[WIP/BETA] Vault 64 v2

Post » Fri Feb 05, 2010 8:49 am

just did a quick run through...........:) (have to go again cause i only found enough power rods to run two reactors so i have to try out the water chips and stuff on my second run through)

im actually kinda of glad that i missed the last few betas cause seeing all the new changes at once is kind of like a slap in the face.......albeit in a good way.

i like the diagrams for the switches in spectator mod, makes it alot easier and i dont have to scratch my head wondering which button blows up what. the only issue i had with the simulator is that im still getting nothing but protectrons. i summoned 5 robots in a row and all of them were protectrons. :biglaugh:
and my luck is at 9 and im level 30.

the clinic is awesome. i dont know if you planning on adding terminals to each of the rooms, ala vault 84, sort of like patient info readouts or something.

the new tunnels are awesome and add size to the vault. i noticed a large hole in in the wall of one of them and that would be perfect for giant ants to get into the base.

the extra lamp in the room next to the overseers office by the couch is nice.....the room was a bit dark before.

the mark VI turrets seemed a bit easy to kill, almost like mark 2 turrets.

the changing video feeds in the security room are a nice touch. you mentioned feedback on them so i looked at them and i didnt see anything out of the ordinary with them.

like the new textures on the vehicles outside, they were a bit too new looking before. one of the containers looks like its floating abit perhaps lowering it or adding some grass on the corner of it would help.

the AI seem to negotiate around the atrium just fine. i even recruited one of them and had them follow me around a bit.

since youre starting to work on the npcs now i had an idea although i dont know if its feasible. would recruiting npcs from vault 101 be possible. after all there was a bit of a civil war. it would kill two birds with one stone. all you would have to do is a quick copy/paste of the npcs and it would reduce the number of androids you would have to make. if i remember correctly the mr handy surgeon robot could go into your clinic and you wouldnt have to make one from scratch. you could also get alma and some of the security guards as well as the engineer guy which would be another android you dont have to make assuming you were going to make a mr fixit android.

apparently im still an [censored] from killing all the worker aliens in the zeta dlc. :)

i forgot where it was but there was a room with what looked like a swimming pool/water tank in it. im hoping its one or the other cause if its both that would be gross with people peeing in pools all the time and stuff.

back for a second runthrough.
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Emily Shackleton
 
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Post » Fri Feb 05, 2010 3:10 am

Williesea, I sent you a message you earlier. Did you not receive it? Or am I not testing this beta?
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emily grieve
 
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Post » Fri Feb 05, 2010 7:24 am

your the most thorough tester ive seen im sure he wants you in. :) it never occurred to me to crouch and jump up and down counterclockwise while testing all the alarms and doors. :biglaugh:
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koumba
 
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Post » Fri Feb 05, 2010 4:18 am

Glad you liked the changes! :) Even if it was like a slap in the face.

The spectator gallery in the arena robot summoner should bring in robots based on:
1. the result of GetRandomPercent
2. the value of player.GetLevel will then either add or subtract from the random number
The final number then determines if you get the protectron, robobrain or SentryBot. There is a 33% chance for each.


The clinic was just created today, so there is a lot of work to do on it. There may be terminals, but they will not be in the little rooms.

The few caves that have 'holes' will allow radroaches in. Just like in the manufacturing wing.

The Mark VI turrets are vanilla. Perhaps you are just too high a level? :)

The video feeds were fun to make, and I though the static between screens was a cool touch. Actually, it was an unexpected benefit of the way I scripted the transision.

The swimming pool is the water storage tank. It is futher filtered before it is used from that tank. Perhaps you did not know it, but on the space station, they filter their 'waste' water and drink it over and over again. :lmao:
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Penny Flame
 
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Post » Fri Feb 05, 2010 1:42 am

Williesea, I sent you a message you earlier. Did you not receive it? Or am I not testing this beta?

I had not seen it, I was 'otherwise engaged' working on the mod and playing GTA IV. The link is on its way, and thanks! :thumbsup:
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Campbell
 
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Post » Fri Feb 05, 2010 3:44 pm

i know some other people already mentioned this but the new explosions are very nice. i didnt know about the secondary explosiong so i went in immediately after the mininuke and got hit. patience has its virtues.

i didnt notice any issue with the sound of the fountain that you mentioned in v11 was that fixed in this one. the only thing is that its a bit loud if your next to it but to be honest its been awhile since ive actually stood next to a large fountain like that.

the auto toilets are very nice and i like the additions to the diner.

as for the water tank/swimming pool. i also watched bear gryls sp? drink his own urine on man vs nature. either way its still kinda gross. :) ill just pretend that they chlorinate the hell out of it.

like the moving signage. i forgot that you redid those as well.

tomorrow ill console some turret parts and try out the invasion stuff. i havent gotten to test that yet since i missed those versions and i wanted to save the best for last.

would it be possible to add a small stairwell in the atrium itself to get between the upper and lower levels. would save a few steps instead of having to go through the door and backtrack.

can you make the well actually grant wishes if i toss a bottlecap in?

thank you again for this excellent mod and i hope you stick around for the next fallout game as well since its supposed to be on the gamebryo engine as well.

edit: almost forgot......mega kudos to whoever did the textures on the vending machines. i did a double take when i saw the aquafina one.
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Keeley Stevens
 
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Post » Fri Feb 05, 2010 4:11 am

The secondary explosions come from those 'barrels' at the entrance. If you watch closely, you will see them blow up. And even fly into the air! Its a riot! :lmao:

The fountain sounds, I was having problems using 5.1 speakers. Apparently that was the problem because I went back to 2 speakers and it seems to work fine. :shrug:

You don't need to console turret parts. Check the card board boxes in there.

There really are not any good 'stairwell' meshes that would make the journey up any faster than using the one that is there. :shrug:

Grant wishes? :rofl:

I created the textures on the vending machines. Well, me and 'google' did. :lol:
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Nicole Kraus
 
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Post » Fri Feb 05, 2010 4:35 pm

Maybe give the player a boost of luck for every 10 bottlecaps. And I'll PM you about Beta-Testing.
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Marnesia Steele
 
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Post » Fri Feb 05, 2010 10:45 am

I'll happily test this out for you tonight if you are still looking.
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Jessica Phoenix
 
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Post » Fri Feb 05, 2010 2:46 am

I'll happily test this out for you tonight if you are still looking.

Check the rules in the second post on page 1. :)
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Gemma Archer
 
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Post » Fri Feb 05, 2010 5:09 pm

Just a small suggestion, but maybe you could use the http://geck.gamesas.com/index.php/IsInCombat function to check whether or not the Player is fighting someone before displaying the Vault 64 Note (V64QuestStartNOTE) that is drifting in the wind. I am fine with it if you don't, it just seems a little odd that I would take the time to read a message in the middle of combat.

In the Vault 64 entrance cell, Fawkes sometimes gets stuck in the unfinished tunnel between RoadBlock01 and the doorway. It wasn't a big deal, after a while he eventually managed to get pass the road block. Here is a picture of it anyway: http://img85.imageshack.us/img85/237/screenshot31u.png

Another small suggestion I don't have a problem if you disagree with, and I don't know if you already thought of this but maybe you could add some signs to the Clinic? I got a little lost the first time I went in there.

I like the new dividers near the bathrooms of the Starry Night Diner, it adds a little privacy and fits in well in my opinion.

I am sorry if this sounds more then a little redundant :embarrass:, but if you ever want me to work on any dialogue or quests of Vault 64 then I am more then happy to help. I just wanted to make sure there was no misunderstandings, I am fine if you decided against it.
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Stat Wrecker
 
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Post » Fri Feb 05, 2010 3:22 am

1. Just added the 'IsInCombat' to the wait time for the note to pop up. :thumbsup:
2. It is a tight squeeze. Since it goes nowhere, I will leave it since he eventually makes it through. [EDIT] I fixed this by moving it over some more.
3. The clinic only have a few hours work done on it. It will get signs and other stuff added to it. In fact, it has already changed quite a bit from beta v012.
4. The new bathroom dividers do look better. :)

5. If you would like to do that, please give me a time that I can send it to you. When you have dedicated time, since I will not be able to work on the mod while you have it. Perhaps Monday night since I go back to work on Tuesday? Then you could have it for a few days.
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Nauty
 
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Post » Fri Feb 05, 2010 2:35 am

5. If you would like to do that, please give me a time that I can send it to you. When you have dedicated time, since I will not be able to work on the mod while you have it. Perhaps Monday night since I go back to work on Tuesday? Then you could have it for a few days.

Monday night is fine with me, although I see you have added some dialogue to make sure the Player can't just keep getting purified water from your follower over and over again. I don't think I have any voiced dialogue for that at this point, although maybe I can find something. I am sorry if I bugged you about it, I was just unsure of how to proceed.
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Code Affinity
 
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Post » Fri Feb 05, 2010 2:17 pm

i like the invasion system although im assuming your adding more than just slavers eventually. would it be possible to have them walk in from the tunnel entrance. i initially set up 3 turrets at the entrance and it seemed a bit odd that they magically appeared behind them in the control room.

there still no navmesh at the beginning of the entrance tunnel as my companions eventually show up in the control room (which im assuming is the same spawn point as the invasion dudes use).

for some reason the vindicator bot wont follow me into the atrium even though the android chick i recruited did follow me around the atrium. also, when i sent him back to base i couldnt find him again. i looked in the original room and the entrance, does he show up somewhere else. only one of my companions followed me around the entrance are while the others just stood around. once again im not sure how navmeshes work, do you have to flag them for more than one follower or something.

i tried out the mark VII turrets and they are a lot tougher than the original ones which i took out with one shot. helluva an upgrade. :)

other than my perpetually bad luck with protrectrons (another 3 in a row) im having a blast with it and cant wait to see the finished project.
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Terry
 
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Post » Fri Feb 05, 2010 12:54 pm

Hmm, your not playing with a 'dirty save game' are you?

The invasion system currently has Raiders, Slavers, Enclave and random creatures invade the base. And they ALL start at the entrance up the tunnel passage, not inside the vault. (Dirty save related?)
The navmesh is complete except in the new Clinic. There is nothing special about them. If they work for one, they should work for all. (Dirty save related?)
The 'companion' bot is a Mr Gutsy model, I don't have any vindicators.
You may only be getting protectrons in the simulation because you have a dirty save game. That is what the mod 'initialy' had, and a dirty save game would 'overwrite' the new script with the old script saved in your dirty save game.
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StunnaLiike FiiFii
 
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Post » Fri Feb 05, 2010 2:38 pm

Monday night is fine with me,

Okay, I will send it along on Monday night.
I can just play an error beep if the player can't get any more water. A few voice effects are better than none! :)
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Nathan Maughan
 
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Post » Fri Feb 05, 2010 10:36 am

the saves should be clean. this is the first beta ive tested in a while and ive gone through my 6 save rotation several times since then. :shrug:

by vindicator i thought thats what you named him. vindicator something or another. probably just not remembering the name correctly, i only saw it briefly when i recruited him.

fixed it. i esmified all my esps and everthing seems to be working now as far as companions following me around and the invaders coming from the door entrance. i even got a supermutant and raiders and slavers so its mixing up nicely. the only thing i noticed and it might not be something you can change since im assuming its in the AI itself if that the slavers were within a few feet of the turrets before they started firing on each other. the turrets kept firing at them as they retreated up the entance so im sure its not the range of the weapons themselves. just the detection range. are these custom invaders and turrets cause in the game itself turrets (and raiders for that matter) fire at me from much greater distances.
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Bek Rideout
 
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Post » Fri Feb 05, 2010 4:57 pm

I re-did the Diner resturant outfit.

http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen40.jpg

I am not too sure about the 'gold' parts, but I think it turned out pretty good. The cloth is a 'star field' in case you cant see that in the images.
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Francesca
 
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Post » Fri Feb 05, 2010 8:09 am

Much better!!
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Suzie Dalziel
 
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Post » Fri Feb 05, 2010 5:03 pm

any chance of a HOOTERS version for the waitress. :)
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Tha King o Geekz
 
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Post » Fri Feb 05, 2010 6:07 pm

Tell you what. You can put what-ever clothing you want on them in your version when I release the mod.
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louise fortin
 
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Post » Fri Feb 05, 2010 10:46 am

the outfit does look nice. however i agree that the gold seems to be a bit to bright. maybe darken it a bit.

also.... i finally got something besides a protrectron. :) yeah
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Arnold Wet
 
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Post » Fri Feb 05, 2010 2:54 am

The gold isn't bad. Now the white areas on the maintenance one... when I did maintenance on anything I never wore white because it wouldn't stay that way very long ;) .
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R.I.P
 
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Post » Fri Feb 05, 2010 10:37 am

The Incendiary Grenades are certainly powerful, I learned that when I got flung straight into the ceiling :biglaugh:. A small problem I noticed that you may already know about is that the red stripe on the grenade that is visible when I am holding the grenade gets replaced by a yellow stripe when the grenade is thrown.

Is it intentional that there are two Blazer Blasters? One in the clinic, and one in the overseer's safe. Is it also intentional that when I take the Blazer Blaster out of the overseer's safe the one solar cell that was added to my inventory when I picked up the Blazer Blaster in the clinic gets removed?

In Manufacturing if I destroyed all of the generators except one I still had full power in the area, just a small suggestion but maybe you could have them each effect separate rooms or lights?

I don't mind if you disagree but maybe you could allow the Player to repair destroyed generators? Although maybe you could make it very difficult to do so it is still a bad idea for the Player to destroy them.

Not really a suggestion, I was just wondering if you thought about adding a "Your follower has died" message like most of the vanilla followers have.

When I look through the shafts that hold your air fans I can see gaps in the grill protecting underneath the glass. I have a feeling I am not being very clear, so here is two pictures of it:

http://img194.imageshack.us/img194/9799/screenshot32u.png
http://img63.imageshack.us/img63/1531/screenshot33i.png

Just a small side note, if you are unhappy with any of the changes I made with the dialogue then I am fine if you remove them or want me to change them. I just wanted to add this to make sure you didn't feel obligated to keep them if you disliked them.
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Georgine Lee
 
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Post » Fri Feb 05, 2010 8:25 am

@ThePhoenyx
I have done a lot of maintenance, housing and vehicle. The only time I got my clothes dirty was when I had to lay under the house and dig in the dirt.
And I used rags, not my clothing to wipe my hands. :)

@Kinguin
Okay, I will check the model for the grenade. There must be '3' models used on grenades. :shrug:

I was testing in the clinic, so I placed a new model 'test' in there. Only one Blazer Blaster will work at a time. There will only be one in the mod. When a blaster is dropped, the ammo goes with it. (I hope) So when you pick it up again, the ammo should still be in the weapon.

In manufacturing, the lights only need one generator running. If you try the terminals, you will find that each requires a certain amount of generators to produce the objects. So, you don't really have full power with just one generator.

I want the player to reap the benefit of their actions. You blow up parts of the vault, then you loose functionality in the vault. I am not sure the player would be able to fix a blown up generator. Your talking twisted metal there. :lmao:
I also want to add scripts for you attacking the androids. I want the whole vault to become agressive. Accident or not, you shoot guns in the vault, you pay the price. :)

I am usually against omnipotent messages. Like, "Your follower arrived at Underworld", or "Your follower has died". Perhaps its just me but I find them bothersome and ruin my immersion in the game.

Yes, I know exactly what you mean in the air filtration room. That texture is one sided and I did not feel it worth putting another set of meshes on the inside since 99.9% of people will not even notice it. I suppose I could...


On a personal note, at work today we got notified that there will be layoffs in February. So my mood is not the best today, sorry.
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Justin
 
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