[WIP] Vault 64 - v2

Post » Tue Dec 29, 2009 5:40 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?


I use the PDA mod too, and that mod in itself has some problems. It works great 99% of the time, but every so often my game hiccups with the pipboy scripts and it ctd's or displays the PDA incorrectly.


When you uninstalled it, did you hold down the "b" key, and uninstall it properly, or did you just deactivate the .esp? I forgor to do it properly the first time I tried as well.
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Sara Lee
 
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Post » Tue Dec 29, 2009 9:40 am

I unchecked the esp. I didn't know of an other way. So, I just hold down "b"?

EDIT: Nevermind. I played with a clean save this time and it worked fine :embarrass:
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ILy- Forver
 
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Post » Tue Dec 29, 2009 9:50 pm

So, I just hold down "b"?


I suggest you re-read the readme for that mod. :)


Sorry for the hijack WillieSea, just piping in to say the problem (most likely) isn't related to your mod, even though I haven't tried it out. Can't wait to rip it apart and steal all of my favorite features for myself play it!
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barbara belmonte
 
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Post » Tue Dec 29, 2009 2:34 pm

1. Good map, nice layout, REALLY UBER NICE TEXTURES! not too hard to find ;)

2. Bug (I think) Overseer tunnel: There is a red hand door, that doesnt open auto and you cant open.
3. Training room seems glitched, I downloaded the "packet" and nothing happend (may just be my instant gratification but...)

Thats all I could find tonight, but its 10:40 here, so brain is not really on the look out.
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Tamara Primo
 
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Post » Tue Dec 29, 2009 6:35 pm

2. Bug (I think) Overseer tunnel: There is a red hand door, that doesnt open auto and you cant open.
3. Training room seems glitched, I downloaded the "packet" and nothing happend (may just be my instant gratification but...)

2. That door only opens when you put the fuse in the fuse box. If you skipped past the first door without fixing the fuse, then this one will not open either.
3. I dont know what you mean by glitched and I don't know what 'packet' is. :shrug:
The default Max Value the terminals will train you is 25. So, if you have not changed the settings on the 'settings and preferences' terminal, then none of the training terminals will 'seem' to work if all your skills are above 25.

Thanks for the report! :goodjob:
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Soph
 
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Post » Tue Dec 29, 2009 6:18 am

like the fish tank.

would it be possible to have the automatic repair function of the storage system be togglable. some people like myself enjoy the scramble for items to repair their gear. i have yet to use the repair option from your level trailer mod. :) also i noticed that modded items arent put in storage, would it be possible to have a leftovers locker that would hold everything else, and finally could a retrieve button that would give you all your gear from your last deposit be incorporated. these arent critical things since i have been using the same locker in megaton from day one of playing the game and dont plan on changing, im finicky that way. might just make it a bit easier for people who would use that for their main storage.

im thinking that maybe you might consider making the map abit bigger. i dont know how many map markers you plan on putting in but i think its gonna get a bit crowded after a while. i tried all the locations and they all seemed to work, cept that i was ambushed by a matriarch deathclaw in paradise falls and a few slavers got killed. thats the perils of teleportation. :biglaugh:

a note on the teleportation. i realize this mod isnt made for hyper-realism or anything but how about having a recharge time on the teleporter and make it so that you cant teleport when enemies are nearby just like fast travel so that it cant be abused.

this is just a personal thing but since this technology is pretty new maybe having a small chance of weird things happening when you teleport could be incorporated. i recently played a mod (forgot what it was called) that added onto the mothership zeta crew. there was a sequence where you were the guinea pig for a new teleporter they had built. everything went haywire and the first room you ended up in was full of deathclaws. just before they got to you the teleporter kicked on and you were then teleported high up in the sky and started falling towards your death.....a few other things happened including an homage to oblivion which had me falling out of my chair in laughter. i would love to see what you could come up with for freak accidents with the teleporter. personally i would use the teleporter just to see how messed up i could become. :)

im liking the mod alot, please keep up the excellent work. i cant wait to see the final product.
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kat no x
 
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Post » Tue Dec 29, 2009 8:27 am

This is one of the few mods that I enjoy keeping up-to-date on.
Keep up the great work Willie.

I do have one question though, how do the skill-training terminals work? Are they simply like skill books, where you read them to increase your skill?

CsK
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jadie kell
 
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Post » Tue Dec 29, 2009 2:04 pm

1. would it be possible to have the automatic repair function of the storage system be togglable.
2. would it be possible to have a leftovers locker that would hold everything else, and finally could a retrieve button that would give you all your gear from your last deposit be incorporated.

3. im thinking that maybe you might consider making the map abit bigger.

4. i realize this mod isnt made for hyper-realism or anything but how about having a recharge time on the teleporter and make it so that you cant teleport when enemies are nearby just like fast travel so that it cant be abused.

5, this is just a personal thing but since this technology is pretty new maybe having a small chance of weird things happening when you teleport could be incorporated.

1. Thats not possible with the functionality of vanilla scripts. I am not even sure if FOSE could do that.

2. Yes, I could move everything you have left to a locker. Everything. But there really would not be a way to exclude 'non-vanilla' gear since I would need to make those mods dependant on this mod. And there are way to many other mods to make that even feasible. I figure the few 'remaining' items you can store manually. My intent was to reduce the bulk of the objects you find automatically so you can wade through what is left much better.
I don't know if you noticed, but you can 'exclude' removing any vanilla ammo type from completely being removed. For example, if you select the 10mm ammo type, when you store your ammo, you will retain 500 rounds of 10mm ammo and the rest will be stored.

3. I made it as big as the room would allow. There will not be too many locations on the map. I will be working on more of the locations today.

4. That is a good idea. Perhaps in a setting. I had also thought about a setting to force you to use Fusion cells. Perhaps 2 teleports per cell. I would have to look into the 'when enemies near' but that is not realistic. That is only a 'game' type of thing. Any real technology is not going to stop you from using it when an enemy is near. Its not really any more abusive than somebody using Power Armor and a Gatling Laser gun to take out a group of raiders.

5. Interesting idea. That sounds like a whole new mod itself! :biglaugh: I will ponder this idea and see how difficult it would be to incorporate something like that. Perhaps based on your science skill.

I do have one question though, how do the skill-training terminals work? Are they simply like skill books, where you read them to increase your skill?

A terminal screen comes up. If you qualify for further training, you will get a line that reads something like "Barter Training Course". Selecting the line will give you 5 points training in the skill. If you are already at your 'settings selected' max value, then you will only be able to log off. The default max training you can get is when your skill is below 25. All the settings available are 25, 50, 75, 100 and 250. (Which is only useful in conjunction with mods that take advantage of skills over 100.)
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NeverStopThe
 
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Post » Tue Dec 29, 2009 8:34 pm

i found the mod.

http://www.fallout3nexus.com/downloads/file.php?id=8747

even if you dont use the idea i would suggest playing it just for the laughs. :)

using up fusion or energy cells is pretty good idea. im using FWE which incorporates a mod that gives you portable beds, water purifiers and a grill and they each use cells everytime you use them.

if you base it on science skill im gonna have to console myself down to a science skill of 5 or ten or something just so bad things can happen to me.

as for taking away everything else that wasnt taken by the storage buttons. when i played the Pitt everything was taken away from me except a couple of "settings" items from some mods. all my mod weapons and armor disappeared however. perhaps that script would work. you could put a note up saying that people should use that button after they have used the other storage buttons.

ps......i would never use a gatling laser against raiders.....for them i want to get up close and personal with a flame thrower. :)
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He got the
 
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Post » Tue Dec 29, 2009 5:01 pm

sorry williesea,
just came back from camping. woo?
never got the beta.
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Jesus Lopez
 
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Post » Tue Dec 29, 2009 5:27 pm

I like all these realistic ideas, but sometimes, I would think that it could become annoying, so will all of these realisitic features be toggle-able in the control console like before? And will there be a reactor like before?

I like the new materialization room. It's better when a little more spacious. The fish tank is cool too.
I was wondering why the diner was called the "Starry Diner," then I looked up and I was like, "DUH!" :slap:
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N Only WhiTe girl
 
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Post » Tue Dec 29, 2009 10:58 am

I found a bug that might be game altering.

When you kill someone, their body doesn't ragdoll, and they contort themselves into a variety of funny, yet glitched, positions. I tried it without the vault on my other game, and the enemies ragdoll fine.

Ive got other vault mods (tested ok) Broken Steel and Operation Anchorage
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Jessica Phoenix
 
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Post » Tue Dec 29, 2009 11:36 am

1. will all of these realisitic features be toggle-able in the control console like before?
2. And will there be a reactor like before?

1. Yes, each will be toggled by a setting.
2. Yes, I will recreate a reactor level.

When you kill someone, their body doesn't ragdoll, and they contort themselves into a variety of funny, yet glitched, positions. I tried it without the vault on my other game, and the enemies ragdoll fine.

Nothing from my mod. Ragdoll works fine.
You also need to use a 'clean' save game.

A reminder: BETA testing should never be done with your 'serious' save games. All new beta versions should be tested using a clean save game.

@striker7770 - If you have time, let me know. Its too much work for me to continue sending it to everyone if you don't have time to test it.
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Allison Sizemore
 
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Post » Tue Dec 29, 2009 8:26 am

Will be testing with a clean save from now on! So, you're not going to be able to work on the mod for a while?
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*Chloe*
 
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Post » Tue Dec 29, 2009 3:32 pm

Will be testing with a clean save from now on! So, you're not going to be able to work on the mod for a while?

I am working on it now, adding more teleport markers, its difficult work and a bit complex. And I have to find map markers that already have a 'reference ID' name on them or they are useless to me since I do not want to make 'changes' to vanilla objects. But there is a good pattern to the locations of teleport markers, so it will at least get you close to where you would really like to be.

I just will not be able to work on it quite as much as I have been in the next few weeks. I will still make progress, just not as much as I would like. :)
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Kayleigh Mcneil
 
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Post » Tue Dec 29, 2009 9:56 pm

Oh, so you'll still be working, but just not as much. Will there still be hidden goodies like last time (auto pistol)?
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m Gardner
 
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Post » Tue Dec 29, 2009 8:23 am

When I am further along in the mod, there will be hidden little goodies.

I forgot who I have and not sent the Beta to. So if you didnt get and and 'can' test it, let me know. Beta v004.
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Brandon Wilson
 
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Post » Tue Dec 29, 2009 1:56 pm

what do the materialization units do, and are all of them hidden in the vault, i only found about 4 of them. also i like the teleport system, it works very well.
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Rachael
 
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Post » Tue Dec 29, 2009 7:20 pm

what do the materialization units do, and are all of them hidden in the vault, i only found about 4 of them. also i like the teleport system, it works very well.

I did not place all the units yet. There will be 8 of them.
Drop the unit and the location will be marked. Use the terminal in the Materialization Room to go back to that location. Only locations that are marked by dropping the unit will show up on the terminal.
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xxLindsAffec
 
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Post » Tue Dec 29, 2009 1:37 pm

Will we probably not see a new beta until the end of the two weeks when you'll be really busy? I'm not trying to rush you or anything, just wondering. Good luck (on the mod and at work)!
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Hayley O'Gara
 
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Post » Tue Dec 29, 2009 10:53 am

I will have another beta ready this weekend.

I am currently working 3 mods right now, on and off.

1. Solar Scorcher - Waiting on gun model to be made...
2. Vault 64 - This mod.
3. Haunted Halloween challenge at TES Alliance. http://www.gamesas.com/bgsforums/index.php?showtopic=1044691

#3 has a due date of 10/28 so it may take priority... It is also an Oblivion mod. :)
And for those that don't know, I am also a script scholar on TES Alliance. We talk about FO3 there a bit too.
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Siobhan Thompson
 
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Post » Tue Dec 29, 2009 4:49 pm

Of course, I am not seeing a benefit from releasing beta's too much. I asked specific questions in the readme for things to test and I have not heard back from anybody on those items in question. :shrug:
And its been several days since the last beta was released.
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Heather M
 
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Post » Tue Dec 29, 2009 12:11 pm

Well, the diner looks great, especially the ceiling. I think it is the perfect size, but I think you could add a little more decoration to the tables. Karma Detector works, lights flash, the box tells you your karma. The overseers office is just WOW. In the future, add some stuff to the wardrobe/cabinet (like some clothes and maybe a 10mm pistol). Please please please work on the lighting. I know this is beta, but your vault is dark. add some ambient light here and there, most of the time I have to turn on the emergency lights and take brightness all the way up to see. Oh, and the clocks work great too, but I haven't really tested those

Overall this is great, and I love love love the textures! Keep up the good work!
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Jessie Rae Brouillette
 
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Post » Tue Dec 29, 2009 7:22 pm

Yep. For the sake of repitition, what he said squared! :lmao:
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Shirley BEltran
 
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Post » Tue Dec 29, 2009 7:06 pm

i know i should not be pushing your creative insight, but is it possible to take ceiling ligts and make them on the walls, or as posts in the middle of the room,
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Katie Pollard
 
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