[WIP] Vault 64 - v2

Post » Tue Dec 29, 2009 12:04 pm

Vault 64
Version 2
by WillieSea

Story
Vault 64 construction began in December of 2076 and was funded heavily by many prominent technology firms. It was to save the best engineers that society had to offer to help the restoration of the land after the war.

Land rights were donated by an individual of a wealthy company in exchange for a place in the vault. Far to the North West of DC, construction proceeded quickly. By October of 2077, about half of the vault had been finished. Only a few individuals were present in the vault when the first bombs fell on October 23 of that year.

Many of the assigned engineers survived the initial bombs and rushed to the vault for safety. Most perished on the dangerous journey, and they were the lucky ones. Upon arriving at the vault entrance, they were dismayed at what greeted them, the entrance to the vault had collapsed!

The few lucky individuals who were already in the vault could do nothing to help their friends stuck outside. The war started on a Saturday and even the construction workers were at home with their families.

Those in the vault hacked into the Vault-Tec vault communication lines and learned about the devastation in the outside world and decided to remain in the vault where it was safe, where they could continue their work unhindered. They lived out their lives and constructed a few unusual technological devices. But eventually, the vault became their tomb. A monument to technology.

The vault was quickly forgotten about and was never on any of the official Vault documents since it was never completed.

Location:
North West of The Republic of Dave in the side of a mountain.

Completed Features:
-Exterior location
-Quest to gain entrance to vault
-Entrance level with Detention Center and Conference Room
-Storage room with auto sorters
-Materialization and Teleportation room

Currently working on:
-Training computers
-Compact layout - Everything will be centered around the Atrium

Planned Features: (much already figured out from version 1)
-Quest to start up water pump and purifier
-Quest to start up Simulation Room
-Quest to start up Materialization Room
-Manufacturing plant for Special Items
-Merchant Androids/Robots
-Healing Androids/Robots
-Repair Androids/Robots
-Simulation 1 ? Police HQ (arena?)
-Simulation 2 ? Zombie Attack Game
-Fish tanks
-Mannequins

Requested Features:
-Arena like room
-NPC's - Not likely to happen unless somebody else does this for me.

Screen Shots:
09/20
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen01.jpg
09/26
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen02.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen03.jpg
09/27
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
10/01
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen08.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen09.jpg
10/02
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen10.jpg
10/13
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen11.jpg
11/08
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen13.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen14.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen15.jpg
11/15
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen16.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen17.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen19.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen18.jpg
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rheanna bruining
 
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Post » Tue Dec 29, 2009 2:44 pm

Hmmm...what is this? Are you completely starting Vault 64 from scratch and trying to not go to over the top with features which led to too many bugs and obstacles in the first version? Or have you resumed work with a fresh outlook on the first version?
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Miss K
 
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Post » Tue Dec 29, 2009 12:32 pm

Fresh outlook, 'about' the same features.
Some things I will not try to accomplish which caused me problems before. (NPC's, Companion robot, exterior navmeshes, exterior water issues) Also, the problem with V1 was that it became 'bugged'.
I also did not like the 'sprawling' rabbit warren feel it had. I want to compact it a lot and centralize it so its easier to navigate.

Basically, I have a better idea of what I can and 'should' not do... :)
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Amelia Pritchard
 
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Post » Tue Dec 29, 2009 7:33 pm

Kinda svcks to have to do all that over, but I wish nothing but the best in redoing this and making it better than before ;)
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Kelly James
 
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Post » Tue Dec 29, 2009 8:11 am

Are you going to have some method of capturing individuals to put in detention?
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Breautiful
 
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Post » Tue Dec 29, 2009 9:09 am

what do you mean start from scratch...all the work that you did...is going to be wasted?
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leni
 
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Post » Tue Dec 29, 2009 11:31 am

Kinda svcks to have to do all that over, but I wish nothing but the best in redoing this and making it better than before ;)

Thanks. It will be worth it. :)

Are you going to have some method of capturing individuals to put in detention?

There are already mods out there that allow you to make companions of anybody. You can then drop them in the vault if you wish. So I will not be re-creating that in this mod.

what do you mean start from scratch...all the work that you did...is going to be wasted?

Not wasted. I learned a lot about the best way to set up the vault to make it more 'logical'. I created 5 house mods in Oblivion before I came up with one I liked, The Ancient Towers.
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Wane Peters
 
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Post » Tue Dec 29, 2009 12:41 pm

this should beinteresting i kind of liked the fact that the old one was so big to house alot of NPCs and such that i brougth in but th is should be very i ntresting kindof gives me the idea that we'r goign from an AncientTowers like mod to a MadHouse like mod
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Ridhwan Hemsome
 
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Post » Tue Dec 29, 2009 6:22 pm

:) It will still be big, but more like a wagon wheel than a rabbit warren. :rofl:

I now have the quest to gain entrance to get done. The entrance level is pretty much complete.

I will be looking for a very few 'dedicated' beta testers to give feedback as I develop the mod.
Phase 1 Beta testing should be ready in a 'few' +/- days.
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Trent Theriot
 
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Post » Tue Dec 29, 2009 9:18 am

i'm intrested what exactly do i have to do?
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daniel royle
 
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Post » Tue Dec 29, 2009 7:54 am

i'm intrested what exactly do i have to do?

Be available. Be responsible. But most importantly, have the time to test the mod as it progresses. I usually like feedback within 3 days of a beta release.
This will be a closed beta test, only available to a certain select few individuals. (choosen by me by those who are interested.)
If you cannot beta test a certain phase for any reason within 3 days, just send me a PM letting me know. I would rather hear that then nothing at all and expect something. :)

It will be a few days before I am to that point. I am hoping for a Wednesday test. :goodjob:

:gun: :dancing:
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Maddy Paul
 
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Post » Tue Dec 29, 2009 11:32 am

well i should be available so lo ng as noth ing u nexpected pops up
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lucile
 
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Post » Tue Dec 29, 2009 9:17 am

Hey WillieSea, sorry about the last closed beta. For some reason, my messenger was not working, so I could not provide proper feedback. I don't know if it still is malfunctioning, but I would like to participate in the beta.
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Jenna Fields
 
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Post » Tue Dec 29, 2009 3:11 pm

Sounds interesting .. would have luv'd to help test as have plenty of time (as long as can keep my wife occupied with other things) but and it is a big one, my main system just hit the wall and won't have replacement til next week. One I'm using was to be donated to a charity, but they gotta wait now .. such is life. If still looking for help in a week or so then I'd be happy to help.
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NO suckers In Here
 
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Post » Tue Dec 29, 2009 6:20 pm

I know life throws us twists. Like I have not been able to work on the mod tonight because we were out getting new phones. (BlackBerry Curve)

So, if you can't do any testing because of real life, I totally understand. If you have a moment, just send me a PM and let me know.

I had over 200 downloads of the V1 beta, but only about 4 or 5 people gave any feedback. I was hoping for more... So I will keep this testing contained to a team who are interested in actually testing the mod. If you can test a certain phase of the mod, great! If not, thats okay too! Just when you have some time.

@jm4365 - Have you contacted a moderator so they could check your account? It could also be a problem with the software you use to view internet pages. :shrug:
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Liv Staff
 
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Post » Tue Dec 29, 2009 4:07 pm

-Merchant Androids/Robots
-Healing Androids/Robots
-Repair Androids/Robots
Androids and other robots share a special disambiguation in the fallout series thanks to Bethesda. Androids are NPCs and other robots are just creatures. Which can we expect to see preforming the quoted functions?
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Betsy Humpledink
 
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Post » Tue Dec 29, 2009 2:15 pm

Androids and other robots share a special disambiguation in the fallout series thanks to Bethesda. Androids are NPCs and other robots are just creatures. Which can we expect to see preforming the quoted functions?

I call them 'androids' because they just stand there and have no actual 'dialoge' with you. I put a script on them that opens a menu for what you want to do. So, they are Andriod NPC's. And I set their AI to stand in one place ALL the time, day or night. After all, they don't sleep.

There may be a mix or android and robot. Depends on what their function is and what I decide at the time. :shrug:

I might even make some of them a computer interface? Not sure just yet! :)

But, the beta testers will be invaluable for helping in this, saying what they like and dont.

NOTE: You may not have guessed it, but I could not 'dialoge' my way out of a wet paper sack.
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Chloe :)
 
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Post » Tue Dec 29, 2009 10:08 am

You may not have guessed it, but I could not 'dialoge' my way out of a wet paper sack.
What do you mean? Do you not know how to use the dialogue window in the G.E.C.K. or can you just not write for crap?
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Scarlet Devil
 
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Post » Tue Dec 29, 2009 9:31 am

What do you mean? Do you not know how to use the dialogue window in the G.E.C.K. or can you just not write for crap?

I have tried to create quests and dialoge but fail. I basically ignore that functionality since I make up for it in other creative ways.
Its a pain that I just don't care to learn at all. Just like making 3D models of stuff... I have enough to remember for my real life job.
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Lily Evans
 
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Post » Tue Dec 29, 2009 9:46 am

Looks like I have two brave souls interested in testing this mod as it progresses.
-tnu
-jm4365

I would like to add a few more things tonight, but I fully expect to make the beta available to you two for testing.
[EDIT] - Beta will be ready Thursday evening. :)

Complete:
1. Quest to get into the vault.
2. 'Entrance' is 'mostly' done. Check it out for how well you like it.
3. Check out the wheel spoke, the 'Atrium'. Let me know your first impression. It is a basic skeleton layout for now, but all the different areas will be reached from the atrium. I have the 'large diner' floor texture work done and basic stuff placed. The Overseer office should work.

Not sure what else I may get done tonight or tomorrow before I relases a beta version.

I am really enjoying this version of the vault much better.
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Danii Brown
 
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Post » Tue Dec 29, 2009 4:37 pm

I am glad you like this better. Who do you think I should ask? If it isn't fixable, can I just provide feedback on this thread?
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Curveballs On Phoenix
 
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Post » Tue Dec 29, 2009 10:49 am

Feedback in this forum is fine. It would provide a bit of activity! :twirl:
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Killah Bee
 
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Post » Tue Dec 29, 2009 2:44 pm

PM sent to beta testers with download link for Beta v001.
Please let me know if you are unavailable. It would be nice to have a report by Sunday, otherwise. :)

You can post your comments here if you like.

[EDIT] - Issues:

1. The switch that opens the secret door has the wrong script on it, so it will not work in the Beta.
2. A mini-nuke is sitting outside the vault. Testing purposes only.
3. A copy of the briefcase that has the vault key is next to the control pod near the vault door. Testing purposes only.
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Rudi Carter
 
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Post » Tue Dec 29, 2009 9:08 am

Umm... a lot of the auto-doors don't work, and some of them aren't tripped at the right positon. It's kinda problematic.
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joseluis perez
 
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Post » Tue Dec 29, 2009 4:23 pm

Where?

[EDIT]
To get the beta ready, I did not have a chance to test the Atrium.
I just tested and it appears they are not linked correctly in the Atrium only. And the 'red' door still has some problem also which I will look into.
Apparently the overseer desk is not working correctly either.
And the 'extra' briefcase will not open, so I will fix that too. I forgot and left the quest script on it.

I will get these fixes done now and get a new ESP ready as soon as I am done. Thanks!
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Undisclosed Desires
 
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