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.