[WIP] Vault 64 v2

Post » Wed Dec 30, 2009 9:26 am

of course I'm interested, that's like asking if I want another beer.
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Laura Richards
 
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Post » Wed Dec 30, 2009 8:52 pm

I was asking because not everyone can test everytime one is available. So, you have to let me know in a PM or here in the thread. :)
Its just one of my rules I follow for beta tests. I know everybody has a real life and lots of things to do. :thumbsup:
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Carlos Rojas
 
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Post » Wed Dec 30, 2009 11:55 pm

I do!
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Brittany Abner
 
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Post » Wed Dec 30, 2009 9:46 am

I've been following this mod for a while now and I'd love to help out, it looks amazing.
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Jessica Raven
 
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Post » Wed Dec 30, 2009 11:11 am

I've been following this mod for a while now and I'd love to help out, it looks amazing.

As with anyone wishing to Beta Test, I do have some requirements as per the post I made on the first page of this thread.


It would also be nice if beta testers read the first post I made. It contains the background story. And if you plan on continuing beta testing, I would like it if you actually Read the posts in this thread so you know whats going on. It takes a lot of my time to repeat myself explaining the same things over and over again.

For my closed Beta testers, I do have some requirements.

1. You need to be honest since none of the elements from this beta test can be shared or copied for your or anyone elses mods. The Beta file is also just for you, not to be shared.

2. Beta testers need to understand that this IS a beta. That means its not complete and may cause issues with your game. So, you should never have this mod active for your 'good' save games.

3. You need to have free time to test when the Beta becomes available. You will need to 're-request' in a PM to me that you want to test any new beta versions. I will not assume because you tested once that you will want to or have time to test at a later date.

4. The ability to find bugs is necessary. This includes missing textures, missing meshes and clipping issues (where a mesh clips through other objects). Able to spot objects that are 'floating' off the floor. Furniture that does not work right or clips badly when you use it. Activators that don't seem to work correctly. You get the idea.

5. The ability to report any issues you find. I recommend you have a notepad handy when you test to write down the issues.

6. Since this is my mod, I may not implement any suggestions you make. You need to not take that personally. I will explain my reasons as best I can.

7. Take the time to read the readme file that comes with the beta. It explains a number of features as well as any things I would like you to test.

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Channing
 
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Post » Wed Dec 30, 2009 7:22 pm

I had actually read it, and the other threads too.
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Adriana Lenzo
 
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Post » Wed Dec 30, 2009 5:05 pm

I had actually read it, and the other threads too.

Ok, you read it, thats good.
But I need to know you will abide (agree) with all my conditions.
Perhaps you can understand that I am also hesitant to send the beta to people who have not been very active in the community here on the beth forum. A beta test implies I will get results of your test from you in a timely fashion. And a little more detail about yourself would be nice. :)

You can PM or post here, but I prefer a PM for a beta request. :thumbsup:
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Alexis Estrada
 
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Post » Wed Dec 30, 2009 12:10 pm

I am working on the Atrium now. :)

http://i97.photobucket.com/albums/l237/WillieSea/V64Screen26.jpg
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lisa nuttall
 
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Post » Wed Dec 30, 2009 8:45 pm

I have had some good success today!

I put in the Nuka Cola vending machine and Water vending machine and applied a script to them. You can now 'buy' the drinks and they show up in the vending machine.

I also have my 'Eat'o'tronic 3000' working nicely. You can buy foods and they appear on a shelf in the Eat'o'tronic when it opens. After a short interval, it will then close again, ready for you to buy more stuff.

I plan on making an Alcohol vending machine as well, to sell the beer, scotch, vodka, whiskey and wine.

Tomorrow I plan on fixing the jukebox so it will only play the song once. Also, I will add a menu so you can select which song you want to hear, or to put it on 'Loop through all songs'. I will also be cluttering the Diner.

I sent a PM to a number of people with the beta download. I hope to hear back soon from somebody. :)
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Lovingly
 
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Post » Wed Dec 30, 2009 5:20 pm

Some more screen shots of todays work!

http://i97.photobucket.com/albums/l237/WillieSea/V64Screen27.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen28.jpg
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Sista Sila
 
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Post » Wed Dec 30, 2009 6:03 pm

My god, I can't believe the amount of work you have put into this. It looks superb! I can't wait until it is fully released. Hope that time comes soon, but don't rush anything.
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Kayleigh Williams
 
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Post » Wed Dec 30, 2009 2:02 pm

Sorry to busy trying to get FO3 working new live patch and GFW keeps crashing. Got a peek inside today befor getting thrown back to the desk top.
Issues:
  • THe main switch for reactor one wouldn't change state, always showed as off (no light) and it's rods are the only ones moving in the reactor.
  • Switches in the overseers office are still falling, this is a unclean file as I can't get anywhere near Vault-Tec HQ with out a CTD
  • Bit to bright in the storage room, I have reset the gamma level for the GFX/Monitor so it should be constant with other users if they have done the same

  • As you first enter the reactor section you have some shelves with the rods on how about a locker the has the radiation suits in too, I think H&S would of gone ape if they didn't have suits.
  • In the water pump room, not the one with the fillters, put a pool of water bwlow the floor like in Megaton water plant so as you look down the holes you can see the water.
  • On one of the senators terminals mention that his escort is not available due to an accident, check the computer in the statesman front desk for story.


I like the work keep it up.
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^~LIL B0NE5~^
 
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Post » Wed Dec 30, 2009 9:28 pm

Let me start by saying...Wow! You do some amazing work!

A quick question for you. Does your "Eat'O'tronic Vending" close as well? I know the default one in the game will not close again and that disappointed me when I wanted to use it for a mod I was making.
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Red Bevinz
 
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Post » Wed Dec 30, 2009 2:47 pm

Thanks for the report!

1. Works for me. Perhaps it did not work in version 7. All three switches work and all three sets of fuel rods move up and down.
2. The switches are static now. I have blasted them with grenades and they stay put. Perhaps you did not 'overwrite' the toggle switches when you copied the meshes folder?
3. Is it? I can check that again. I actually took lights out of that room and even made it bigger.

A. Sounds good. I have not finished cluttering the first room of the reactor yet.
B. ? There is water in there. It just black and I have not figured out why its doing that yet. Its very frustrating. The water in that room does not want to work.
C. A senator terminal says to check the statesman hotel front desk computer? I don't remember that, I will have to check.

:thumbsup:
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Cesar Gomez
 
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Post » Wed Dec 30, 2009 10:10 am

A quick question for you. Does your "Eat'O'tronic Vending" close as well? I know the default one in the game will not close again and that disappointed me when I wanted to use it for a mod I was making.

There is no 'close' animation.
But I did figure out how to open and 'close' it so its 'reusable' so it can be opened again after it has closed.

scn V64Automat01Scriptshort openedfloat timerbegin OnActivate	if opened == 0		set opened to 1		set timer to 5		SetOpenState 1	endifendbegin GameMode	if opened == 1		if timer >= 0			set timer to timer - GetSecondsPassed		else			set opened to 0			SetOpenState 0			Reset3DState		endif	endifend

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Umpyre Records
 
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Post » Wed Dec 30, 2009 3:24 pm

There is no 'close' animation. But I did figure out how to open and 'close' it so its 'reusable' to be opened again after it has closed.
I can share that script if your interested.


I am not surprised that you would figure out how to 'close' it :D I would love that script at some point if you wouldn't mind? I am not quite ready to use it cause I am only working out the basic layout for my next release/update, so there is no rush at all.

I am sooo looking forward to this release, that is for sure :hubbahubba:

[edit to add] Ahh, thank you so very much :D Of course you will get the credit for the script :bowdown:
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Marnesia Steele
 
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Post » Wed Dec 30, 2009 1:19 pm

Ahh, thank you so very much :D Of course you will get the credit for the script

Your welcome. My script is actually much bigger since it also brings up a menu so you can buy food items. It then places those items in the eat'o'tronic 3000 on the shelves.
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Jodie Bardgett
 
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Post » Wed Dec 30, 2009 11:43 am

Your welcome. My script is actually much bigger since it also brings up a menu so you can buy food items. It then places those items in the eat'o'tronic 3000 on the shelves.


Oh I love that feature, what a great idea! It is really nice to have it so that you have to buy the food, and it is set up like a vending machine. Great work as always :D
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lauraa
 
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Post » Wed Dec 30, 2009 10:05 am

C. A senator terminal says to check the statesman hotel front desk computer? I don't remember that, I will have to check.


No they isn't one but if you read the terminal on the statesman's front desk it tells of an accident with one of the guests and refers to her as an escort, she died. So add to one of the senators terminal that his normal escort is dead and may by the one that got the email about leaving his wife, change her name to that of the same person named in the statesman so it looks like she got killed to shut her up.

Tested with a clean save and the switches are fine now didn't get to the reactor it CTD again, this is not your mod it's the game.
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Chloe Lou
 
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Post » Wed Dec 30, 2009 4:14 pm

I went off to the water place in megaton and got some pictures from under the deck. It's like a large room with a walkway round above the water.

Pictures http://badadam.co.uk/photos/main.php?g2_itemId=6011
Think off it as a sub floor above the top of the water
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Kate Schofield
 
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Post » Wed Dec 30, 2009 12:59 pm

I copied the water from the Megaton waterworks. I even set up the same water type for the cell and set all the reflection and refraction. Still nothing. But I know its there because if you shoot the water, you can see the ripples.

I did not have this much trouble with setting up the water in the Reactor. :shrug:
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Genevieve
 
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Post » Thu Dec 31, 2009 12:48 am

nice looking mod there, i like the aquafina machine and great work on those retextures!
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Lawrence Armijo
 
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Post » Wed Dec 30, 2009 5:50 pm

Thanks TheUndert0ker!

I like to make things look different in my mods. You never know what you might find! :lmao:


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.
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Nancy RIP
 
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Post » Wed Dec 30, 2009 4:33 pm

I liked the separation of the materialization/storage room from the atrium. The water filtration quest and generator room quest worked 100% for me. I was wondering if you could make some sort of annoying beginning quest where the doors don't open automatically, and the red "back-up generator" lights are on. Could you make some kind of crow bar or something that has the open script whenever you hit the door. You have to do this until you turn on the generator. What do you think? I don't know whether you made the klaxons louder, but they sound louder, thanks!
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e.Double
 
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Post » Wed Dec 30, 2009 8:28 pm

Glad it worked for you. :thumbsup: Now that I am cluttering the Atrium, its a good thing I seperated the storage and materialization rooms from it.

I had thought about making it diffucult because of lack of power, but decided against it. The vaults always had more than one power source, and the 'fuel rods' would go to the main power generators, generators that would be used by the power hungry machines.
The klaxons are the same. :) Perhaps you turned your speakers up? :rofl:

I have the currency computer up and running. And I have been working on the jukebox script so it will only play one song and then disable the song. Next I will make it so you can pick a song or have it play all songs in a continous loop.

I am also starting on the 'Plant your own tree' script for the atrium. You can plant either a pine or a maple tree sapling. Of course you will have to go to Oasis to find the saplings. :) And if you do not take care of the tree, it will die.
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Everardo Montano
 
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