[WIP] Vault 64 - v2

Post » Tue Dec 29, 2009 1:58 pm

I suppose I will package up a beta now and get it uploaded.

Now, lets see; my current testers are jm4365 and reallybigjohnson. I will send you both a PM when its ready.

Some things to note.
1. Since the Power plant has not been made yet, the terminals themselves have a 'power on' selection for testing only. You have to have the power on before the simulation pod or Materialization unit work.
2. There is a mini-nuke outside the entrance to the vault, on the ground.
3. There is a brief case near the vault door control pod that has the key. Or you can playtest the quest to get into the vault. If you stay outside for a few minues, you will get a message about a piece of paper floating by on the wind. That will start you on your quest to find the vault.
4. The red 'Alarm' control boxes you find around the vault will set off the klaxon lights. You can only turn them off from the overseer terminal.
5. As before, this is still an early beta, so not everything is ready yet. But what is there should be working good. If not, let me know of any issues.
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Ysabelle
 
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Post » Tue Dec 29, 2009 11:04 am

Ok, I'll be waiting for the message. So, will the simulation be ready? I will test the starting quest to see if it works correctly. If you use the cheat briefcase, does it still add a fast travel icon?
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Mandi Norton
 
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Post » Tue Dec 29, 2009 5:54 am

The cheat briefcase 'will' now add the fast travel icon. (well, it should)

There is also a *test* fuse sitting next to the fuse box so you dont have to run around the vault to find the fuse. After the 100th time doing that, I placed the extra fuse for my testing.


UPDATE: I am uploading the file now. Its 42MB so it may take a while.
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Laura-Jayne Lee
 
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Post » Tue Dec 29, 2009 8:54 pm

Willie, I tested for you on the last beta and I was hoping I could test for you again.
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Ludivine Poussineau
 
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Post » Tue Dec 29, 2009 8:07 pm

I can add you, Poldena. Since its been a month, I was looking for people who were still interested and 're-requested' to be part of the Beta test.

The beta is ready and I will be sending PM's shortly.

Thanks All!
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Zualett
 
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Post » Tue Dec 29, 2009 9:16 am

I have run out of download things on Rapid Share. Is there somewhere else you could upload it? Or just email it to me?

Edit: Nevermind. I tired again and it worked :shrug:
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Hot
 
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Post » Tue Dec 29, 2009 7:05 pm

RapidShare changed the way they work. You may have to try a few times during the day, but it eventually lets the 'free' downloads work. Especially on busy days. They only have so many free ports available.

I may end up changing who I upload the files to here soon because of this.
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Melissa De Thomasis
 
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Post » Tue Dec 29, 2009 9:58 pm

ok, thanks :D
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Katy Hogben
 
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Post » Tue Dec 29, 2009 3:19 pm

Alright, I've played through, and its really good. The simulator runs well, but the armed gouls can get a little irritating, and sometimes the ghouls would run around a different way to try and get me when I was in the ruined house, instead of going the short way right in front of me. I like the addition of the alarms, but I thought they were a little to soft. Maybe if they were a little bit louder, it would be better. Also, when you turn on the alarm, could turrets spawn to respond to the alarm? Are you still going to make it when you leave the Vault Door Open, Raiders would start to ransack the vault? I thought that was a cool idea, and a good way to put the turrets to use.
Just my two cents, and all in all its the best mod out there!
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Harinder Ghag
 
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Post » Tue Dec 29, 2009 9:32 pm

The navmesh is not 100% complete in the arena. So, the ghouls may have difficulty finding you at times. I have noticed them wandering around trying to get me as well. The ghouls with weapons are supposed to be irritating. :) But, there is a smaller chance that they will show up, depending on what your character level is. The higher your level, the tougher the ghouls are that show up. Lord help you if you are over level 25. :rofl:

I probably will not add turrets. And I have been thinking about making raiders spawn if you leave the vault door open for too long. Perhaps a percentage chance for each day the vault is left open.

I am working on some 'vault tech' construction vehicles for the entrance now. To go with the vault story!
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megan gleeson
 
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Post » Tue Dec 29, 2009 9:19 pm

The sim crashed for me, when I went to go look at the stop light, the game crashed. All in all though very good. What jm said, with the klaxons being too quiet, and the alarm lights being to dim and sparce. I like what you did with the diner though :D


Could it have been my pc, or is that area messed up, the sim parts that I did see look REALLY nice though.
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Chelsea Head
 
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Post » Tue Dec 29, 2009 8:26 pm

We could choose the percent chance through the preference terminal?
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Elle H
 
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Post » Tue Dec 29, 2009 4:15 pm

The sim crashed for me, when I went to go look at the stop light, the game crashed. All in all though very good. What jm said, with the klaxons being too quiet, and the alarm lights being to dim and sparce. I like what you did with the diner though :D

Could it have been my pc, or is that area messed up, the sim parts that I did see look REALLY nice though.

I had the game CTD once in the Arena, but I had been playing it for a while. It was not related to the stop light though. You might try it again and see if it persists. There is a lot going on there, so perhaps your computer cannot take the strain.

The klaxons are loud and obnoxious for me. Perhaps you have your sound turned down? I don't know. Or its the way your sound card processes the 'sound' objects in the game. It seems this is not the same for everybody. The klaxons should be just as loud and the lights populated just as much as in vault 101 where you start your quest to leave the vault.

I like the diner too. I had fun placing the beer kegs in there. Did you find them? lol

We could choose the percent chance through the preference terminal?

Yeah, I could have the percentage set there on a per day basis. 0, 10, 25, 50 and 75 would be good settings I think.
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Dark Mogul
 
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Post » Tue Dec 29, 2009 2:31 pm

Yeah, I found the beer kegs :D

Well, I'll try the arena again and I had my sound fine, GNR was perhaps a bit too loud (could that have been the problem?). I do need a new pc, becuase this one is overworked. I had like 5 other applications on at the same time, which was probably the crash. I see you put more markers in the tele/materialization room.
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Allison Sizemore
 
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Post » Tue Dec 29, 2009 12:37 pm

Yes, there are a 'lot' of markers that can appear on the teleport board. You have to actually 'find' the markers in the real world before they will show up on the location board. There were changes to the teleportation room from the last release.

I also made changes to the 'training room', so you might want to check that out as well.
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Jade MacSpade
 
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Post » Tue Dec 29, 2009 4:17 pm

I have just completed making the 'Raider Invasion'. If you leave the vault doors open, there will be a chance that the entrance to the vault will be invaded by raiders. Its then your job to clean them out.

The preferences terminal allows you to set the percentage chance of this happening.
0, 10, 25, 50 or 75% chance of the invasion occuring each day the doors are open.
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Anne marie
 
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Post » Tue Dec 29, 2009 6:15 am

If you manufacture a turret, and put it in the entrance and the raiders come in, will the turrets take care of them? And could there be a 100% chance of the raiders? Lol!
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Rachael Williams
 
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Post » Tue Dec 29, 2009 9:35 pm

Yes, I will probably have turrets that you can manufacture. And they would fire on Raiders, so...
100% seems rather unlikely, but I suppose I could put that option in as well. :shrug:

UPDATE: I have been working on the arena some more. There are now buttons that cause explosions in the room that you can push. There is also a healing station that slowly recharges that you can use. And an ammo box that regenerates ammo.

The score keeping is also working and the highest score is kept.

I added some Vault-Tech trucks outside the vault.

There is a button you can push that will spawn a Robot. It will attack you or the zombies, who ever it spots first. The zombies will attack it as well.
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Austin England
 
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Post » Tue Dec 29, 2009 9:39 am

like the raiders idea. it was a nice touch similar to the frostcrag reborn mod if you didnt turn the magical cold cloud whatever the hell it was thingy on raiders would invade every so often.

also i love traps. i really love traps and am waiting for the day when someone makes a reusable claw trap and shotgun trap mod.**cough**tripwire mod hint ***cough*** would it be possible to put some of them at key points like the stairs up the catwalk of between the posts below so that you can ambush them.

an idea for the ammo press would be something similar to what you did for your ancient towers mod with the gem showers. instead of ammo just magically appearing in the boxes could you have it drop out chute from the wall into a bin or something, it would make it a bit more immersive.

small niggle but something i missed the last time around is perhaps put lighting over the computers along the walls in the training room since its bad for you eyes to look at screen in low light for extended periods of time. (in full disclosure i type this with the lights off after playing dungeons of ivellon earlier)

another small niggle. maybe adding a chess table and some chairs to the atrium would add some use to it. perhaps a park bench atop a small area of grass as well or waterfountain. i know im getting a bit grand here.

also just a personal preference but would a pissed off rl3 type security robot be out of the question like they have in underworld.

i really like the tools and work lights in the tunnels. much more real looking now.

please keep up the good work and on a unrelated note i really enjoyed the obliuette mod that you guys put together. :) it was lots of fun.
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Georgia Fullalove
 
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Post » Tue Dec 29, 2009 9:33 am

The raiders, if they show up, have a 50% chance of showing up in the entrance, up to 10 of them. So you will not see them unless you 'visit' the entrance cell. Another thing, if you have not visited that cell in 3 days, it will check 3 times for the raiders which can pack the entrance with raiders if your not careful. I suppose I should limit that to only check 3 or so times.

I had not planned on making any 'traps' in the mod. The simulation arena I am making should satisfy your 'explosive' desires since I have buttons you can press to set off grenade or mini-nuke explosions.

The ammo, if I decide to make an ammo press, will be in the manufacuring area. I think making 100 9mm bullets would be a pain in the rear to pick up from a bin, so they will be deposited in a container instead.

There are lamps near the training terminals. Its all I use and it works just fine for my 'old' eyes. :)

The atrium has not been cluttered yet. I will be making a 'Fallout' version of monopoly and probably some nice chess boards as well. Perhaps some other board games as well. A water fountain would be nice, I may look into that, but there seems to be a dearth of water meshes to use for the fountain. Unless you know of some??? :)

I have trouble with NPC's, including dialog. So, unless somebody else makes it, it will not be happening. What I would like is a robot companion you can bring along with you. But that is a pipe dream for me since I cannot do it.

Per the 'Oubilette', I made the contents of door XII, the last one before the ending. It had a lot of new things I was trying out in there. I liked the spinning tunnel, the flame trail over the lave, the falling down the tower, beating hearts, walls that push you into the lava... It was all fun to make!
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Tanya Parra
 
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Post » Tue Dec 29, 2009 6:39 pm

oh there was a trail over the lava...i just used the levitate spell. :)

as for the ammo press i was thinking along the lines of those boxes of ammo you find lying all over in the game. they have different amounts so you could make a box with 20 bullets or so and have five of them fall into the bin or just one box with 100 bullets, certainly not individual bullets as that would be a pain to pick up.

as for your part of the obliuette mod, i actually liked the moving skull bit with the lights, nice ambience.

in fact i remember seeing a waterfountaint that could be scaled down in one fo the mods on nexus. ill see if i can find it again.

i found it. im not sure if it was already ingame somewhere or from a resource but the fountains are located in the lobby area of the office building. they are half fountains but maybe you could stick them back to back to make a full around fountain. for that matter they might already be full fountains and the mod author simply placed them into the wall. :twirl:

http://www.fallout3nexus.com/downloads/file.php?id=8513
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Stefanny Cardona
 
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Post » Tue Dec 29, 2009 9:22 am

I saw the idea of a random raider attack in the mod "Real Time Settler", but I don't like it so much. They act like machine instead of human if they just keep attacking in the same way.


This is the version of the radier attack I have in mind, I think there shouldn't be a lot of technical difficulties in writing such a script, also it is definitely very complicated.

Player used explosive to clear the rocks before the vault gate. (That sound will sure to attract the attention of some radiers. )

As the player open the vault gate, raiders show up at the wood door and trying to get into the vault(player get a notice that says some raiders are coming and even more are on their way), they will stop at the vault gate. So the player is stuck between the raiders and the security door.

Player is ordered by quest to kill the raiders. This is to inform the player of the possible danger of a vault that has no defence.

Then the quest ask the player to build/fix the vault defence, setting up traps and other stuff.

The wood door to the outside is locked so that the player can't get help by going out during the "raider attack" incident.

All the tools and meterials needed for fixing can be found in the entrance area.

As soon as the defence are all online, a bigger raider attack will begin. After they are slaughtered, the wood door is unlocked. And the story of raiders attack is over.

This little quest may make the vault quest a little bit more interactive, I hope.



The raider you guys talked about, in my oponion it's like this. Not only the raiders but also the scavengers, mole rats, yao guais and enclave squads are trying to gain entrance to vaults on the wasteland. So there should be a possiblity for any of them to show up near the vault gate. My idea is there is a small possibility(maybe 25% or less each day) for something to show up outside the vault, and that "something" can be one of the factions I mentioned above.




And also, I do hope you can make a mod that invites people to live in the vault, or at least modulate one made by others to have the function. You just need to add a dialog option and write a few new AI packages.




I've just tested beta005 and here are my thoughts:

1.I do noticed the light beam in the atrium changes by time, but the actual lighting seem to be still the same at any time of the day, makes the atrium looks a little wired sometimes. And also, the trees there seem to have blocked overseer's office's view.

2.about the hand saw, the iron part seem to have no conflict with other things

3.According to the design of vault 101, the Detention Center and Conference Room should be inside the vault, not build near the gate, I saw both of your versions arrange them to be in the entrance area, I think you may have some particular reason for that.

4.I don't know how bethesda makes the screens in Pointlookout have moving pictures on it, maybe you can borrow something from there and put it in the security office screens.

5.Thd administration. The vault is definitely a oligarchy, so may be one of the desks there should be special?

6.I read the story you wrote for this vault. I think engineers need a huge physical and chemical lab in order to come up with any inventions. (I think the Manufacturing plant should be only a part of the lab )
And also I was hoping to see some new toys made in the style of the rock-it-launcher or railway rifle.

7.The wood door lying on the ground outside the vault still have open/close option.

8.The vault tunnel feels a little bit too long.

9.I still don't quite understand what Materialization means, It only teleport me out the door

10.I think there should be some vertical pillars in the construction area to hold the celling, or it'll sure to have fallen after so many years.

11.I hope the teleport map marker system only upload the places I have really found, not the ones I only have marker.

12.I saw two GNR on my pipboy, I don't know why. I think the first version also have this problem

13.You talked about klaxons and alarm light. I think the klaxons can be a little louder and the alarm light can be brighter. And, should all other lights be off if the alarm is on?

14.Should the ghouls in the arena be renamed "zombie"? Also, Chinese zombie hats lie on their shoulder instead of their hat. I don't know if that's my own problem cause I have like 50 mods running at the same time.

15.Special Chinese Assult Rifle display case seem to be a little small, I think change it's scale to around 1.05 or 1.1 may be better.
Or you can put it on the shelf and put another weapon in it.

16.I saw another construction site in the overseer escape tunnel. What's that place for?

That's all the questions and suggestions I came up with.
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luke trodden
 
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Post » Tue Dec 29, 2009 12:25 pm

@reallybigjohnson

1. Ammo press - When I get to that part, I will decide how to proceed. I will be working on the simulation for a little while yet. I have many more features to implement and don't want to get sidetracked on other things.

2. I have downloaded the mod and will check it out later.


@bestliutr

0. I might add more to the raider attack sequence. Perhaps after I am done with the simulation room. I had thought about enclave and wild animals as well. I had no plans on 'making' fortifications or defenses for the vault since none of them came with any. All they had were the doors. I will let you set up your own turrets or what-ever you like on your own.

1. The light beams do not change in any way over time in the atrium. The trees are just place-holders for now as the clutter in the Atrium will be changing. One of my plans is to have a spot where you can grow a tree of your own if you want. That means travelling to Oasis and digging up a sapling for your vault. Keep it watered and it will glow slowly.

2. I will check the hand saw, but it looked like it had fine collision on it to me. Its not mine, its just a resource.

3. The Conference room is more of a 'welcoming' room.
- I wanted the detention center outside the main vault area, not 'in' it where it would be a security risk to the inhabitants of the vault. The vault door is more than enough security to any intrusion from outside the vault. And there is no way to open the doors without the proper keycard.

4. I don't remember seeing any moving screens in point lookout. What I planned on was having several camera screens display on each monitor, and flick between them.

5. There is 'one' desk off to the side of the others and away from the door. It is the special desk.

6. The manufacturing area will be mostly automated. You will be able to see the machinery and conveyer belts from the hallway windows. (Like in version 1 of this mod) The only 'new' weapon is the Blazer Blaster which recharges in the sun and shoots intensive rays of sunlight for a firey blast. There are already hundreds of weapons mods for Fallout and I really will not have many new ones in here. Just some retextures and special weapons effects.

7. Good to know, I will get that fixed.

8. I wanted the vault tunnel long, so this is on purpose. In all the previous fallout games, the vault doors were mostly located deep in a tunnel. (Vault 13 for example) I want the feeling of the vault like its deep underground, not skirting the surface.

9. Materialization room. Its a teleporter. Its used in many ways. When you drop a 'marker', that location can be teleported to from the room terminal. The portable terminal will teleport you back to the room. There will be 8 markers that you can drop for 'marking' locations to teleport to.

10. Yes, the construction zones should have some support structures in there. I will add some.

11. The teleport map markers only show up if you have actually found the locations in the exterior world. What you are doing is programming the computer with their location from your pip-boy map.

12. I attempted to set up a radio in the vault with little success. All I get is static. I still need to work on this. I am not getting two GNR stations though, so you must have a mod that removed all the original GNR radios in the world and replaced them with a new one. Since I place the vanilla GNR, you would end up with two of them.

13. I like the klaxons and lights the way they are. I do not want them intrusive. And turning the lights off sounds counter-intuitive to an alarm. You want the light on since it could be a fire or any other issue, like a rad-roach infestation.

14. I have already renamed the Ghouls as Zombies, but it did not make it in the beta. I will get the hats fixed, I forgot to update the facegen.

15. The display case for the rifle has a collision that is too small. I made the case bigger, but could not update the collision. This will be worked on.

16. The construction zones will give the impression that the vault was not complete. There will be many more of these in the final version. This vault was to hold 1000 people but I will not be making it that big.


Thanks for the responses to the beta. It is a beta so there is still a lot of work to go. I am trying to get the hard stuff done first. :)
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Tiffany Carter
 
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Post » Tue Dec 29, 2009 4:52 pm

1. The light beams do not change in any way over time in the atrium.


Well I thought I see the light beems on top of the trees changed...........maybe I was wrong
I remember the vault tour in the museum of technology did say that the vault use \"sim-sun\" lighting...
4. I don\'t remember seeing any moving screens in point lookout. What I planned on was having several camera screens display on each monitor, and flick between them.


It\'s in the Calvert Mansion, Desmond has about 8 TVs that has moving picture on it.
Can't go back there after the main quest, so coc
5. There is \'one\' desk off to the side of the others and away from the door. It is the special desk.


I thought the administration room looks more like a meeting room than an office. the overseer has his own office and doesn\'t need a desk in the adm room if the desk is away from outher desks. My idea is to put 4 desks in a shape like (I think rotate it a little will make it look even better)
==== ||
||........||
||====
and have a terminal on the desk before overseer\'s door to show the overseer\'s desk, and the overseer\'s door can also be controlled by that terminal instead of the current one, so the authority to lock or unlock the overseer office\'s door belong only to the overseer.

6. The manufacturing area will be mostly automated. You will be able to see the machinery and conveyer belts from the hallway windows.


What I want to ask is, is there a plan for a laboratory in the vault ? I do hope you make a room with some divices in the game(doesn't have to be functional ), and some desks covered in books and blueprints, and all kind of tools. Real world engineers need labs.

Have you ever consider let the palyer actually "make" a sun-powered blaster through a quest, instead of just pick it up somewhere?

11. The teleport map markers only show up if you have actually found the locations in the exterior world. What you are doing is programming the computer with their location from your pip-boy map.


This character I used for testing, got the quest to go to arefu but have never really been there. When I upload the pipboy, it actually show arefu as a land mark, so I teleport to arefu and I got experience for discovering Arefu. Also, I\'ve never been to Fort Constantine, I visited Dave right before I go in to the vault, and Dave just told me about that place.
Perhaps it\'s another mod conflict. I have a mod that changes how the mapmark system works.
12. I attempted to set up a radio in the vault with little success. All I get is static. I still need to work on this. I am not getting two GNR stations though, so you must have a mod that removed all the original GNR radios in the world and replaced them with a new one. Since I place the vanilla GNR, you would end up with two of them.


Maybe it\'s the problem with broken steel?
13. I like the klaxons and lights the way they are. I do not want them intrusive. And turning the lights off sounds counter-intuitive to an alarm. You want the light on since it could be a fire or any other issue, like a rad-roach infestation.


I thought the light should be turned down a little when the alarm starts. Sometimes it\'s hard to see the light because other lights are too bright.
16. The construction zones will give the impression that the vault was not complete. There will be many more of these in the final version. This vault was to hold 1000 people but I will not be making it that big.


What I mean is , I don\'t understand why there is a construction site in the overseer\'s escape tunnel. And I think the current escape tunnel is some kind of over luxurious as an escape tunnel. I think the tunnel\'s existence should be a secret thus it can\'t cost too much, right ?

and also, the escape tunnel is for escaping and rarely used for entering the vault, so should there be locked doors in it?





Do you have any plan on letting the player build walls or something to close to construction area?

And also,Do you think there should be a small armory that holds 10mm pistols and police batons in the security office?
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Danger Mouse
 
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Post » Tue Dec 29, 2009 8:06 pm

4. I cannot use resources from the DLC without making the mod dependant on that DLC. I would like to keep this mod vanilla.

5. I like the layout of the admin office. The terminal that opens the overseer office will have a quest associated with it so you cant just open it like it is now. Remember, this is a beta work in progress mod.

6. I have not thought about the manufacturing wing yet. Anything could happen in there at this point.

11. When a map marker is 'loaded' onto your pip boy, then it will be available for the teleport map. That includes somebody telling you where the marker is.

12. I dont know. Nothing I am aware of.

13. I could move the klaxon lights away from other light sources, but I will not be lowering the vaults light levels. In emergency situations, you always turn all the lights on. I also will not place more of them because they start sounding bad, really bad if you have them too close together.

16. The escape tunnel is not luxurious. The vault 101 escape tunnel is much, much bigger than the little hallway I made. It would have cost more to blast out the extra wide tunnels like Vault 101 has than the single hallway I made. The construction zone in there would be for a small room or perhaps some other secret purpose that was never fully realized since construction halted. There are 'locked' doors in there in case you hack the 'settings' terminal and come in the back way without fixing the fuse box yet. (you need a science skill of 100)

I have no plans for the construction areas.

There will be an armory, but it will not be anywhere near the detention center. It will be located deeper in the vault where there would be more security, and certainly away from any detainies! lol
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Niisha
 
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