[WIP] Vault 64 v2

Post » Thu Dec 31, 2009 12:05 am

I will be making Beta 8 on Saturday.
Beta 7 is getting rather old.

I will be taking requests for Beta 8. Remember if you have never beta tested for me you need to read the first page of this thread. I have a post on what I expect of my beta testers.
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herrade
 
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Post » Wed Dec 30, 2009 8:52 pm

about the vending machine, I suddenly recalled that I did an "intact vending machine" mod in june. i used prewar money as currency to buy cola.
http://www.fallout3nexus.com/downloads/file.php?id=7352
guess you don't need it anyway, your scripting skill is far better than mine.

can't wait to see your beta 8.
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Doniesha World
 
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Post » Thu Dec 31, 2009 12:54 am

Well, if you want I could beta test also. I have read the rules you posted in the first page and will follow them. Although I honestly don't know how good I would be at testing since I have never been a beta tester before. So I have no problems with it if I don't become a beta tester. I just thought it made sense for me to offer since I agreed to do the dialogue.
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JeSsy ArEllano
 
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Post » Wed Dec 30, 2009 10:40 am

I can test the beta v8, just reinstalling fallout 3 on the new machine, i can find the case, CD but where is the sodding manual with the key on, it's on my live account but I can't find out what the key is. Stupid LIVE
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DAVId Bryant
 
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Post » Wed Dec 30, 2009 11:00 am

I would still like to test!
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maria Dwyer
 
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Post » Wed Dec 30, 2009 5:01 pm

Hey williesea i have a question, is it possible to get the original Vault 64? that was the first mod i got and i loved it. I just revived my comp (it died) and i would like to know if it is possible to get the original. Thank you, and V2 looks great so far!
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Jamie Lee
 
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Post » Wed Dec 30, 2009 11:32 am

about the vending machine, I suddenly recalled that I did an "intact vending machine" mod in june. i used prewar money as currency to buy cola. can't wait to see your beta 8.

Thats a good idea, to use the prewar money or, when the computer is programmed, caps as well.
When the Beta is ready I will send you the link.

Well, if you want I could beta test also. I have read the rules you posted in the first page and will follow them. Although I honestly don't know how good I would be at testing since I have never been a beta tester before.

All you do is play the mod and report on anything that does not work, you where you spot texture problems, or mesh clipping issues, or even floating furniture. Anything that looks odd. Its also nice if you comment on the things you really DID like. I like some good with the bad! :lmao: When the Beta is ready I will send you the link.

I can test the beta v8, just reinstalling fallout 3 on the new machine

When the Beta is ready I will send you the link.

I would still like to test!

When the Beta is ready I will send you the link.

Hey williesea i have a question, is it possible to get the original Vault 64?

That mod is dufunct and had a number of issues. I could not vouch for it not messing your game up. I have deleted the download file and have no plans on uploading it again since it takes so long. Sorry! Version 2 (this one) will be much nicer overall for a vault. I am actually very pleased with it and I am a very picky person! :)


UPDATE
I want to finish up the jukebox script, the overseer power panel lights and get a few bugs worked out of the Utilities (filtration) room.
The the Beta will be ready.

Oh, and Happy Birthday to me! :celebrate:
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Frank Firefly
 
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Post » Wed Dec 30, 2009 7:04 pm

When the Beta is ready I will send you the link.

Ok, one thing I should probably tell you is that I am not going to be at my computer as much on Sundays because I watch the Atlanta Falcons (NFL Team). I hope you have a Happy Birthday.
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Chelsea Head
 
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Post » Wed Dec 30, 2009 10:23 pm

Cool, i look forward to the release of V64, and have a very happy b-day!
Feliz Cumpleanos! :celebrate: (i know there is supposed to be a ~ over the N, please pretend there is)
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Ria dell
 
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Post » Wed Dec 30, 2009 12:39 pm

:cake: Happy Birthday WillieSea :cake:

:celebration: :celebrate: :celebration:
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claire ley
 
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Post » Wed Dec 30, 2009 10:40 pm

Happy birthday!
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Kanaoka
 
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Post » Wed Dec 30, 2009 10:16 am

Thank you all for the birthday wishes! I am fast approaching half a century. :)

I am uploading the beta v8 now, so when its done I will send out the PM's.
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Beulah Bell
 
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Post » Thu Dec 31, 2009 12:55 am

Happy birthday Willie!!

And thanks for all the wonderful mods you have given us both here and in Oblivion. :foodndrink:
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ZANEY82
 
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Post » Thu Dec 31, 2009 12:25 am

Your very welcome Atreides! :)

And now for some screenshots

http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen30.jpg
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen29.jpg
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen31.jpg
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Emmanuel Morales
 
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Post » Thu Dec 31, 2009 12:56 am

Damn, this is some serious shiet you're working on :D
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Shannon Lockwood
 
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Post » Wed Dec 30, 2009 5:37 pm

Wow, I love those switches! I know it is a very tiny feature, but those are great!
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Melanie
 
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Post » Wed Dec 30, 2009 6:35 pm

Happy Birthday, Willie!! :celebrate: :cake:
every time i read your thread your mod keeps getting better and better. very impressive indeed!


and if you're still interested, i can give you those heavy-tools models in the next couple of days.

cheers
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Stephani Silva
 
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Post » Wed Dec 30, 2009 7:00 pm

this is some serious (mod) you're working on :D

Thanks! It will be my home base in game so I am making it the way I like it, with all the features I like. :)

Wow, I love those switches! I know it is a very tiny feature, but those are great!

Yeah, the mod is full of little features like that and most people will not even notice most of the features!

every time i read your thread your mod keeps getting better and better. very impressive indeed!
and if you're still interested, i can give you those heavy-tools models in the next couple of days.

Thanks! And yes, I would still like to feature a few of the power tools in this mod if you have no plans for them. :drool:
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Robert Bindley
 
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Post » Wed Dec 30, 2009 6:21 pm

just tested beta 8,looks better and better.

Only real problem I found is ,compaions have problems following the player in all areas excpet the entrance(there is still a small problem in the jail. Sometimes they don't fllow into jial) and the arena cell. I guess that's because the area is not fully navmashed,right?
And the follower was traqed in the tunnel between the two cave doors once. I retested several times and that never happen again.

do you think the texture of the rods maybe too bright? in my oponion the rods only glow stongly when they are in reaction. Normal rods should just have a dim luminescence.

I took a close look at the cardboard-boxes. the texture on them looks like fresh wood texture to me. two hundred year old paper should be dark yellow or something like that.

the hand saw collision now works fine with most other objests now. and the smoke in front of the vault looks good enough

in the utility cell i saw a swimming pool. I thought it looks more like a fresh water hoding tank in utility area, but there are chairs and floor around it that reminds me of the swimming pool I used to go to......

should there be a security door for air and water filtration room? to prevent unwanted person messing with them

did you mentioned a fountain somewhere? I didn't see it anywhere.

do you have any plan to set prewar money as default currency? in real life, when a new currency is printed, there should be an old currency price so the new currency's value can be defined. You don't even need to really caculate the value of all items, you can just print a message "denomination too large" when trying to buy anything except quantum.

overseer's safe code is still 11 6(is it somebody's birthday or sth?), maybe you should left some clue in the overseer's office so that it is not so difficult to figure out the code.
i still think 6 4 is the ideal code for that safe. Only the people who knows at least a little about science can figure that out.
really like the LED on the switch.

are the lights on overseer's panel going to indicate anything? It'll look great if at first all the lights are off except the backup reactor. then as the player started the main ractor, mainframe and turn on teleport machine or simulation pod, the panel shows what the player did. Or maybe you want to unlock overseer's room only after all the hard jobs are done and everything is online?

there is a picture of an american family in the overseer's office? who are they? I've only been here for 3month and don't know much about america yet.


That's all I thought about at the moment. Thank you for your hard work, willisea
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Alan Whiston
 
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Post » Thu Dec 31, 2009 12:26 am

Happy Birthday :cake: :foodndrink: :dance:
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Dezzeh
 
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Post » Wed Dec 30, 2009 8:04 pm

1. Only the entrance and Arena are navmeshed because spawned NPC's show up there. I leave the navmeshing to the last in case I add or move things around.

2. Good idea. I just changed the glow map on the misc objects.

3. The cardboard boxes are vanilla objects. I was planning on changing the texture on them. Probably a darker color since cardboard tends to 'absorb' dirt and dust around it.

4. Hand saw was a pain to fix, but I got it. I am not a modeller so I had to use nifskope. The 'dust' after the explosion outside will slowly disappate.

5. I am having problems with the fresh water holding tank / swimming pool. It is still very much a work in progress.

6. Security door after getting in the vault? No, the people in the vault would have to trust each other to survive. Vault security would take care of any issues that might arise from psycopaths that are born in the vault.

7. No fountain yet. The atrium lower level is not done yet.

8. Prewar money cannot be set as a default currency since the hardcoded barter menu does not allow anything but caps to be used. The prewar money can be used by the vending machines though. I was thinking about doing that at least.

9. I never got around to changing it. I will make it 0110 0100. I added the Rivet City red light to the switch using nifskope (a really amazing program) and I think it turned out pretty darn good too!

10. The overseer power control really does not do anything yet. But it would be a fun addition to tie it in with the reactor status. :thumbsup:

11. That is an easter egg. Its my family. You may notice one of them is in a 'wheel chair'. I had that pic taken at the beach at one of those costume shops to make it look 'old west'.

12. Thank you for taking the time to test and report your findings. You have some good ideas here! :thumbsup:
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Catherine Harte
 
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Post » Wed Dec 30, 2009 1:04 pm

Happy birthday WillieSea!

I like the new textures on the wall and floors in the atrium. It's a really nice touch! The monetary system quest works 100% for me, and the drink despensers work too. The textures on the vending machines look really good! The quests for starting the utilities and reactor works too. How about when you start up the different things like the water, reactor and air, that they give you a perk. The air could give you a perk called "Fresh Air," although I don't know what it would do. It would give some people more motivation to do these things.
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Umpyre Records
 
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Post » Wed Dec 30, 2009 7:35 pm

Instead of a bonus that would apply even if they are not in the vault, I am thinking about a detriment instead.

I would put radiation zones around the vault that will persist until the air filtration system is activated.
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Timara White
 
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Post » Wed Dec 30, 2009 2:05 pm

Yeah, and if they don't turn on the water filtration, its radiated?
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Penny Flame
 
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Post » Wed Dec 30, 2009 12:43 pm

I honestly didn't test as much of Vault 64 yesterday as I would have liked, but here is what I found so far:

When I used the security room terminal, I noticed that if I opened a cell door and then closed it in the terminal menu, the force field wouldn't enable when I exited. Alternatively when I closed a cell and then opened it in the terminal menu, the force field wouldn't disable when I exited. The doors opened and closed though without any trouble.

This wasn't a big issue, but at times I could activate the dining booth behind the jukebox even though I was looking at the jukebox.

When I picked up some of the water chips and dropped them, they all merged into one water chip. When I picked up that water chip again the amount I dropped was restored to my inventory. The same happened with the fuel rods. Kind of like how you can pick up a large amount of ammo with only one model.

In the conference room on the table with the drinks I thought could have used a little more lighting.

Other then that room I was impressed with the lighting, it always seemed appropiate for where I was. I also liked the rotating signs (V64HappyMaker01 and 02) :biglaugh:.

One question, when you said in your Readme to use a "clean save", do you mean use a save before you ever loaded this mod? Or do you mean that I can use a save that has loaded your mod, until the new beta is released? I didn't use a save from when I loaded your mod when I tested it, but I am just wondering if I can use a save from inside Vault 64 today.
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J.P loves
 
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