[WIP] Vault 64 v2

Post » Wed Dec 30, 2009 11:50 pm

Just wanted to ask, is there any known incompatibilities with any other mods currently. I'm going to do an any-other-mod-free run through, but I just wanted to see if there was any.
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BRAD MONTGOMERY
 
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Post » Wed Dec 30, 2009 2:29 pm

Looking good Willie! Love the "control room" area in the arena

Thanks! It was fun making it and I think it turned out better than I was expecting!

This sounds awesome! So is the vault full of nasties or is it a ghost town/vault?

If you leave the vault door open, raiders will infiltrate the entrance. This will be added onto later to include enclave and other wasteland critters.
There will be 'andriods' in the vault that provide 'services' like a merchant, doctor and repairman, among other possibilities.

Just wanted to ask, is there any known incompatibilities with any other mods currently. I'm going to do an any-other-mod-free run through, but I just wanted to see if there was any.

There are no 'known' issues at this time. When I make something 'unique', I always make it 'new' so there are no conflicts with other mods.
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ShOrty
 
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Post » Wed Dec 30, 2009 2:29 pm

lookin good.

there wasnt anything important in those trucks was there, cause i have a fetish for blowing cars up.

im still getting a second GNR radio station when i enter the vault

all of the switches in the arena seem to work. i had one time where the bomb switch in the northwest corner didnt activate but im not sure if there is some time limit on it. it went from red to green but nothing happened. only once though so not a big deal. the kill switch that drops all the grenades is toggleable but nothing happens after the first time, while all the other switches in the spectator room stay green after you push them.

i like the water chip, very nice looking. i noticed a room missing, i fell through the door when i was zooming around. :)

will you be making the air in the reactor room radio active.......it feels like it should be radioactive considering the exposed rods in the ceiling. also, you mentioned six rods....ill have to do a quick double check but i think i saw 7 holes in the reactors.

any chance of adding pizza to the diners freezers. to be honest it amazes me that they didnt include americas most popular food in the game. :(

i think someone may have mentioned this before but the bedroom that leads to the overseers office could use one more lamp. i turned both of them on but the corner by the couch seems dark.

is the chair by itself in the atrium for punishing kids or something? if so, perhaps you should turn it around so that its facing the corner.

i tried toggling the switches in the overseers office, they look cute, but i couldnt get anything to happen on the board. has that part not been implemented yet?

edit: nm about the rods. they disappear as they move up and down.
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Dona BlackHeart
 
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Post » Wed Dec 30, 2009 2:58 pm

1. The trucks are just eye candy. :)

2. I will be deleting the GNR radio in the vault.

3. All the switches reset after time. Some of them take longer than others. Last I checked, the 'Kill' switch did reset after a time.

4. The water filtration level is not done. Its just for showing the chips for now.

5. The reactor is not done. The 'fuel rods' will not be there until you find them and insert them. Then you will hit the lever to turn the power on. Then there will be radioactivity.

6. Pizza huh? I might be able to do that! :lmao:

7. I added another lamp. The vault ambient light is bright enough on my computer setup. :shrug:

8. The atrium is not finished yet. So, there are some leftovers from the copy & paste I did.

9. Per the readme, the toggle switches, when in the proper on/off sequence, unlocks th safe.

10. The reactor rods 'disappear', but they should eventually come back down out of the reactor core.
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Sunny Under
 
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Post » Wed Dec 30, 2009 3:26 pm

do the switches have anything to do with the lights on the board to the right of it or do those lights just change randomly?
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Big Homie
 
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Post » Wed Dec 30, 2009 11:40 pm

do the switches have anything to do with the lights on the board to the right of it or do those lights just change randomly?

9. Per the readme, the toggle switches, when in the proper on/off sequence, unlocks the safe.
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Travis
 
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Post » Wed Dec 30, 2009 10:29 pm

i meant are the lights supposed to be visual clues or are they not related to the switches at all.

did you make the coffee mugs? they look good.

edit: nm i stared at the lights for a bit and they move by themselves. im just used to puzzles with obscure visual clues like penumbra etc.
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Kevan Olson
 
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Post » Wed Dec 30, 2009 7:43 pm

The power status display console lights don't have anything to do with the toggle switches.

When you get the toggle switches in the correct order, you will hear a sound that the safe is unlocked.

You can use this combination on the toggles, from left to right.
Spoiler
on off on on - off on on off


[edit]
Yes, I have been retexturing the coffee mugs. There are a number of different mugs. :)
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Conor Byrne
 
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Post » Wed Dec 30, 2009 2:50 pm

I encountered a bug when I was trying to unlock the overseer's safe
I was trying to figure out the code by trying from 0000 0001 to 1111 1111(Why the code wasnot 0110 0100=vault 64 ?)
Strange things happened when my character hit that wall: all the switches was knocked out of the room.(I thought they should be made statics)
The switches fall out of the cell and respawn and fall again. It was like a waterfall of swithces. I have to use "unlock" to check what's inside the safe.


Vault-tec trucks look a bit new. I suggest add rust on the texture.

Maybe a new icon for the multi-detector. It's world model looks good though

I didn't find the solar-powered blaster anywhere.

The cash register in the dinner looks old and broken. Any plan on remake the texture?

Hand saw collision problem still exists when holding the saw with "grab" key. Cut through anything.

Do you think add a lot of dust after the front door explosion is a good idea? looks wired when you blowed up a huge rock and after 5 seconds, see no dust at the explosion point, the rock just disappeared by it self.
You can just enable some dust after the explosion and disable them after maybe 30s.

See the changes in arena. Looks good.
Sometimes it's hard to see their fight though. Can just hear the gun fires. May be you can build windows around the arena?
Can you make the old equipments disappear when entering the simulation and give them back after exit the simulation?

Can't wait to see your next beta release
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Tikarma Vodicka-McPherson
 
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Post » Wed Dec 30, 2009 3:39 pm

Is the location quest not ready yet? I searched Vault-Tec up one side and down the other looking for a terminal entry, holotape or something else to send me on my way but couldn't find anything anywhere. Maybe I need glasses? I tried before and after getting the pamphlet notice in the area Vault 64 is located in but still found nothing in Vault-Tec headquarters.

I found my way to the vault and got inside. The karma detector is very neat. I saw the green light reflecting my good karma. I replaced the fuse to access the lower level but I made the mistake of hitting one of the alarm panels I passed and now the klaxons won't stop. I thought I would be able to shut them off from the Overseer's terminal but I didn't see an option too. I checked the terminal in the control booth too but no go. :(

The diner is stunning. :goodjob: The ceiling, the pictures on the wall...it's just beautiful. You said you're going to clutter up the diner. How about a menu on the hostess stand (maybe a retextured sheet music book)?

I've been up all night again but I'll get back to the vault later on this evening. Can't wait to see the arena!
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Tyrel
 
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Post » Wed Dec 30, 2009 9:38 pm

Again, amazing WillieSea. I like the spectator mode of the arena. But I do think your view is somewhat restricted, so do you think you could make stairs that go to where you can walk on a glass floor where you can look down onto the battlefield? I really like the raider invasion thing, me being a Tower Defense person myself. Can't wait to have the manufactory to make the turrets so I can put them in the entrance and around the vault. I still think the klaxons are a little soft, but it could just be me. Since this is supposed to be a semi-cheat place, what do you think about putting an alternative entry way. For those who don't like quests and want to get straight to the goods, I think you should put a cheat briefcase somewhere. But to balance it out, you could make it in a deathclaw lair. Lol. Mr. Vault guy ended up wandering into a deathclaw lair, and got mauled xD If you don't feel like doing the quest, you better have your fat man ready! An idea for the armory, in an inconspicuous room, you could put that secret door on the floor where the floor comes up and splits into two and goes into the ground. That would keep it safe from the commmon folk of the vault. Great work, can't wait to play the next one!
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butterfly
 
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Post » Wed Dec 30, 2009 11:56 pm

Can't wait to see your next beta release

1. Make the switch binary 64? Thats a good idea! :rofl: I had not bumped into the switches but I did edit the NIF to make them motionless. The creator of the switch must have made them as a misc object where I was trying to use it as a real switch.

2. I have not decided on the final texture for the trucks. They are rather rusted since they were 'white' when new. I can add some red to it for that rusted look.

3. Do you know how to make icons? They give me trouble.

4. The solar gun should be in the overseer safe.

5. I could make a new texture, but the cash register is still broken looking and missing many of the keys. I have not decided what I would do with it, perhaps ask if a modeller wanted to make a fixed version. :shrug:

6. The hand saw had a very small havoc on it. I will increase its size to cover the blade.

7. I can look into that. If I can find a decent dust cloud that looks good outside.

8. Yes, it can be difficult to watch the fight, and no, I had not planned on changing it. I use the 'zoom' view mod. (right-click your mouse button without a weapon selected.)


I've been up all night again but I'll get back to the vault later on this evening. Can't wait to see the arena!

1. The location quest is ready. In the offices at Vault-Tec HQ, where you see the Vault-Tech banner and the two 'doored' offices with fancy desks. In the left one on the desk is the holo-tape.

2. My karma always comes out green too. I was wondering about the other colors. :)

3. The alarm is shut off from the overseer terminal. The one inside the office behind the desk. It also opens the secret exit door. It turns the alarm off for me.

4. The sheet music does not lay flat. But it might make a good menu for sitting on the tables.


Again, amazing WillieSea.

1. I don't have any plans for changing the spectator room. The difficulty is the combatants will start to 'see' the player and try to attack the player instead of each other. So to avoid that head ache, I am leaving it as is. I was thinking about putting a switch up there to turn more lights on since its so dark looking through the glass.

2. The only alternate entry I have is using the preferences terminal to open the secret escape door. It leads to the overseer office the 'back' way. But you have to have 100 in science to see that option.

3. There will be a 'cheat' briefcase, probably in the same location it was in for version 1 of this mod.

4. Anything is possible for the armory right now. But I'm not thinking on that much since I am getting the reactor and water filtration systems working.
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Kaley X
 
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Post » Wed Dec 30, 2009 10:03 pm

i was playing around some more in the arena...lots of fun. :) one thing that i would suggest is maybe having a higher chance of the sentry bot showing up. i almost always get the brainbot and they are taken out rather easily by either me or the ghouls.

if people have a problem seeing the combatants, there is a mod that "highlights" friendly and enemy characters either green or red. ill see if i can find it. perhaps a pair of goggles could be placed in the observation deck to help people with that issue. that way no changes would have to be made. to be honest i didnt really stand and watch that much since i was running up and down flipping the switches listening to the wonderful cries of pain and death. i blew up the citadel, so im not exactly a nice guy....hehehehehe
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GPMG
 
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Post » Wed Dec 30, 2009 11:46 pm

1. The robot that shows up really depends on your player level. There is the Protectron at lower levels, the Brainbot at medium levels, and the Sentrybot at higher levels. But, there is always a chance for any bot at any level. I just skew the result a little depending on your level.

2. Really? I did not know anyone made something like that yet. I would be interested in that. I also spend more time running up and down the gallery hitting the buttons. I like the sound of explosions... At least when they are no where near me!


UPDATE
I should have the first reactor running today, perhaps all three of them. After you find the 8 fuel rods, you place them in the reactor core. Then you run over the the reactor breaker and throw the switch to start it up. The fuel rods then start moving up and down. And the 'special' rooms associated with each reactor get their power.

If that all goes well, I will start on the water filtration rooms.
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Lisa
 
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Post » Wed Dec 30, 2009 11:55 am

im level 30 right now. i still almost always get the brainbot. maybe my luck is too good since its 9 (thank you almost perfect) ill have to start a thread asking for the mod cause i tried "friend" "enemy" and "highlight" in the nexus search but nothing showed up so it must be called something else.
"
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Del Arte
 
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Post » Wed Dec 30, 2009 10:59 am

Could you make a baton that when you hit someone (zero damage) it comes up with a menu that lets you choose what cell (A-G) and then they teleport to it. That would be an easy way to imprison people when your around. I don't know if that would be hard or not. I tried to do it with a pistol once, but I could not get it to teleport to the reference marker.
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Dan Stevens
 
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Post » Wed Dec 30, 2009 8:25 pm

Each robot has a 33.33% chance to show up.
Protectron 0-32
BrainBot 33-65
SentryBot 66-99

I then generate a random number from 0 to 99.

If your level is less than 6, I decrease the number by 20.
Or if your level is less than 11, I decrease the number by 10.

If your level is greater than 14, I increase the number by 10.
Or if your level is greater than 24, I increase the number by 20.

So, you must be rolling a lot of low numbers since at level 30, you would get +20 added to the random number.
Protectron 0-12
BrainBot 13-45
SentryBot 46-99


Teleport on hit? That could be done but the AI package on the NPC would not keep the NPC there in most instances. When the cell loaded, the AI package would say, 'Hey, I am not supposed to be here, I am supposed to be somewhere else'. The NPC would then 'not' be in the cell when you went to look. You would have to strip the AI packages and I am not going to open up that can of worms. :shrug:
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BaNK.RoLL
 
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Post » Wed Dec 30, 2009 2:43 pm

Could you make a baton that when you hit someone (zero damage) it comes up with a menu that lets you choose what cell (A-G) and then they teleport to it. That would be an easy way to imprison people when your around. I don't know if that would be hard or not. I tried to do it with a pistol once, but I could not get it to teleport to the reference marker.


My slavery mod FNNCQ allows you to imprison people. You could place a mobile slave controller from my mod in the prison of the vault and your prisoners/slaves would stay there but only 5 slaves can be controlled this way.

@WillieSea: I don't strip the packages. I add a scriptpackage and monitor it per a placed activator. So that it is guaranted that the NPC is in the place where the player expect it.
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Mélida Brunet
 
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Post » Wed Dec 30, 2009 10:02 am

@sesom - I am not familiar with what mod that is. Do you have a link?

I had really not thought much about slavery in the vault since I kill slavers on sight. But it may create a 'use' for all those detention cells in the vault. :)


UPDATE
I removed the 'galaxy news' radio from the vault. I have replaced it with a 'juke box' that plays the vanilla game songs. This is working pretty well and I will be adding a menu to it later. Right now it plays one song each time you activate it. The menu will allow you to select single tracks or to loop all the music continously.

The Reactor #1 is finished. Now to work on the other two!

I have also added rising dust for after you blow the rocks up. I have been trying different effects and will see how my latest try works out.

The Overseer safe cannot be 'console unlocked' anymore. You have to use the toggle switches in the correct order. :)
Same with all the special doors where you have to do something before you can unlock them. You cannot use the console to move through walls to the door. You have to follow the quests. I did this just because I can. :evil:
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Stat Wrecker
 
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Post » Wed Dec 30, 2009 2:10 pm

Here you go.
http://www.fallout3nexus.com/downloads/file.php?id=9497

I would just use the mod to take prisoners of war, not slaves. But I guess you could use it as you like.
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Prue
 
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Post » Wed Dec 30, 2009 9:55 am

Here you go.
http://www.fallout3nexus.com/downloads/file.php?id=9497

Whenever I try to enter the shop, my game crashes :(


Wrong topic so sorry no support here (only a little ;) post your load order in the nexus comments or FNNCQ thread here and I see what I can do. I assume a mod conflict).

Ontopic again: If there are some idle markers or furniture for the prisoners. They can use them.
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Damien Mulvenna
 
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Post » Wed Dec 30, 2009 9:48 pm

If there are some idle markers or furniture for the prisoners. They can use them.

There are chairs and beds. I will be adding other idle marker like smoke and stuff later.

The reactor and dust cloud are still not up to my standards, so I am still fiddling with them. :)
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:)Colleenn
 
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Post » Wed Dec 30, 2009 3:57 pm

Issues
  • Got the pamphlet heading to vault-TEC headquartes but didn't show as a note or quest in pitboy
  • The transfer inventory box comes up at the same time as the message for the briefcase in the statesman hotel. see photo 0
  • Door steel mesh seems to be missing it's frame after blowing up the rocks
  • Textures inside seem to be scrolling see images these are the same items just moved the mouse to different angles. all the walls floors and roof start doing in later into the vault.
  • the select energy cells on the sort computer will not toggle.

Ideas:
  • Put a mini nuke in the pick-up. or add a nuke planted but needs a energy cell to power the detonator. I had to go back and get my fat man from megaton
  • Add some of the aid items to the sort computer like stimpacks
  • make a item that can increase the storage on the character by holding it in a type of transporter buffer so you can carry 1000 instead on only 200/250 but needs an energy cell for every 100 over the normal per day otherwise it puts in in the storage in the vault.


Love the layout but can see about textures see images as too why.

I got all the DLC in the data folder as well, I paid for a copy of the game to play on this computer not just one user.
http://badadam.co.uk/photos/main.php?g2_itemId=6011
*missed the door frame note.
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Flesh Tunnel
 
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Post » Wed Dec 30, 2009 4:49 pm

Love the layout but can see about textures see images as too why.

1. That is the best I can do with quests. I will look into adding a note to the player.
2. Yeah, I noticed that too. I can check it again.
3. See 4 below.
4. You do not have the mod installed correctly so the game cannot find the textures. Or perhaps you do not have Archive invalidation invalidated installed or working correctly. All the textures you noted, the texture was changed with a 'Texture Set'.
5. Ok, I will check that.

a. Finding a mini-nuke is part of the game. For testing, there is one laying on the ground just outside the vault entrance.
b. It already should leave 10 stimpacks in your inventory. Making 'exceptions' to the sorter is a ton of work and a pain to implement.
c. There will be special armor that adds carry weight to the player. It will be added later. Let me think about what you said. I am not sure its possible with the way I have it set up now.
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Melissa De Thomasis
 
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Post » Wed Dec 30, 2009 11:55 pm

Somebody have mentioned the mod that shows enemy frined and bodys in different colors
I think this maybe the one. http://www.fallout3nexus.com/downloads/file.php?id=3204
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Lily Evans
 
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