advance' skills the correct way. SetAV forces the level on the player without consideration to skill progression.

Looks like there is some clipping there into the medical room. Thanks, I will check it out.

I have been searching the Vault Tec HQ Top floor all of the place and couldnt find this electronic note...by the way, I killed the masterbrain robot..I hope this didnt affect the quset to get to Vault 64?

I have not tied my 'fake quests' into any of the game quests, so you are safe.
The disk is sitting on top one of the fancy wood desks upstairs. I think its the left room of the two that are there. Its not hidden.
Now, if you used explosives around it, it may have flown off the desk and gone who knows where.
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Elea Rossi
 
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Post » Sat May 28, 2011 8:14 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.
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Karl harris
 
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Post » Sat May 28, 2011 3:25 am

LOL
I had to resort to opening this up in the GECK to try and find the secret office and still can't find it
I swear, I've had this mod for awhile and I'm still finding stuff!

Excellent work, still scouring for radroaches (bugs) :P
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Elisabete Gaspar
 
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