[WIP] Vault 64 - v2

Post » Tue Dec 29, 2009 5:13 pm

yeah, im having the same problem as jm4365, doors to the atrium dont work.
but i really like the new layout, it makes it look like a more privatey/ secrety feel.

a few suggestions
-the diner seems too big, if there may be a stage and a few android dancers ( or bands) it would make it a little more roomy.
- the entrance and cave of the vault looks much better, makes it feel like the vault was never finished.
- could you alter the doors so they open farther away from the person, so if you walk near the door 10 units instead of 5 units away, the door would open.
- the atrium seems a little bland, any chance if you can have a holographic projector, or a giant globe in the center to fill in the empty space
- fewer detention cells.
- a fun quest when you get around to making the androids. they somehow start replicating more and more until you have to shut them down (ahh my robot overlove)
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Paula Ramos
 
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Post » Tue Dec 29, 2009 5:22 pm

Hey, As you know I am not a beta tester but I was wondering about the automatic doors. Do they make the same sound as a normal sliding door? I had set up one in a house I made and the noise drove me insane everytime I walked into the trigger. Perhaps a quiter version would be nice for those who feel the same as me. But once again I have not played it and therefore do not know how you pull it off.
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Isabel Ruiz
 
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Post » Tue Dec 29, 2009 2:14 pm

a few suggestions
-the diner seems too big, if there may be a stage and a few android dancers ( or bands) it would make it a little more roomy.
- the entrance and cave of the vault looks much better, makes it feel like the vault was never finished.
- could you alter the doors so they open farther away from the person, so if you walk near the door 10 units instead of 5 units away, the door would open.
- the atrium seems a little bland, any chance if you can have a holographic projector, or a giant globe in the center to fill in the empty space
- fewer detention cells.
- a fun quest when you get around to making the androids. they somehow start replicating more and more until you have to shut them down (ahh my robot overlove)

1. I made the diner big on purpose. It needs to feed the hundreds of people that would have lived there. But, the atrium is not finished, not even close.
2. I added more mushrooms and radiation to the water stream.
3. No, the doors have a good distance to open. But, if you are 'running' all the time, then it will seem like it needs a bigger trigger zone. Try it by 'walking' towards the door.
4. Atrium is not done. I just have the basic skeleton to give you an idea of what I am trying for. There will be trees in the center.
5. I like the number of detention cells. I think players will like it to that use companion mods. (only 7)
6. I will not be doing much with NPC's since they give me trouble. There will be plenty of other little quests to do in the vault to get things working again.

Hey, As you know I am not a beta tester but I was wondering about the automatic doors. Do they make the same sound as a normal sliding door? I had set up one in a house I made and the noise drove me insane everytime I walked into the trigger. Perhaps a quiter version would be nice for those who feel the same as me. But once again I have not played it and therefore do not know how you pull it off.

Yes, the normal sound is heard. This is much bigger than a house and not as likely to be triggered like it would be in a cramped house.
It needs the sound. Think 'Star Trek' for these doors.
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lillian luna
 
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Post » Tue Dec 29, 2009 1:32 pm

Patch version 002 has now been sent to the beta testers.

Everything 'should' be working now. :)

It took some time, but I finally figured out the problem with the automatic doors on the Atrium level. I dont know why, but after making the trigger zone a 'persistant reference' they started working. The ones on the Entrance level did not need that change, they worked fine as non-persistant. :shrug:

The Overseer desk was giving me trouble to, but its also fixed.

I will start populating the Atrium now. My first order of business will be to create the 'Storage' room with the automatic sorters.
And then the 'Materialization unit'.

Let me know if you run into any other problems with the new version 002. :thumbsup:

Some things to take note of:
The settings terminal can be used to open/close the secret door if you have a science skill of 100 or have the overseer key.
The Karma Detector will display one of three colors, depending on your 'current' karma level. A Klaxon should accompany a really bad character with a red light.
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Julie Serebrekoff
 
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Post » Tue Dec 29, 2009 12:41 pm

Going by structure, I really like it. Thanks for fixing the doors. I like the way you are redoing the structure. I like the idea of having some kind of holographic art in the middle of the atrium, that sounds kinda cool. Will you be putting more chairs in the dinner? I like the way you did the detention center, I like having lots of cells for my POW's. Could you maybe put some kind of weapon inside the the fire house box. It could look like a fire house, and shoots water? It disrobes them, and subdues them?
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Sabrina Steige
 
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Post » Tue Dec 29, 2009 5:24 pm

1. Going by structure, I really like it. I like the way you are redoing the structure.
2. I like the idea of having some kind of holographic art in the middle of the atrium, that sounds kinda cool.
3. Will you be putting more chairs in the dinner?
4. I like the way you did the detention center, I like having lots of cells for my POW's. Could you maybe put some kind of weapon inside the the fire house box. It could look like a fire house, and shoots water? It disrobes them, and subdues them?

1. Yes, this structure seems more organized and logical. Probably what a Vault 64 should have been in the first place. :)
2. Wont be happinging since there is a lack of vanilla meshes to support that. There will be trees, however as I stated before.
3. Yes, the Diner is not done yet, as before mentioned.
4. There are no 'fire hose' weapons that I know of, and I can't make new meshes. I could attempt a 'disrobe' type of enchantment, but I would really like to get this mod released instead of working on things that add little but take forever and a day to get working, to the point where I am not happy making the mod anymore... sigh

UPDATE: I am in the middle of creating the automatic storage room. You can store the stuff yourself in the lockers or take advantage of the 'controls' that will sort your stuff automatically. When I get this done I will post a picture of the room.
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Eliza Potter
 
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Post » Tue Dec 29, 2009 8:24 am

Yeah, I guess making the new meshes would take more time. Whatever you want to do. I can see how working on it too long could make it past the point you don't want to see it for a week.
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Alexx Peace
 
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Post » Tue Dec 29, 2009 8:06 am

I am almost done with the Storage room. I only have to put the containers in for the 'Aid' items and retexture the buttons. And then it will be 'done'.

I also started on the Materialization room! :woot: There is still a bit to do with it.

I will have another beta ready tonight or tomorrow with the latest changes.
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Allison C
 
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Post » Tue Dec 29, 2009 1:53 pm

Excellent work. This always was and currently is going to be awesome. :)
I'm interested in beta-testing and providing feedback, if you like.
I've got way too much time on my hands and I've tested for you before (found ten bugs, I think :P).
Anyway, good luck again. Hope this project goes far.

:foodndrink:
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Joey Bel
 
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Post » Tue Dec 29, 2009 2:49 pm

This version should go further than the last. I was trying to cram too much into the last, and many of the things were a bit beyond my meager skills, so it floundered.

I will keep this version more within my reach. :)

@FoxtrotZulu - Sent you a PM with the Beta, thanks!
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Steve Fallon
 
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Post » Tue Dec 29, 2009 8:18 am

It must be time for some new pictures...

http://i97.photobucket.com/albums/l237/WillieSea/V64Screen02.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen03.jpg

Enjoy! (or not)
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Kelvin Diaz
 
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Post » Tue Dec 29, 2009 4:43 pm

I had a big scare this morning. I loaded up the mod and tried to edit the Atrium. Instant CTD! :banghead:

So, I tried a few things and tried to remember what I had done last night... After a bit, I finally realized that I had put in a re-texture of a 'couch'. :yuck:
So, I deleted the couch from the Object Window and I was finally able to edit the Atrium. :celebration:

Whew! That was a close one. I then copied the couch mesh into my own folder and applied the texture directly to the mesh. I keep forgetting that a lot of furniture objects will NOT take a new Texture Set. :shrug:

For my beta testers, there should be a new 'full' beta soon. I am populating the Atrum. :)
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Britney Lopez
 
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Post » Tue Dec 29, 2009 8:48 pm

Yay! Full beta!
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Charleigh Anderson
 
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Post » Tue Dec 29, 2009 9:38 am

whoo hoo
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Kirsty Wood
 
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Post » Tue Dec 29, 2009 1:55 pm

Yay! Full beta!

Full Beta just means it will have all the resources for the mod in the file. That means it will not be just an update 'ESP'.

I am going to run through a test now and if all goes well, I will get the BETA ready... :wave:

FYI - If I don't hear from the beta testers after a few BETA updates, then I will assume you are too busy and stop sending the BETA updates to you.
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Petr Jordy Zugar
 
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Post » Tue Dec 29, 2009 6:04 am

I am uploading the next Beta test v003 now...

Some notes. Make sure you use a 'clean' save game.

1. The table lamp in the overseer office can be turned on and off. More of these will be scattered around the vault later.

2. Emergency siren on/off from Overseer terminal.

3. All switches (including vault door control pod) animation matches current state of door. Green for open, Red for closed. No matter what order you activate them in.

4. Clocks should show current game time.

5. All doors are automatic. The big 'Pressurized Doors' will only close automatically, not open. If you are standing in the trigger zone for a door and use a terminal to 'unlock' the door, it will not open until you back away from the door then re-enter the trigger zone.

6. You need to find the Security Holodisk password, use it on the terminal in Securtiy, open the main cell door and cell door G, get the fuse from cell G, put the fuse in the box in the Control Booth. You can now open the stair-way door that leads to the Atrium.

7 Current cells:
a. Entrance
b. Atrium

8. The overseer door only opens after using the terminal in the Admin room.

9. Let me know what you think of the Diner. The 'freezers' will be loaded with food items. I will also put a Eat 'O Tronic near the diner where you can buy 'snack' foods. Same with a nuka cola machine.

10. Let me know what you think of the retextured overseers office.

11. The storage room is about done. Including the 'buttons' that allow you to automatically sort your stuff into the containers. (This will also fully repair the items.) Let me know if any items are missing from the auto-sorter, or are going in the wrong container.

12. Materialization room about done. It does not teleport just yet, still working on that. But, let me know what you think about the 'Materialization Marker #1' that is sitting on the desk in the storage room.

13. What do you think of the karma detector on the way to the security room?
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Felix Walde
 
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Post » Tue Dec 29, 2009 4:48 pm

Downloading now. Stupid download caps!

1.Just noticing the signs don't have the labeles. The infamous giant !'s. I'll continue testing, just wanted to go ahead and let you know.
Ok, I hope it's not just me, but I have ALOT of red !'s. Most of them are for the door labels/signs, but I think there was one in the diner on one of the booths.

2. I really like the new sorter room. It's better with the buttons on the console, instead of having to talk to a robot, then have them sort the stuff. Also like choosing what to sort.

3. The materalization room seems a little bit cramped. I old one seemded to be a little more open.

4. How about having to go into the overseer's office through the secret entrance first, before you can go through the normal way. That way you go in there, then find the code for the entry terminal for the overseer's office door.

5. What do you think about having a quest to refurbish the vault? I know that it is supposed to be unfinished, but you could find a vault executive/contractor, and with him, you could finish the vault? That would give you something else to do (as the player), and you get a better feeling of accomplishment when you have your own, fully completed vault. Somethings might not even work until you finish it, but I ment to fix things up, like the entrance tunnel.

Sorry if this is too much, just trying to provide a better feedback since I didn't on the Vault v1 betas. If I am giving too much, please tell.
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Olga Xx
 
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Post » Tue Dec 29, 2009 6:31 pm

yeah willie,
i have the same red x problems, next to every door, also the overseer's door would not open till i logged out of the entry gate
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Theodore Walling
 
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Post » Tue Dec 29, 2009 8:36 am

1.Just noticing the signs are the giant !'s.

3. The materalization room seems a little bit cramped. I old one seemded to be a little more open.

4. How about having to go into the overseer's office through the secret entrance first, before you can go through the normal way. That way you go in there, then find the code for the entry terminal for the overseer's office door.

5. What do you think about having a quest to refurbish the vault?

1. Did you install the mod in the correct folder? Its not 'Vault64' anymore, its 'Vault064'.

3. Its the same size room. But the old one opened onto the computer room which was very spacious. I wanted this to have its own room. And I wanted it right next to the storage room for quick transport in, dump stuff, transport back trips.

4. Eventually you will have to find the the code to the overseers door. For now, its just opened using the terminal.

5. Just like in the previous version, you will have to do a lot of stuff to get the vault working. That will be your accomplishment! :)

1. i have the same red x problems, next to every door

2. the overseer's door would not open till i logged out of the entry gate

1. I will look again. Perhaps I am pointing something to the old images, but I dont thing so. See #1 above.

2. What? The door to the overseer office? 'Logged out' of what entry gate, a terminal somewhere? The game pauses when you are logged onto a terminal.


Thanks for the feedback.
I am continuing to add more content to the mod.
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NIloufar Emporio
 
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Post » Tue Dec 29, 2009 9:28 am

And now for a special treat! Some screen shots.

http://i97.photobucket.com/albums/l237/WillieSea/V64Screen04.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen05.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen06.jpg
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JERMAINE VIDAURRI
 
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Post » Tue Dec 29, 2009 6:31 pm

sorry, did i miss somthing, i just threw everything in my data folder and fused my meshes and textures. i didnt get a vault 064 folder.
and i did reinstall the whole thing and the red things were still there.

and i know, the door thing was crazy, i went to the entry terminal in the administration room, unlocked the door, and it would not open. so i went back to the terminal, pressed logout and the door mysteriously opened
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Sarah Evason
 
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Post » Tue Dec 29, 2009 8:07 am

sorry, did i miss somthing, i just threw everything in my data folder and fused my meshes and textures. i didnt get a vault 064 folder.
and i did reinstall the whole thing and the red things were still there.

and i know, the door thing was crazy, i went to the entry terminal in the administration room, unlocked the door, and it would not open. so i went back to the terminal, pressed logout and the door mysteriously opened

1. There should be these two folders with lots of stuff in them:
\data\meshes\williesea\vault064\
\data\textures\williesea\vault064\

2. About the door. Perhaps you missed this when you read the instructions:

5. All doors are automatic. The big 'Pressurized Doors' will only close automatically, not open. If you are standing in the trigger zone for a door and use a terminal to 'unlock' the door, it will not open until you back away from the door then re-enter the trigger zone.



[EDIT] As suggested by my Beta testers, I have increased the size of the materialization room. See, I listen to you... :)
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Leanne Molloy
 
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Post » Tue Dec 29, 2009 9:01 am

I like your idea of having the materialization room right next to the storage room for easy access when you want to store something. When you teleport back to the vault though, could it place some kind of temporary beacon where you left to go to the vault so that you can go from some cave to the vault to drop your loot off, then teleport back? Could there also be another console inside there that teleports you to the different rooms is the building? This feature made getting around Ancient Towers a lot easier.
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Rich O'Brien
 
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Post » Tue Dec 29, 2009 10:17 am

1. I like your idea of having the materialization room right next to the storage room for easy access when you want to store something. When you teleport back to the vault though, could it place some kind of temporary beacon where you left to go to the vault so that you can go from some cave to the vault to drop your loot off, then teleport back?
2. Could there also be another console inside there that teleports you to the different rooms is the building? This feature made getting around Ancient Towers a lot easier.

1. Use the 'mark' to mark your current location. Then you can use the 'recall' to go back. There will be 8 markable locations. This is working now...
2. There will be no need since everything will be directly off the atrium. There will not be any running through rabbit warrens with this version.

I still wonder if my beta testers are still getting the missing mesh yellow diamond with '!' in it???

And the teleport feature is almost done. I need to put 'markers' on the map in the teleport room so you can teleport to that location in the real world. Then it will be mostly done.

Then I will work on the Training Terminals. :)
My thoughts for this are:
1. Settings allow you to use the terminal only once, or as many times as you want.
2. Add up to 100 max or 255 max.
3. Each use of a training terminal will increase the skill by 5 points.
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Chantelle Walker
 
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Post » Tue Dec 29, 2009 9:17 am

Was there a new beta that fixed the "!" issue that I didn't recieve?
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vicki kitterman
 
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