[WIP/BETA] Vault 64 v2

Post » Fri Feb 05, 2010 12:46 am

The static object V64IBeamRustedThin is acting oddly. I can run straight through some of them, and when I turn and look at a certain angle some of them disappear. Most of the time they disappear when I look up.

When I activate the teleporter item I can teleport to the locations under North West and Home just fine. However all of the other locations didn't trigger the bright image space modifier that usually occurs when teleporting.

I am honestly very confused with your materialization units and your materialization terminal. On a few tests I can activate them fine, on another few tests I can active them fine but the bright image space modifier isn't triggered. And on some tests I used the materialization terminal but instead of teleporting the image space modifier played and I didn't go anywhere. Plus with this test it didn't seem like the image space modifier ever stopped playing, I was just stuck with it on.

I like the new refrigerators and the explosion destroying the rocks blocking Vault 64's entrance. And I must have liked the lights on the materialization pod base because I spent a minute or two just staring at them. :)
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sara OMAR
 
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Post » Fri Feb 05, 2010 11:56 am

@Miss Sparkle
You should have heard me when I was getting the bathroom 'appliances' working. :lmao:
Somebody would have to adjust the collision zone of the sink so its not just a 'flat top' sink. I might be able to get that done, I know some moddellers. :)


:rofl: I bet! Bravo though, that is what I call realistic :P

If you can't get someone, or don't have the time, I found the DumpsterAltStorage03 (the collision) that I am sure I can alter to work with the sink. I have had some practice with taking collision from one object and putting it to another in oblivion. Fallout 3 can't be that much different. Let me play around with it in my spare time and I will get back to you :)

[Edit] Umm, sorry, MilkCrate01 will be easier, dumpster has way to many verts :whistle:
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Lisa Robb
 
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Post » Fri Feb 05, 2010 1:42 am

@jm4365
1. You will have to deposit 1 laser rifle, 10 scrap metal, 100 energy cells, 2 sensor units and a conductor. Or, you will be able to turn that off in the preferences terminal. I was planning on making them weigh 50 each.
2. There is nothing to do with the android control console, its for the android to use not you. :)
3. I wanted the water filtration terminals to be a pain in the. You can imagine after the 30th time I did that, I sure thought, I should just have 1 terminal open and close them all! But I have it this way on purpose. The water in the holding tank would still be clean since its the final holding of cleaned water. There would not have been anything to make it dirty in a closed and sealed vault.
4. The simulator pod is where it is because many people complained about it being hidden in the overseers secret tunnel. So, I moved it to the atrium where everything else is. Mostly because the atrium is the central hub where you can go to get to any part of the vault easily.

@Kinguin
1. Hmm, yeah. I streched it out so it may act funny. I think I will leave it as is since you have to actively try to break it to get it to break immersion.
2. Ok, sounds like I broke the teleporter when I was trying to fix another issue. I will check into it some more.
3. I had been goofing around with the lights on the materialization pod. In fact, the whole pod was redone, with a vent in it now and real colored lights with the off type as well. There are 4 different sequences that will play on the pod base so its fun to watch.

@Miss Sparkle
I like adding the small details to my mods. :)
For the collision zone, that would be fine. If you can get it that would be great, but I have found that the collision zones act strange in FO3 where they did not in Oblivion. Good luck! And if I hear from my source, I will let you know if they made one that works.
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Bedford White
 
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Post » Fri Feb 05, 2010 2:55 am

[Edit] Umm, sorry, MilkCrate01 will be easier, dumpster has way to many verts :whistle:


LOL @Miss Sparkle
*Way* to many verts. ;)

@Williesea
Would you believe it took me 3 hours to DL???? It kept starting and stopping and never got over 25kbps speed :P
[really really disliking rapidsh**] *cough* er nm.
ok DL'd but its 11:15pm and I'm tired. It's set to go for tomorrow, even fomod'd, so I can get started as soon as I get up.
I'll let you know what I find.
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Rhiannon Jones
 
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Post » Fri Feb 05, 2010 6:41 am

@Miss Sparkle
I like adding the small details to my mods. :)
For the collision zone, that would be fine. If you can get it that would be great, but I have found that the collision zones act strange in FO3 where they did not in Oblivion. Good luck! And if I hear from my source, I will let you know if they made one that works.


Thank you :) I am playing around with the sink anyways, just for my own knowledge. I went ahead and just added a few more verts (decided against working with 2 objects cause it could cause a mess). It is just a matter of moving the vertices around. It is like a puzzle for me, and I like puzzles! So even if your source made you a sink, I will have learned just one more thing anyways ;)
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John N
 
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Post » Fri Feb 05, 2010 12:31 pm

Hey WilleaSea, I read that you have a rockslide explosion that looks good.

Any chance you could play Schoolmaster and teach me how to do one right? I have some areas I wanted to do this in last spring, but could never find a good way to make it look right.
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Adriana Lenzo
 
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Post » Fri Feb 05, 2010 11:32 am

@ThePhoenyx
Sorry, I will look into 'other' means upload storage.

@Miss Sparkle
I like doing that kind of stuff too. In this case, the 'opened' sink is not that important to me just yet or I would probably do it myself as well. :)

@Elanthil01
Do you mean the explosion the player sets to blast the boulders from the entrance to the vault?
Link to YouTube video: The explosion!
http://www.youtube.com/watch?v=MYkHC2fOFPo

If so, its really not too bad. Although the script I have created has gone through many changes, its basically a timer that does 'something' every 0.5 to 1.5 seconds and its set-up in 'stages' using a variable to know which stage its currently in. The timer is used to go through the stages to the end.
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Megan Stabler
 
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Post » Fri Feb 05, 2010 3:14 am

I am about half way done with a sink I am working on with the collision. There are 50 vertices (so altering each x,y and z, that is 150 numbers I have to adjust) and the basics are done. I just have to final adjust everything, and then test it out in the game. Maybe this weekend I will have 1 sink done. I don't see why I couldn't use the basic collision with the other sinks... but we will see :)

[Edit] First test didn't go so well as you can see here: http://i331.photobucket.com/albums/l441/Mysticgaminggal/ScreenShot0.jpg I believe it can be fixed though, just a matter of moving the right vertices around.
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Sebrina Johnstone
 
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Post » Fri Feb 05, 2010 12:05 pm

The first time I fight in the simulation everything works fine. However if I load a previous save and fight in the simulation every ghoul gets placed at the position I took a picture of. Also every save I load after that has the same problem. If I exit to main menu then load a save it doesn't fix it either, only when I exit Fallout 3 and then start it again does it start to act normal. Although then, like mentioned before it acts normal for one save only then the problem returns. I used no console commands when I tested it this time.

I hope I am not annoying you too much about this, but this is still a problem in the current version. All except now they are all placed at a new spot. If you want I can get a picture of it.

Sometimes I find enemies underneath the dirt ramp leading to Vault 64's cave door. They are just stuck there, so I use the "tfc" console function to find them. I believe LvlWastelandAll may be the cause due to the variety of enemies although I am not sure. I have so far seen a deathclaw, yao guai and a robobrain trapped under the dirt.

This is also still a problem in the current version. However, it seems like it is similar to the Zombie Fight 2072 simulation. I didn't think of testing this before, but the problem didn't occur the first time I loaded a save in Fallout 3, however every load after that the creature was placed underneath the dirt ramp leading to the rocks blocking Vault 64's entrance. Sorry I didn't think of trying that before.

Is it possible that using MasterUpdate would fix the this? I think I recall something about plugins having problems with navmesh before where masters didn't. Although maybe I am mistaken.

In the Ammo Press sub menu of your Storage Control terminal you have a "Logoff" menu item which forces the Player back to the main menu of the terminal, however you also have the default "Back" menu item which does the same thing.

Just a suggestion, but I was thinking that maybe you could display "Career Kills" in the Zombie Fight 2072 simulation along with High Score so the Player can keep track of how many enemies he or she has killed in the simulation ever. I don't mind if it isn't added though.

I created a mod recently, it isn't very big and doesn't use anything from your mod. But I was wondering if you had any problems with me releasing it since I am currently one of your Beta testers.
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JESSE
 
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Post » Fri Feb 05, 2010 4:15 am

1. I 'never' load a game after one has been loaded. The game, although it allows that, does not clear out memory correctly and it usually ends in causing more problems than necessary. When the mod is done, I will probably convert it to a master file, simply to fix the 'white bodied NPC' issue if nothing else. :lmao:
2. The original leveled monster marker is 'not' under the ramp. If another mod is placing more monster markers in this area, then its a conflict with that mod as there is nothing I can do about it in my mod. :shrug: When I tested this, the monsters showed up where they belonged.
3. I will get the ammo press sub-menu fixed. :thumbsout:
4. Career kills is a good idea. But there is an upper limit to the number that the variables will store.
5. You can do anything you like with your own mods. I just ask that my scripts, objects and ideas are not copied for your mods just yet.
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Taylah Haines
 
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Post » Fri Feb 05, 2010 4:10 am

Willie, about the varaibles, you could just make it that every kill sets var1 one higher, and when it reaches ten it's automattlically set to zero, and var2 is set to one. After hundred kills var2 is cleared and var3 gets set to one, and so on. This shouldn't be too hard.

By the way, I look forward to the day this file will be publicaly released.

Harmy52
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Veronica Martinez
 
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Post » Fri Feb 05, 2010 11:22 am

Yeah, I 'could' do that. The numbers that can be stored for a 'short' are in the range of -2,147,483,648 to 2,147,483,647.
So, I think I will leave it as is. :lmao:

I just created the Placeable Turrets in the manufacturing area. Not tested yet, but I think its mostly done. :)

Next I want to create enhancement chips. Just like you could find in Fallout 2.
There will be one for each of the S.P.E.C.I.A.L. stats.
Another one I thought of was to increase your speed a little bit.
And one to increase your radiation resistance.
And one to increase your damage resistance.
Just some ideas I am throwing around.

And I would limit it to only one of each can be 'used' by the player. But to use it, you will have to go to the clinic to have it surgically grafted on. (or in)
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pinar
 
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Post » Fri Feb 05, 2010 12:17 am

The placeable turrets are fun! Heh, heh!
I have a basic Manufacturing area created. This will require a lot of cluttering to make it look nice. But I wanted somewhere to start making the terminals that allow you to have things built or converted.

I have the day off tomorrow so I will be fixing bugs and working on the new area. I think another beta should be ready on Saturday.

And a new snapshot for your viewing enjoyment.
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen35.jpg
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FLYBOYLEAK
 
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Post » Fri Feb 05, 2010 3:46 am

And a new snapshot for your viewing enjoyment.
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen35.jpg


Yup. I enjoyed my viewing. Looks good.
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Jade MacSpade
 
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Post » Fri Feb 05, 2010 12:57 pm

Ok, I'm not sure yet what's doing it but while playing today I've had 6 BSOD Reboots while playing Fallout 3. I have my standard mod set loaded that I have been using for at least 4 months with no issues and the only extra I have loaded is V64. It's difficult to get anywhere when my whole PC reboots after about 1 hours play. :brokencomputer: Perhaps I'd better take myself off testing till I figure out whats going on. BTW, I do *NOT* believe it's your mod. It may be a nasty conflict between it and one of my others. I'll be working on it.
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Sweet Blighty
 
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Post » Fri Feb 05, 2010 10:38 am

the pic of the new cash register looks really nice. kudos to whoever did that. any eta on the next beta, the only thing im doing this weekend is a simpler computer build.
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Brandon Bernardi
 
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Post » Fri Feb 05, 2010 4:39 am

Just out of curiosity...are you going to do anything to the skin tones or facial features of the androids before release?

I know androids should 'mimic' humans closely, but in a 1940 to 1968 era world with a hardcoe 'kill the commies and trust nobody' attitude, combined with that leftover 1940s 'vision of the future!' mentality, I think Androids would probably have a different coloration to them...maybe a soft, metallic silver undertone to their synth-flesh, or maybe a single (or a few) cybernetic 'specialty appliances' decorating their face/neck or limb(s)...such as having a roboclaw instead of a one hand, or having a monocular or targeting sight.

On the other hand, I haven't followed the mod that closely, so maybe these are androids from Zimmer's neck of the woods? In which case, yeah I can see why they look full on human.

I just think silver or gold skinned androids are cool :D

Anyway, I was looking over your screenshots and all I can say is...wow...I wish you were on my team! I bet if I gave you a week with PotG, you and your talents would turn it into something TRULY of DLC quality (of which we are already accused).

All of which is my way of saying,....dang, man...you got some chops!

I look forward to this mod, droolingly!
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Ashley Campos
 
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Post » Fri Feb 05, 2010 11:06 am

Ok, I'm not sure yet what's doing it but while playing today I've had 6 BSOD Reboots while playing Fallout 3. [snip] when my whole PC reboots after about 1 hours play.

It sounds like a computer overheat problem. When is the last time you cleaned out the 'inside' of your computer? I would be willing to bet its your video card that is overheating. Mine was doing that, so I got a new one and the problem went away. My computer would simply 'shut off' instantly with no warning.

the pic of the new cash register looks really nice. kudos to whoever did that. any eta on the next beta, the only thing im doing this weekend is a simpler computer build.

I am making the texture. I still have to retex the keys.
Next Beta? From a couple posts up...
I have the day off tomorrow so I will be fixing bugs and working on the new area. I think another beta should be ready on Saturday.

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Lexy Dick
 
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Post » Fri Feb 05, 2010 4:32 am

I would like to test again.
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Georgine Lee
 
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Post » Fri Feb 05, 2010 1:02 am

It sounds like a computer overheat problem. When is the last time you cleaned out the 'inside' of your computer? I would be willing to bet its your video card that is overheating. Mine was doing that, so I got a new one and the problem went away. My computer would simply 'shut off' instantly with no warning.


I thought of that and actually underclocked my video card which should make it run cooler. Checked the inside of the case and no dust bunnies or dust buildup so I'm not sure what could be overheating.
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adame
 
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Post » Fri Feb 05, 2010 8:27 am

Mine was a 'bad' video card. Only when playing 'Oblivion' or 'Fallout' for long periods, it would simply die. It worked fine otherwise and was a new card. So I attributed it to a 'lemon' video card. Of course, this may not be the issue you are having. :shrug:
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Javaun Thompson
 
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Post » Fri Feb 05, 2010 9:35 am

Mine was a 'bad' video card. Only when playing 'Oblivion' or 'Fallout' for long periods, it would simply die. It worked fine otherwise and was a new card. So I attributed it to a 'lemon' video card. Of course, this may not be the issue you are having. :shrug:


Well, if it is a video card it's going to be quite some time before I can afford a new one. :sadvaultboy:
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Anna Kyselova
 
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Post » Fri Feb 05, 2010 12:14 pm

Well, I downloaded RivaTuner and used it to make sure the card was clocked as stndard for the reference card (and not OC'd as the manufacturer made it) and also set the cards fan speed higher. Might be a little noiser but it seems to be holding better. Worked well enough I was able to get thru the process of getting to Vault 64. No major or minor bugs found on that part, although I do have a question... is there really supposed to be the same briefcase at both Statesman Hotel and sitting just outside the Vault door?

As for inside the vault, I've only just entered so I can't say much on it yet (except make sure you have a *lot* of radaway! :biglaugh: ). I'll start doing a complete exam starting tomorrow. (err, later today :rolleyes: )
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Alan Cutler
 
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Post » Thu Feb 04, 2010 11:15 pm

Just out of curiosity...are you going to do anything to the skin tones or facial features of the androids before release?
On the other hand, I haven't followed the mod that closely, so maybe these are androids from Zimmer's neck of the woods? In which case, yeah I can see why they look full on human.

I was thinking more along the lines of 'human' looking so there is less 'freak-out' the people reaction to them.

UPDATE:
I am currently putting in a robot companion. Its late so I will test it in the morning.
If that goes smooth, then the beta will be ready late morning, early afternoon.

UPDATE2:
The 'extra' briefcase is so I do not have to do the quest EVERY single time I test the mod. That would take forever!
There are 'many' shortcuts in the vault while I am testing. The fuse, the waterchips, the reactor rods, ect...
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Zoe Ratcliffe
 
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Post » Fri Feb 05, 2010 11:44 am

Well, if it is a video card it's going to be quite some time before I can afford a new one. :sadvaultboy:

Reseat all the heat sinks and clean off the old transfer paste (the white gunk) and replace with some new stuff, get a good one like the ice cool (that's what it's called in the UK). We had a server that just kept rebooting for no reason when we replaced it I started to strip it down for some thing to do and found that the CPU heat sink was not sitting flat on the CPU. I reseated it and it was working fine right up to blowing the power supply up but that was not it's fault, PC's don't like 440 volts.
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Lloyd Muldowney
 
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