[WIP] Vault 64 - v2

Post » Tue Dec 29, 2009 11:47 am

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

There is no reason I can find that you would have that problem if the mod was installed correctly. Nobody said anything after my response above...
I will have another beta ready this weekend. :)
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Cameron Wood
 
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Post » Tue Dec 29, 2009 3:10 pm

I still have the red "!"s, I even went into the data and deleted the "Vault64" folders in the Meshes and Textures folders. The "!"s are mostly on signs, but I noticed one above the overseer's console in the overseer's office.
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Maeva
 
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Post » Tue Dec 29, 2009 8:29 am

Make sure you have these files in this location:

\Fallout3\Data\meshes\WillieSea\Vault064\signs\V64SignText001.nif
\Fallout3\Data\meshes\WillieSea\Vault064\signs\V64SignText002.nif
\Fallout3\Data\meshes\WillieSea\Vault064\signs\V64SignText003.nif
\Fallout3\Data\meshes\WillieSea\Vault064\signs\V64SignText004.nif

Those are the meshes for the sign. If they are missing in your game folder, copy them again from the archive file.

[EDIT] Okay, I just noticed. The archive only has one zero in the file. Rename them to have two zeros. :sadvaultboy:
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Matthew Aaron Evans
 
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Post » Tue Dec 29, 2009 5:48 am

so it should be
Fallout3\Data\meshes\WillieSea\Vault0064\signs\V64SignText001.nif
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noa zarfati
 
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Post » Tue Dec 29, 2009 12:51 pm

so it should be
Fallout3\Data\meshes\WillieSea\Vault0064\signs\V64SignText001.nif

No.

Change all four of the 'filenames' like I have it shown in the above post, not the folder names.

V64SignText001.nif
V64SignText002.nif
V64SignText003.nif
V64SignText004.nif
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Brad Johnson
 
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Post » Tue Dec 29, 2009 10:22 am

if its not too late i would like to beta test for you. i beta tested the ancient towers mod. and thanks again for the pic. :)
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Kanaoka
 
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Post » Tue Dec 29, 2009 8:45 pm

Alright, I did what you said, and the signs are working now. Well, kinda... A lot of the signs are incorrect. Amound a few were: "Reactor" instead of "Diner," "Overseer's Office" instead of "Main Entrance," "Karma Detector" instead of "Materilazation Room." There may be more, I would reccomend going back to see if you are getting the issue too. On the bright side, no more "!"s :shrug:
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Claire
 
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Post » Tue Dec 29, 2009 8:02 am

if its not too late i would like to beta test for you. i beta tested the ancient towers mod. and thanks again for the pic. :)

Hmm, sure. Its always good to have experienced friends check out the progress of the mod.

Alright, I did what you said, and the signs are working now. Well, kinda... A lot of the signs are incorrect. Amound a few were: "Reactor" instead of "Diner," "Overseer's Office" instead of "Main Entrance," "Karma Detector" instead of "Materilazation Room." There may be more, I would reccomend going back to see if you are getting the issue too. On the bright side, no more "!"s :shrug:

Now that you mention it, I re-did all of the textures for the signs, so that may be why your getting the wrong ones showing up. The next beta release will fix that! Sorry about that. At least your finding the 'bugs' for me!
What I will do this time is delete all the folders and recreate them from scratch for the next beta.

[EDIT]
What I would like is some testing of the sorter on different objects and a report on if you think something is in the wrong container, or not being sorted when it should. (no unique obects though)
And someone to make sure the Ammo Press is working and the proper ammo is put in the proper ammo case, and the proper amount.
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Yvonne Gruening
 
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Post » Tue Dec 29, 2009 11:19 am

Yeah, that's probably the problem. Your idea should work though, to prevent getting them mixed up. I haven't found any more bugs yet.
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Aliish Sheldonn
 
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Post » Tue Dec 29, 2009 11:18 am

i just discovered that i had the first version of your vault when i was cleaning out my mods folder. is it possible to run both of them together so as to get a feel for the changes you made or will the beginning quests conflict with eachother. (im assuming that your using the same beginning quests).
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Phoenix Draven
 
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Post » Tue Dec 29, 2009 1:44 pm

i just discovered that i had the first version of your vault when i was cleaning out my mods folder. is it possible to run both of them together so as to get a feel for the changes you made or will the beginning quests conflict with eachother. (im assuming that your using the same beginning quests).

If you mean the discontinued vault 64, then yes you can. They are seperate mods.
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Elizabeth Falvey
 
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Post » Tue Dec 29, 2009 4:00 pm

I am willing to beta test and provide feedback if you need any more. Also, if you select me, could you tell me if your going for a "vault vault" type feel or a luxury billionare vault.
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Jessica Lloyd
 
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Post » Tue Dec 29, 2009 7:10 am

I am willing to beta test and provide feedback if you need any more. Also, if you select me, could you tell me if your going for a "vault vault" type feel or a luxury billionare vault.

Check post number 1. It gives the background story of the vault.

Update:
Here are a few pictures of stuff I have been working on.

I will have a map in the materialization room that has 'pins' on it. You select the pin and you go to that location.
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen08.jpg

TOP: The Skills training room is starting to take shape. The terminals can be set to different levels using the 'settings terminal'. The settings you can set are:
1- Max 25
2- Max 50
3- Max 75
4- Max 100
5- Max 250
BOTTOM: The teleportation marker in light and dark.
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen09.jpg
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FITTAS
 
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Post » Tue Dec 29, 2009 5:58 pm

just got into the vault. :) i did a quick runthrough and there are some things i noticed.

1 some of the signs seem to be in the wrong locations. the materializer has the karma detector sign over it, and the cafe has the reactor sign over it. i think there was another one but id have to go back and look.

2 im assuming that you left the briefcase at the entrance for the beta or was that intended for people to find if they just happen to stumble upon it. it might look messy but how about putting a skeleton there to look like someone died on the way to the vault while delivering the passkey.

3 my companions stood still at the entrance so im assuming that you havent put the navmeshes in yet.

4 i tried taking a shortcut to the restaurant by going directly through the statesmen hotel instead of the hospital however my companions would not follow me, im assuming that is a game bug since i was able to go the longer way through the hospital and over the metal walkway. would it be possible to change the areas so that after you complete the reillys rangers quest you could simply use the elevator and back track to the diner. its a lot quicker that way especially since i play with MMM increased increased spawns. :)

5 as for the materializer. not in my wildest imaginations could i believe that vault tech made one of those. :) would it be possible to tie that in with the mothership zeta mod. would seem more logical if it was a scavenged pad from the mothership.

6 i like the karma detector are you planning on having a security system send out attack bots and start shooting at you if your too evil or something?

7 just an asthetic opinion but how about throwing some tools and stuff around the incomplete tunnel area to make it look a bit haphazard


its looking good so far. cant wait for the final.

ps.... are you planning on adding cameras and any turrets?

edit: you need more booze in the theater. that would barely last me a month. much less a whole bunch of people. :biglaugh:
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Ricky Rayner
 
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Post » Tue Dec 29, 2009 8:48 pm

1. I talked about this already and the fix in the next beta.

2. Beta testing only so you don't have to do the quest every single time you test it. I always test with a clean save game to its mostly for my benefit for now. It will be gone in the release. Same with the mini-nuke outside the entrance.

3. Correct. I want the layouf finalized before I do any navmeshes.

4. I dread making any more changes than necessary to vanilla cells. Although, that is a good idea.

5. No. I don't want to make this mod dependant on MZ. Why cant you imagine it? They made the GECK for heavens sake. That is a bit out there if you ask me, a briefcase sized unit that will totally terraform the landscape?!! But then, you don't have to use the teleporter unit.

6. No, since that got me in trouble with the last version. Trying to control AI becomes a big hassle. Besides, the alarm would be so the 'security guards' could then 'process' you into detention.

7. Yeah, I should do that. Too bad there are not more 'tools' to use. A jack hammer would be nice!

8. I will be adding the cameras but not any static turrets. I will be adding 'Portable Turrets' that you can place yourself.

Thanks the for comments! :goodjob:
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steve brewin
 
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Post » Tue Dec 29, 2009 1:02 pm

I like the map for the teleportion. Now, do you put down a marker like before, and then when you are in the vault, you find the location on the map and activate it?
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Krystina Proietti
 
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Post » Tue Dec 29, 2009 5:06 pm

I like the map for the teleportion. Now, do you put down a marker like before, and then when you are in the vault, you find the location on the map and activate it?

Heavens no! I am not sure how I would translate an external world coordinate to the board map coordinates.

But I had planned on having a terminal that you can program a few of the locations of places you found in the world on the map. So, if you have found the Megaton map marker, then you can program the terminal to have a marker for Megaton. (Thanks to your Pip-Boy)
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Tikarma Vodicka-McPherson
 
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Post » Tue Dec 29, 2009 1:42 pm

id love to see a walk around map like you did for your map of cyrodil house mod. was the best part of ancient towers and one of my fave mods mini cyrodil. :)
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CRuzIta LUVz grlz
 
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Post » Tue Dec 29, 2009 8:35 am

id love to see a walk around map like you did for your map of cyrodil house mod. was the best part of ancient towers and one of my fave mods mini cyrodil. :)

That would be fun, But to me it seems out of place in a technical world. that is why I was going with the map screen. :shrug:
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maddison
 
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Post » Tue Dec 29, 2009 3:48 pm

Check post number 1. It gives the background story of the vault.

Update:
Here are a few pictures of stuff I have been working on.

I will have a map in the materialization room that has 'pins' on it. You select the pin and you go to that location.
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen08.jpg


Now I get what you were trying to explain to me earlier :facepalm:
That is very cool, keep it up :bigsmile:
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Kari Depp
 
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Post » Tue Dec 29, 2009 7:45 am

I have finished the last skills training computer terminal.

http://i97.photobucket.com/albums/l237/WillieSea/V64Screen10.jpg


[EDIT]
I will have a new beta ready on Saturday. I just need to test a few things first.
And I added a fish tank to the atrium.
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Eibe Novy
 
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Post » Tue Dec 29, 2009 3:09 pm

You could incorporate the walk around map in the Alien Ship mod. Their scanners have mapped the surface of D.C. and provided an interactive hologram!
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Mike Plumley
 
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Post » Tue Dec 29, 2009 10:26 am

Beta v004 sent to those who have provided previous feedback.
If you didn't get it and really want to give v004 a test, let me know.

I may not be able to work on it too much for a few weeks, but I will give it some effort when I can. :)
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Mackenzie
 
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Post » Tue Dec 29, 2009 7:37 am

Umm, why is there a CTD whenever I try to pull up my pip-boy. It just started doing it after I downloaded the new version. I am using Alex-Scorpion's PDA mod. I will try it with it deactivated.

Ok, my character's pip-boy doesn't even show up anymore when I deactivated the PDA mod. Probably cause it replaced the meshes. Can you see what is causing the incompatability with Vault 64 and the PDA?
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Yama Pi
 
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Post » Tue Dec 29, 2009 12:27 pm

I did not do anything with the PipBoy at all. I will look to see if I accidentally changed something, but I have not even looked at the PipBoy object, scripts or anything.

[EDIT] Nope, nothing that I can see that I did.
Are you using a clean save game? One that does NOT contain any saves with Vault 64 activated in it?
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Peter lopez
 
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