[WIP] Vault 64 v2

Post » Wed Dec 30, 2009 11:17 pm

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.


Use a save that has only been used with the same version of the mod. So for a first time load upon a new version being installed then it would be a clean save but you can keep using any saves until the next version comes out.

I have a profile called testcopy and load that whenever I am testing a new mod. Then while testing that mod I will save the game at points and reload from them while still testing those mods.
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BlackaneseB
 
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Post » Wed Dec 30, 2009 11:57 am

Use a save that has only been used with the same version of the mod. So for a first time load upon a new version being installed then it would be a clean save but you can keep using any saves until the next version comes out.

I have a profile called testcopy and load that whenever I am testing a new mod. Then while testing that mod I will save the game at points and reload from them while still testing those mods.

Ok, thank you for clearing that up for me. I will probably test Vault 64 more later today.
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ashleigh bryden
 
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Post » Wed Dec 30, 2009 7:52 pm

1. Trouble with the force fields? I will look into that.

2. The vanilla jukebox has a funky collision zone on it. I will attempt to bring the front collision zone out further so its easier to activate.

3. Its a misc item. That is how they work. You can do the same with armor, weapons, aid items, ect.

4. Conference room. Did you turn the light switch on? I can check that table. Lighting seems to be a problem accross multiple computers as each monitor displays different gamma levels.

5. The happy makers are custom! With my own sayings. :)

6. A clean save is just a game save that has never had a particular version of Vault 64 activated in it. So, you would not use a save game that had V7 of the beta activated if you are now testing v8.

Thanks! :thumbsup:


UPDATE:
2. I fixed the jukebox activatable collision zone. It works much better now.
4. Turning the light switch on, there is plenty of light. I have the switch in there because you need it dark to watch the slideshow. Not that there is one yet.
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P PoLlo
 
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Post » Wed Dec 30, 2009 1:09 pm

4. Turning the light switch on, there is plenty of light. I have the switch in there because you need it dark to watch the slideshow. Not that there is one yet.

Yeah, I just realized that I missed the light switch.:facepalm:I'm sorry about that. It was definitely bright enough in the room when I activated the switch.
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Russell Davies
 
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Post » Wed Dec 30, 2009 4:19 pm

Sorry for the double post, I just thought that it was a little late to edit my other one.

This wasn't a problem for me, but I was wondering if you considered adding a "Go back" button to your Eat'o'tronic 3000's upper and lower menu. Just in case someone changes their mind and doesn't want a food item in that menu. Also in the upper menu of the Eat'o'tronic 3000 some of the items had the number it costs listed without the word "cap" beside it however other items did.

If I dropped Materialization Unit inside the Zombie Fight 2072 simulation, I could teleport inside it from the Materialization Terminal.

Also when I teleported to Raven Rock via the map in the Materialization room I always ended up between the stairs and the ground, trapped. I haven't tested out too many other map pins yet to see if they work but I'll do that soon.

Whenever I accessed a vendor for the first time, I got two items for the price of one. Although every time after that I got the amount I paid for, so it wasn't a big issue.
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MR.BIGG
 
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Post » Wed Dec 30, 2009 12:09 pm

I think it's because it already had one in there. Same thing happened to me for all of the vending machines. I am pretty sure its supposed to do that.
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Ernesto Salinas
 
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Post » Wed Dec 30, 2009 8:28 am

I think it's because it already had one in there. Same thing happened to me for all of the vending machines. I am pretty sure its supposed to do that.

Oh ok, I should have known that was intentional. Or at least I should have looked it up in the GECK before assuming anything. Thank you for telling me.
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El Khatiri
 
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Post » Wed Dec 30, 2009 9:25 pm

I dont consider it a double-post if you have new information. :)

Yeah, let me check the menu and put in the 'exit selection'. I also added caps to all the selections.

Yeah, dropping the materialization unit there might cause a problem. Not sure if I want to fix it or allow the player to do that as just deserts. I will ponder it some more.

Raven rock is bad, huh? I have not placed any markers, I am using the existing vanilla game markers. Let me check it out. :)

The Vending machines have one item in them already. This is so you dont get the 'Empty' notice and never click on the machine.

Thanks again. :thumbsup:
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Robert
 
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Post » Wed Dec 30, 2009 8:49 am

5. The happy makers are custom! With my own sayings. :)

Thank you , WillieSea!

I was wondering "What the hack is williesea?" when i first saw that in version 1 :P
That's why i still remember it.
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Smokey
 
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Post » Wed Dec 30, 2009 8:09 pm

When I was battling raiders inside Vault 64's entrance because I left the gear door open I was interrupted when the briefcase container menu popped up. I believe that one of the raiders activated your briefcase. Maybe you could specify that the Player has to be the action reference for the container to open?

The top left of the Vault-Tec logo facing the closest to the Vault 64 entrance on the Vault-Tec truck looked like it was having a texture problem, as if it was clipping with something.

When I tested the other locations on the map in the Materialization room they didn't have any problems. Although the Statesman Hotel map pin, took me to the Vernon Square East map marker. You probably already knew that but I thought I would state it in case you didn't.

Also when I teleported to an area where a NPC was waiting to force me into dialogue like Paradise Falls or Oasis the bright image space modifier lasted throughout the entire dialogue so I couldn't see anything but my dialogue choices. It stopped once I exited dialogue though so it wasn't a big problem.

I have gotten three CTDs when fighting in the Zombie Fight 2072's combat arena. Nowhere else has given me any CTDs though, including the spectator area of the Zombie Fight 2072 simulation. I don't know if this is just a problem with my computer, but I thought I should probably mention it.

I don't know if you intended this, but when I was watching the fights from the spectator area I noticed that the ghouls/zombies most often then not won over the humans. Also humans had the pasty white body error that came with mods that aren't an .esm.

Other then that I liked watching the fights. I did use the tfc console command every now and then to get a close camera angle, but I liked spawning in robots from the spectator balcony too.

This wasn't really a problem, but when facing the simulator pod it says "Activate Enter Simulation". I was wondering if you would like to change that to something like "Activate Simulation".
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Nikki Hype
 
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Post » Wed Dec 30, 2009 1:12 pm

1. The briefcase is only there for testing purposes so I dont have to do the quest everytime I test the mod. That would take forever.

2. The trucks have some bad meshes. I have conteplated removing the panel truck and leaving the pickup truck, and adding a few more.

3. I did not want you to show up in front of the statesman hotel, just close to it. There are usually a lot of super mutants hanging around there so...

4. That is an unfortunate consequence of using vanilla map markers. I really do not want to introduce changes to those area's in order to keep conflicts to a minimum.

5. The 'street light' seems to give another person CTD's in the arena. That might be your problem too. Apparently there are too many lights and objects going on in that spot for lower end computers. I myself have randomly CTD'ed through-out the vault, but that is more in line with normal CTD's I experience in the game.

6. Yes, the ghouls win a lot because there are more of them. But on the same note, when a regulator dies he is instantly respawned. I like the 'pasty white' regulators, it makes them easier to see! lol

7. Activate Simulation? Good Idea, I like that much better. :thumbsup:

Thanks again!
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Heather beauchamp
 
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Post » Wed Dec 30, 2009 8:49 pm

4. That is an unfortunate consequence of using vanilla map markers. I really do not want to introduce changes to those area's in order to keep conflicts to a minimum.

Couldn't you make it so that the script is not stopped by the dialog, or freeze the AI and player moment until the effect has worn off
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Nauty
 
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Post » Wed Dec 30, 2009 5:28 pm

I will get round to testing this but work has gotten very busy because of cold's (man flu) and the real flu knocking my staff numbers down. plus Willie any chance of a memory fix for Fallout3 it seems to want to be using memory in the 12GB range, last I checked machine only had 4GB



***********
You work 8 hours a day for 5 days with 4 weeks holidays and get paid for it, I work 12 hours for 6 days with 2 weeks if lucky holidays and get paid for it, now tell me why directors get paid more.
***********
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City Swagga
 
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Post » Wed Dec 30, 2009 7:17 pm

Couldn't you make it so that the script is not stopped by the dialog, or freeze the AI and player moment until the effect has worn off

No. I put the 'white-out' effect to make a slight negative consequence to using the teleport.
I always waste all the slavers in Paradise Falls so I never noticed it.
I could look for a marker that is further away. :thumbsup:

Willie any chance of a memory fix for Fallout3 it seems to want to be using memory in the 12GB range, last I checked machine only had 4GB

That is well outside the range of what a mod can do, so I guess the answer is no.
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Ben sutton
 
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Post » Wed Dec 30, 2009 5:26 pm

I don't know how I forgot yesterday, but the Vault 87 map pin didn't do anything when I activated it.

I have waited a few minutes outside with the Blazer Blaster at about 8:00AM and yet I didn't get any Solar Cells. Should I have waited longer or is it supposed to charge in that time?

Late Edit: Nevermind, I just tested it again and it charged fine. I must not have waited long enough the first time.

I haven't found any issues with your other guns, I especially like the XP Assault Rifle. It has a very nice texture and I have noticed that it likes to send my enemies a few hundred feet when its projectiles hit. :biglaugh:

I like the lamps you placed in various areas. However I have one small suggestion that I don't mind if you disagree with. :) Maybe you could add a sort of noise to the lamps that happens when the Player activates it, like the sound of flipping a light switch.

Again this is not really an issue, but the sitting stools in the Administration room next to the Overseer's Office seem a little beat up for being in a Vault.
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Christina Trayler
 
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Post » Wed Dec 30, 2009 11:22 am

1. Vault 87 has deadly radiation around it and no way in from the surface. I added a message saying there is deadly radiation detected and it cancels the teleport.

2. I made changes so the gun would hopefully work on NPC's as well. Perhaps it did not work since I have not tested it since then.

3. The XP Assult Rifle (with new sound) is just something I was playing around with. I have not tested it much, but if its blasting the enemies that far, I will have to tone down the hitting power of the bullets.

4. I tried putting a sound with the lamps, but it sounded funny with the 'activate' click noise as well.

5. I just made a new texture for the stools. Yeah, they looked ratty before. I think you will like the difference now. :)

:thumbsup:
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El Khatiri
 
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Post » Wed Dec 30, 2009 8:56 am

2. I made changes so the gun would hopefully work on NPC's as well. Perhaps it did not work since I have not tested it since then.

I waited about three minutes the first time with the Blazer Blaster and nothing happened. However the second time I tested it the weapon charged with no trouble. So I think it was just an error on my part.

3. The XP Assult Rifle (with new sound) is just something I was playing around with. I have not tested it much, but if its blasting the enemies that far, I will have to tone down the hitting power of the bullets.

Well every now and then a NPC will fly but most of the time it just sends them falling back about a dozen feet on death. I wasn't trying to complain about your XP Assault Rifle, I like its texture and I like how it sounds as well. I guess I just found it funny how it sent enemies back a ways and commented on it with some exaggeration, I'm sorry about that.

Edit: The "V64SettingsTeleportTerminal" sub menu in the Preferences Terminal has the same welcome text as the "V64SettingsAutoDoorTerminal" sub menu. The welcome text is "Vault 64 Settings Control - Auto Door".

Another Edit: When I set the teleport settings to menu locations and then equip the Teleporter item, I get the menu options fine. However if I hit the Cancel button I still get the bright image space modifier. I was just wondering if this was intentional, I'm fine with it if it is.
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Lance Vannortwick
 
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Post » Wed Dec 30, 2009 9:35 am

I just fixed the terminal welcome message and I will look into the hand held teleporter menu tomorrow. Thanks for the good bug reports! :thumbsup:
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Peter P Canning
 
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Post » Wed Dec 30, 2009 9:08 pm

Williesea, this looks amazing! is it too late to help with the beta testing as i'd be glad to help test an amazing mod.

Keep up the good work! :tops:
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Joe Alvarado
 
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Post » Wed Dec 30, 2009 9:44 am

Williesea, this looks amazing! is it too late to help with the beta testing as i'd be glad to help test an amazing mod.

If you are really interested, keep an eye on this thread and follow it regularly. When I have the next beta ready, I will ask for people who currently 'have time' to test it. That will probably be this weekend, and most likely saturday evening.

You also want to read the first page since I have a post there about rules or qualities I would like to have in my beta testers.

Honesty is formost to me since you cannot use anything from this Beta mod for your own mods. After this beta is finished and out of beta test, and I have released it to the public, then you can use anything you want that is wholely mine in your own mods.
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Alexander Lee
 
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Post » Wed Dec 30, 2009 4:32 pm

If you are really interested, keep an eye on this thread and follow it regularly. When I have the next beta ready, I will ask for people who currently 'have time' to test it. That will probably be this weekend, and most likely saturday evening.

You also want to read the first page since I have a post there about rules or qualities I would like to have in my beta testers.

Honesty is formost to me since you cannot use anything from this Beta mod for your own mods. After this beta is finished and out of beta test, and I have released it to the public, then you can use anything you want that is wholely mine in your own mods.



I read the requirements and am pretty confident that i will be able to uphold them. Time won't really be a problem and i am pretty good at finding any sort of "glitch in the matrix", and i am a man of my word so you can rest assured i would never take anything from the beta. (im not really a modder either, i've made one and it wasnot very good) I look forward to being able to help!
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Budgie
 
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Post » Thu Dec 31, 2009 12:21 am

In the exterior of Vault 64, I believe the static object RockCanyon18rad1046 may be out of position. The invisible side of the rock is showing.

I have been leaving the vault gear door open to get the raider attacks, it seems to work so far all except at one point the raiders spawned into the Vault 64 Entrance cell even though I was inside the Conference Room. It just seemed a little odd to see a raider spawn right into the room I was in.

Also, it seemed like the more days I waited with the gear door open the more raiders came in. Which wasn't much of a problem until I waited four days before dealing with the raiders, then my computer couldn't handle it very well.

Another Edit: When I set the teleport settings to menu locations and then equip the Teleporter item, I get the menu options fine. However if I hit the Cancel button I still get the bright image space modifier. I was just wondering if this was intentional, I'm fine with it if it is.

I just realized that there is a cancel button on the first level message (V64Teleport00MSG) when I select which part of the map I want to pick the locations to teleport to. When I press the cancel button on the first level message the bright image space modifier doesn't play. However when I press the cancel button on the second level message when I am selecting a city or location to teleport to the image space modifer does play even though I don't go anywhere. I just thought I'd try to make my post a bit clearer.

Edit: I am addicted to the edit button :embarrass:, just fixing some spelling errors and rearranging some words.
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Rowena
 
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Post » Thu Dec 31, 2009 12:19 am

Just done some testing but got a CTD but that's the game not the mod, I think. I came out of the reactor cell and turned to goto the water filtration room and noticed I was right by the simulation door. I went back into the reactor and came out right by the reactor door as I should went back in and out but this time pressed the run as the screen loaded and endded up near the corner of the simulation room. Went back to test again without running and it CTD on coming out of the reactor cell.
PS one of the bottles of whiskey in the confrance room is laying down on the job all the others are upright as they would of been left.
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Dan Endacott
 
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Post » Wed Dec 30, 2009 3:55 pm

I read the requirements and am pretty confident that i will be able to uphold them.

Ok, just keep an eye out for when the next beta release is ready which I will post here.

In the exterior of Vault 64, I believe the static object RockCanyon18rad1046 may be out of position. The invisible side of the rock is showing.

I have been leaving the vault gear door open to get the raider attacks, [snip] Also, it seemed like the more days I waited with the gear door open the more raiders came in.

when I press the cancel button on the second level message when I am selecting a city or location to teleport to the image space modifer does play even though I don't go anywhere.

I did not see a problem wtih that piece, but I did see a problem with a different piece, at ground level to the left of the mountain as you face the cave entrance.

Yes, that is what happens. But it will only do it a max of 3 or 4 days or something like that.

I got that fixed, both of the cancel buttons.

one of the bottles of whiskey in the confrance room is laying down on the job all the others are upright as they would of been left.

The bottle in the conference room is meant to be on its side. Perhaps a 'trembler' knocked it over. :rofl:

UPDATE:
I have been working on the automatic doors. It had 'issues' if you entered the trigger zone when an NPC had already entered and left it. It would close even if you were in the zone. You would have to leave and come back to get it to open. It still has some work to be done.
I also got the water to actually work in the Water filtration room, so that makes me happy!
I have also been making tons of changes, adding some NPC's to wander around, an automatic shower to the filtered water/pool room and a bunch of bug fixes.
There are radiation zones all over that go away once you get the air filtration system running. The water fountains and sinks don't work until you get the water filtration system up and running. And neither of them will work until you get the main reactors on-line. And you can't do any of that until you find the fuse to replace the missing one in the fuse box which controls the second entrance door.

Wow, page 9 already. I will have to make a new thread before too long. :)
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adam holden
 
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Post » Wed Dec 30, 2009 11:38 pm

Hey Willie! When you get some time, check out Korana's Country Home Contest Entry for some inspiration in interactivity! It will blow you away! Instantly made me think of your mod.
http://oblivionsrealestate.com/Country_Homes_and_Estates/country_homes_and_estates.html
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Rude Gurl
 
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