[WIP] Vault 64 v2

Post » Wed Dec 30, 2009 8:41 pm

Yeah, I figured I probably did turn them up xD
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celebrity
 
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Post » Wed Dec 30, 2009 4:43 pm

I am currently working on the 'Operations' room where the mainframe computer will be. Since I started putting in vending machines, I have to be able to set a 'currency' type in the vault since they would not normally use bottle caps as currency in a vault that was closed for over 200 years. So, you will be able to program the Vault to use the cap as currency. And you will not be able to buy any thing or get services until it has been programmed.

It would use a type of credit system so you could buy some credits for bottle caps by making it think they are coins and let it take the old pre-war notes too. (Barter, repair and science skills could help)

For the water you need a tank with a bottom and sides the light must reflect off the bottom surface if it is too close or missing then the shader gets it wrong and adsorbs all the light IE black. check the picture in my http://badadam.co.uk/photos/main.php?g2_itemId=6011
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Emily Jeffs
 
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Post » Wed Dec 30, 2009 4:21 pm

prewar money. by 2077 i would be surprised if even a candy bar doesnt cost a couple of bucks considering they are at least 60 cents today.
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Princess Johnson
 
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Post » Wed Dec 30, 2009 7:05 pm

prewar money. by 2077 i would be surprised if even a candy bar doesnt cost a couple of bucks considering they are at least 60 cents today.

but today most radios have other than 1950's music and most bottle caps are plastic, hell even the whole bottle is.
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ZANEY82
 
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Post » Wed Dec 30, 2009 4:03 pm

It would use a type of credit system so you could buy some credits for bottle caps by making it think they are coins and let it take the old pre-war notes too. (Barter, repair and science skills could help)

For the water you need a tank with a bottom and sides the light must reflect off the bottom surface if it is too close or missing then the shader gets it wrong and adsorbs all the light IE black. check the picture in my http://badadam.co.uk/photos/main.php?g2_itemId=6011

I will keep the 'caps as currency' since when you 'barter' with an npc, its hard-coded to use caps, not credit.

Is that what is wrong with my water... Well, I guess I need to redesign the room to be more like the reactor then... Thanks for the info.

The cost of food and drings will probably be around the average cost of the item in the GECK. In caps. :)

BTW, I am adding the 'Air Filtration' room right next to the water filtration room, both of which will be in the Utilities Cell.
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HARDHEAD
 
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Post » Wed Dec 30, 2009 11:25 pm

About the celling of the dinner
is that picture of stars the same as arena celling? I don't know cause I don't have my computer in hand, this is a classmate's.

Sorry I didn't show up these days for beta7, I got problems with school's internet and they cut my wire with all sites except UW. :banghead:
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Charles Mckinna
 
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Post » Wed Dec 30, 2009 3:38 pm

I will keep the 'caps as currency' since when you 'barter' with an npc, its hard-coded to use caps, not credit.

Make it so you reprogram the main frame to think the the caps are a coin (repair or science skill of 50 needed)
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Dina Boudreau
 
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Post » Wed Dec 30, 2009 8:51 am

Sorry I didn't show up these days for beta7, I got problems with school's internet and they cut my wire with all sites except UW. :banghead:

What you mean the schools network admin has banned this site, I'm just glad I am the admin so I chose what sites to ban.
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Vivien
 
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Post » Wed Dec 30, 2009 10:54 am

It is so exciting reading about the neat things you dream up and create. This mod is going to be a blast to explore and live in :wub:

I got a chance to use the script that you provided for me with the Eat'O'matic today! Works like a charm :D I changed the timer from 5 to 15 to give myself some time to place an item or 2 into it before it 'closes'. You certainly are my hero, once again, many thanks!
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ZzZz
 
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Post » Wed Dec 30, 2009 9:15 pm

This is looking awesome. Do you plan to have people this time around or still just robots?
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Liii BLATES
 
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Post » Wed Dec 30, 2009 2:23 pm

About the celling of the dinner is that picture of stars the same as arena celling?

Yes, they are. But they glow now. Not sure what version I did that in.

Make it so you reprogram the main frame to think the the caps are a coin (repair or science skill of 50 needed)

Look at it this way. Money changes over time, so you need a way to redefine what the current 'money' is. So, what you are doing it saying these 'bottle caps' are the new money.

I got a chance to use the script that you provided for me with the Eat'O'matic today! Works like a charm :D I changed the timer from 5 to 15 to give myself some time to place an item or 2 into it before it 'closes'. You certainly are my hero, once again, many thanks!

Glad to hear that. Depending on your usage, you could close it when the player is a certain distance away instead of a timer. For my use, I needed a timer. :)

Do you plan to have people this time around or still just robots?

I still cannot make Dialog or Quests. :shrug: So, it will be like the last version.

I am only good at scripts, retextures and detailed clutter and activators.
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Nicole Elocin
 
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Post » Wed Dec 30, 2009 11:06 pm

WillieSea is the master of scripting.
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BEl J
 
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Post » Wed Dec 30, 2009 9:54 pm

I still cannot make Dialog or Quests. :shrug: So, it will be like the last version.

I can't guarantee that I am experienced enough as I have never uploaded a mod, however if you want I am willing to help create quests and dialogue. I don't know how to create .lip files, however I have worked with dialogue and quests before.

Also you might have already seen it, but in case you didn't there is a tutorial on quests and dialogue here: http://geck.gamesas.com/index.php/Quest_and_Dialogue_Tutorial
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Jack Bryan
 
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Post » Wed Dec 30, 2009 10:15 am

WillieSea is the master of scripting.

:blush: Well, just really good at a lot of scripting.
I am a scholar at the TES Alliance for scripting. Its Oblivion related, but I don't mind Fallout scripts as well since I am doing that now.
http://www.invision.tesalliance.org/forums/index.php?/forum/15-scripting/

Also you might have already seen it, but in case you didn't there is a tutorial on quests and dialogue here: http://geck.gamesas.com/index.php/Quest_and_Dialogue_Tutorial

Ok, you got me. I guess I just don't care to learn quest and dialog building... :)

I do know how to set up NPC's and give them AI Packages, that is no problem. Its the getting them to talk to you when you want to sell something, or get yourself healed, that sort of stuff. I just put a script on them with a menu and let the player pick that way. I did not see a need for all that dialog! :rofl:

When I get to the point when I add the NPC's, if you you want to help, that would be fine. It would be a good way to get your name on the mod! :lmao:


Its been a long day at work (13 hours) so I will be taking the evening off of modding.
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Oyuki Manson Lavey
 
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Post » Wed Dec 30, 2009 12:37 pm

Do beta testers get mentioned :D
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Hope Greenhaw
 
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Post » Wed Dec 30, 2009 11:50 am

Do beta testers get mentioned :D

Yes, I am trying to keep track of you all.
If I don't get any responses from a beta tester, I may not add you to the list. :shrug:
I might even miss a few of you. I have been trying to keep track though. The more you test the better your chances! :)
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Lynette Wilson
 
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Post » Wed Dec 30, 2009 3:42 pm

When I get to the point when I add the NPC's, if you you want to help, that would be fine.

Ok, although as I have stated though I don't know how to make .lip files. At least not yet, since I don't know how to any NPCs I create dialogue for won't have their lips moving to the words being spoken. Which won't be a problem if your working with robots or if the Player can't see the NPC's face, however if you aren't I understand if you want to avoid using dialogue.
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xx_Jess_xx
 
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Post » Wed Dec 30, 2009 11:43 pm

Sorry to ask you another question.

Do you have a method implemented for the sorters besides just being sorted? My question behind this is because I would really love to see it implemented that we have to pay to have them sorted. I never liked using the sorters for armors and weapons for the simple fact that it repaired them fully, and I felt like I was cheating. I would feel much better if there was a way that we had to have caps removed or if we didn't have enough caps, the items wouldn't get sorted.

If you know a code, but it has to be added to each item in the script, I am more than willing to help you out with that and send the text back to you. I know there are tons of lines of script lol.

As always, I won't be offended if you don't want or know how to do this. I am just throwing it out there as an idea :)
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Tessa Mullins
 
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Post » Wed Dec 30, 2009 10:20 am

I don't know how to any NPCs I create dialogue for won't have their lips moving to the words being spoken.

I have no problem with that.

Do you have a method implemented for the sorters besides just being sorted? My question behind this is because I would really love to see it implemented that we have to pay to have them sorted.

No I do not. I was going to have a setting that enabled or disabled the 'auto sorter'.

I do have options that allow you to 'keep back' a certain amount of special items, like ammo and some heatlh items.

But it would be easy enough to implement. I am not sure if it would put the script 'over the limit' in size. But it could be two scripts.

I would just calculate a base cost for each item, based on its value. The multiply that base cost by how many items would move. And keep a running total. Then, if there is enough caps, allow the player to agree to the cost or not. If agreeable, then script activate another object that will remove the items.
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herrade
 
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Post » Wed Dec 30, 2009 8:23 am

I would just calculate a base cost for each item, based on its value. The multiply that base cost by how many items would move. And keep a running total. Then, if there is enough caps, allow the player to agree to the cost or not. If agreeable, then script activate another object that will remove the items.


Sounds good to me. May want to have this as an option since I may be one of the very few that would want this feature :bigsmile: . I would be willing to hunt for an item in the vault to add to the machine to make the machine work this way. Meaning the default could be the regular sorting method, and the item would make the machine collect the caps before sorting. Thank you very much WillieSea.
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Tanika O'Connell
 
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Post » Wed Dec 30, 2009 9:00 am

There is a 'terminal' that you access to set the preferences you want in the mod. I thought this would be the best way to make the mod customizable to just about any player. Then, based on your selections, the mod will work differently for you.
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courtnay
 
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Post » Wed Dec 30, 2009 11:40 am

Bravo :clap: *packs bags and waits to move in* Thank you once again :)
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Allison C
 
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Post » Thu Dec 31, 2009 12:11 am

I have no problem with that.

Ok then, whenever your ready and want me to work on the dialogue just tell me. :)
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ANaIs GRelot
 
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Post » Wed Dec 30, 2009 12:44 pm

Ok then, whenever your ready and want me to work on the dialogue just tell me. :)

It will be a while, after the 'Services' cells are made that will contain the merchants, repairman, doctor, ect..
But, things have been moving along smoothly so far. Version 1 of this mod taught me a lot about what will and wont work. :)
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Kaylee Campbell
 
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Post » Wed Dec 30, 2009 6:25 pm

Williesea
actually I prefer some computers or robots(like Mr handy or Robbrain) to do the servies jobs instead of "robotic man". they look kind of scary when they just sit/stand there, doing and saying nothing at all.

and also, can you send me beta7? I really want to know how the things are right now.
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RAww DInsaww
 
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