[WIP/BETA] Vault 64 v2

Post » Thu Feb 04, 2010 11:11 pm

For the BSOD guy: Check your heat sinks if you haven't already. My CPU will cause BSODs because of overheating if I don't clean out its heat sink every five months.
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hannah sillery
 
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Post » Fri Feb 05, 2010 2:45 am

Yeah, if you have the heat sink that came with the CPU or GPU, then you have to take extra care to ensure its clean.
I always purchase the huge copper core heat sinks for my chips. I even have heat sinks on the memory chips. Another important thing is ot have proper air-flow around your case. Its good to have heat sinks inside, but if the heat cannot get out of the case, then it does not do much good.
Also, I had recently pulled the heat sink out of my son's laptop and even though it looked clean, when I pulled it out it had 'fuzz' blocking the radiator. And the white paste under it was cracked and useless. Its been working much better after I cleaned that out!

Now, on to testing. I used FoxtrotZulu's companion tutorial to make my robot companion, so I am hopeful it will actually work (this time).
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Samantha Jane Adams
 
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Post » Fri Feb 05, 2010 5:16 am

*grin* I built this baby myself. Cpu cooler is an Arctic Freezer Pro 7 with the silver thermal compound under it. The memory has nice sized heat sinks on them and the case has 3 fans not including the PS fan! RivaTuner told me the nVidia drivers had the video card fan locked at 33% so I used it to unlock that and set it to 50%. The card came overclocked by PNY so I unlocked that and set it to the nVidia reference for that chipset. Two fans blow in across the cpu cooler and one exhausts from beside the video card. And the PS fan exhausts from the top of the case. No cables blocking airflow to any of those areas. I'd redo the compound on the video card but they seemed to be a bit fanatic about people *not* removing that HS/fan as I can't figure out how to get it off! :rolleyes:

All in all I've done the best I can on this machine. If it is the video causing problems I'll have to buy a new one and as I'm in a 'laid off' status atm, that means once I get another job. *sigh*

Still, it's acting more stable now so on with the testing!
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Josh Sabatini
 
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Post » Fri Feb 05, 2010 2:29 pm

Beta v011 is finally ready for those brave enough to try it and are willing to follow the rules in post #2 of this thread.

I have had a lot of trouble with the follower robot. Its 'mostly' ironed out but is still acting a bit funny, I think.
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Craig Martin
 
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Post » Fri Feb 05, 2010 1:17 pm

Did you send it to me?
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Sun of Sammy
 
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Post » Fri Feb 05, 2010 9:25 am

No, I don't send it to anyone until 'after' I anounce the beta is ready. There have been too many testers ask to test before its ready and then I never hear from them again.
One of my more important requirement is that I hear from a tester, be it positive feedback or bug reports. Preferable within the next 2 days since so much changes after that time.
I would also like the requests to be a PM. :)
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alyssa ALYSSA
 
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Post » Fri Feb 05, 2010 2:25 am

I would PM you, but its still messed up where i can't send them. Sorry.

EDIT: The new upload place allowed me to download immediately, and the download speed was much better than rapidshare. Thanks for changing!
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kasia
 
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Post » Fri Feb 05, 2010 12:04 am

Your a 'special' case, jm4365. :rofl:

I am glad to hear the new link works better, I was wondering about it. Since RapidShare has gone 'downhill', I thought I would try one of the older filesharing memberships I have.
Can't wait to hear what you think of the place. :)
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SWagg KId
 
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Post » Fri Feb 05, 2010 1:51 am

All day checking v10 and he tells me "start at the beginning again 'cause I changed so much". :rofl:
Well, something to do on a quiet Sunday. :tops:
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NO suckers In Here
 
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Post » Fri Feb 05, 2010 3:35 pm

I haven't entered Vault 64 yet, however I have noticed something wrong with your dialogue. When I talk to certain people like Fawkes, the conversation topic "Hello" appears in dialogue. I don't think the Top Level flag is supposed to be set on that topic which it is in the Vault 64 mod.

I also haven't met your follower yet, however while looking at your dialogue trying to figure out why the "Hello" topic was acting oddly, I looked at V64CompanionQuest. I noticed that the "Greeting" topic doesn't link to the other topics in the Topics tab. I believe the reason that your topics are showing up when greeting your follower is because you set all of your topics to Top Level. Which I don't think is the correct way to do that, although maybe I am wrong.

This may not be the best way, but I usually click on the "Greeting" topic and then right click under "Choices". Then I usually add the topics I want the Greeting topic to link to into that field. I'll see if tomorrow I can get a picture as an example.

Also, I believe that using the conversation topic "Goodbye" is unnecessary. I believe you can use a topic with the goodbye flag checked as a way to exit the conversation.
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Caroline flitcroft
 
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Post » Fri Feb 05, 2010 7:24 am

Yeah, its all hosed up.

I have just cleaned out my changes of the HELLO and GOODBYE topics. (and a few other 'dirty' edits)
I will make just the ESP available as soon as I test this myself.

So, with the HELLO topic removed, there is no way to start conversation with the robot. Any suggestions?

I have always avoided Dialog and Conversations but I would really like a simple robot follower in the vault. That is the only reason I am even attempting this. :)
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darnell waddington
 
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Post » Fri Feb 05, 2010 1:47 am

I offered to help with dialogue and quests a while back, that offer still stands. However if you want to learn how to do this yourself, I can try to write out a small tutorial maybe that outlines what I usually do if you want. And here is the tutorial I linked to before which is what I learned from: http://geck.gamesas.com/index.php/Quest_and_Dialogue_Tutorial

So, with the HELLO topic removed, there is no way to start conversation with the robot. Any suggestions?

I usually add the Greeting topic to the Topics tab of my quest and then use the http://geck.gamesas.com/index.php/GetIsID condition as you have done. Then I add all of the topics I want the Player to see into the Choices field of the Greeting topic.
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RUby DIaz
 
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Post » Fri Feb 05, 2010 2:53 pm

I have sent you a PM, Kinguin.
If your offer still stands, then I would be more than happy to take advantage of it. :)
I have sent the link to the 'cleaned' ESP file (with the latest updates as well.) If you would like to play with the dialog I would be overjoyed!
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RaeAnne
 
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Post » Fri Feb 05, 2010 4:32 am

Let's see...

- hand dryers fixed, ghouls not clustering in sim, karma detector does turn green for me as I am quite high karma.
- Storage works ok but I thought there was a sorter? I couldn't seem to find it.
- Materialization working good. No problems with it picking up on my markers from the pipboy.
- Manufacturing ok with the conversion of 5.56 ammo.
- I need to find a spare laser rifle to try a turret.
- Haven't tried the follower yet as I noticed you and Kinguin are working on that.
- Reactor emergency light works. I like the movement on the reactors *grin*.
- The ducts in Air filtration look a *lot* better this way.
- Seating in every place I could find (I'm sure I might have missed somewhere) seems to work with no issues.
- *LOL* I like the auto flush! Are you going to add a version to the urinals?
- I'll go back and recheck the fountain but I didn't notice anything wrong with the sound.
- Water filtration, if its to be used as a pool, really should be a bit better lit.
- I see you added a fuse for the time being by the panel.
- The 3 turrets coming in were a bit unexpected! :blink:
- on the blaster in the overseer's safe, solar cell ammo? Where do we get some?
- in a couple of the construction zones there were holes that seemed to be venting... possible radroach entry points?
- Overseer's office, the upright display isn't usable although it has the (E) to open showing when you look at it.
- Bobblehead stand... will it be in the Overseer's office or in the living quarters?

Generally, all the textures looked good and appropriate and I didn't see any gaps or tears anyplace. I even checked to see if the radiation in the tunnel and outside where the mini-nuke was used was still there. BTW, will that ever die down or is it permanent?

On a side note, I dropped my texture setting from large to medium and the BSOD's and CTD's seem to have stopped completely. Maybe I do need a new video card. :brokencomputer:
Anything else you want me to check?
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Portions
 
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Post » Fri Feb 05, 2010 3:31 am

-Storage auto sorter. When you enter to room, look at the console. You will see 'buttons' that will sort the different types of equipment you have. Look closely...
-There are cardboard boxes with everything you need in them to test the turret 'creator' terminal. There are also a few already made turrets to try out.
-I had not thought about making the urinals auto-flush, but they probably should.
-I have a high contrast monitor which is much brighter than my old one. The filtered water pool room looks fine to me. :shrug:
-I added the turrets because the people who lived there would have set them up for the 'fun' of it. Did you like the two signs as you came in? :rofl:
-The blaster is the 'Solar Scorcher'. You have to be outside during the daylight for it to recharge. If its equipped, it will recharge faster.
-The overseer display case is for later use.
-The bobblehead stand will probably be in the living quarters.
-If you wait a few minutes, the radiation outside should fully disipate. Did you watch the 'barrels' explode? I laugh every time they fly through the air! :lmao:
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Haley Merkley
 
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Post » Fri Feb 05, 2010 2:59 am

-Storage auto sorter. When you enter to room, look at the console. You will see 'buttons' that will sort the different types of equipment you have. Look closely...
-There are cardboard boxes with everything you need in them to test the turret 'creator' terminal. There are also a few already made turrets to try out.
-I had not thought about making the urinals auto-flush, but they probably should.
-I have a high contrast monitor which is much brighter than my old one. The filtered water pool room looks fine to me. :shrug:
-I added the turrets because the people who lived there would have set them up for the 'fun' of it. Did you like the two signs as you came in? :rofl:
-The blaster is the 'Solar Scorcher'. You have to be outside during the daylight for it to recharge. If its equipped, it will recharge faster.
-The overseer display case is for later use.
-The bobblehead stand will probably be in the living quarters.
-If you wait a few minutes, the radiation outside should fully disipate. Did you watch the 'barrels' explode? I laugh every time they fly through the air! :lmao:


I'll check again for the buttons and 'oops' on the boxes of stuff. :embarrass:
I'll check my gamma and lcd calibration.
Yeah, I saw the signs. :P
Ah, so the gun refills itself!

I spent about 8 game hours inside and the radiation was still there so you might want to check that. And the barrels were hilarious! :)
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Marina Leigh
 
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Post » Fri Feb 05, 2010 2:25 am

Great beta again!

1. The turrets surprised me when I entered. I did not destroy them though, because I thought you were going to make the console to program the turrets to be good. Are you going to do this again?

2. All of the quests still work for me.

3. The turrets work when I place them.

I would test more, but for some reason whenever I try to go to another cell or save, it CTD's. This seems to happen when I play a save too long with so many mods. I am pondering if I should reinstall Fallout 3. I guess I am a special case :banghead:
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Miguel
 
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Post » Fri Feb 05, 2010 9:38 am

I spent about 8 game hours inside and the radiation was still there so you might want to check that. And the barrels were hilarious! :)

You have to be outside for the script to run their timers.
There are three levels of radiation in smaller and smaller zones around the blast.
You must have been in a hurry to get into the vault. lol

@jm4365 - No, I had not planned on doing that with those turrets. They are there to be blasted. You can place your own turrets after you make them in the manufacturing area.
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Kill Bill
 
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Post » Fri Feb 05, 2010 7:28 am

You have to be outside for the script to run their timers.
There are three levels of radiation in smaller and smaller zones around the blast.
You must have been in a hurry to get into the vault. lol

@jm4365 - No, I had not planned on doing that with those turrets. They are there to be blasted. You can place your own turrets after you make them in the manufacturing area.


Yep a bit of a hurry to get in and then get out afterwards. I'll check it when I go back to play with the turrets.
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Chris BEvan
 
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Post » Fri Feb 05, 2010 3:40 am

Do you plan on adding doors to the bathrooms in the Starry Night Diner? Its not really a problem, it is just that bathrooms are usually more private.

The Placeable Turret Terminal doesn't take any of the required items when I start manufacturing a turret. Although I have a feeling you already know that.

This is a small suggestion which I am fine if you disagree with it, but maybe instead of using a message to indicate when the toilets aren't working you could use an actual gurgling noise. I have a feeling that maybe a few people could get confused with it initially if they didn't expect the toilets to do anything. But I am probably wrong.

Is it intentional that the Player can start manufacturing turrets and converting ammo before starting the reactors?

This is just another one of my suggestions that I am fine if you disagree with it, but maybe instead of having the Player deposit all of his/her 5.56mm ammo to convert into your ammunition you could have it so the Player can activate a container through the terminal with the http://geck.gamesas.com/index.php/Activate function. Then maybe you could have the Player dump the amount of ammo he/she wants to convert into that container and then use the http://geck.gamesas.com/index.php/GetItemCount function on that container to tell how much ammo to convert. That way the Player doesn't have to lose all of his/her 5.56mm ammo. But again, I am fine if you disagree.
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Matthew Warren
 
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Post » Fri Feb 05, 2010 2:26 pm

1. You must never have been to an airport bathroom? :rofl:
I planned to leave the 'second' entrance open. I designed the bathroom so all you see if you look in are the sinks. If you really think its that bad, I can think about changing it.
My thoughts on this are the vault dwellers are in close proximity to each other their whole life. That makes you more of a family than a 'public' bathroom system. So, the bathrooms would be more open than closed.

2. Did not realize that yet. But it does require you to have the 'goods' before it allows you to start building.

3. Yes, that message was irritating. I was thinking about the gurgle noise for all 'water' appliances and a message instead of a messagebox. :thumbsup:

4. Yes. I just built the room and its irritating to have to test it a hundred times and always have to start the reactors. My actual plan for this area is a small room full of those 'explodable' power generators. The manufacture room will work as long as you don't blow up the generators. That will teach the destructive types. Perhaps you did not notice, but in the reactor room, there is a switch on the big panel. Turning it on will turn on the emergency lights. But, if you blow up the single power generator in the room above, they will go out. :)

5. Just for testing. The terminal will have a menu for adding 50, 500, 1000, 5000 or all your 556mm ammo.
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Nicola
 
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Post » Fri Feb 05, 2010 2:13 pm

1. You must never have been to an airport bathroom? :rofl:
I planned to leave the 'second' entrance open. I designed the bathroom so all you see if you look in are the sinks. If you really think its that bad, I can think about changing it.
My thoughts on this are the vault dwellers are in close proximity to each other their whole life. That makes you more of a family than a 'public' bathroom system. So, the bathrooms would be more open than closed.

Sorry about the very late reply. I don't think the Starry Night restrooms are that bad, it just struck me as something that usually has a door. Now that you explained why it doesn't I don't really have a problem with it.

While I am already posting I might as well note one very small issue that might not even be worth mentioning. When I equip your teleporter item before starting the reactors the message displays however the teleporter item doesn't unequip itself like it usually does after actions. Also your follower appears to work fine so far. Again, sorry I replied so late.
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Alyce Argabright
 
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Post » Fri Feb 05, 2010 2:32 am

There is no need to apologize or think an idea is not worth mentioning. I am happy to get feedback and I always at least think about any idea proposed. I may not implement all ideas since I am making the mod for myself first, but I can be swayed to change things if I think your idea is a good one.

And thanks for the bug report on the hand held teleporter unit. I will get that fixed up! :thumbsup:

I was just making a generator room for the manufacturing wing. I will put one of those big breaker switch things in there where you can switch the generators on. I am thinking about if you blow up a generator, it degrades how fast things can be made. If you blow them all up, you cannot build anything.
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Chris BEvan
 
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Post » Fri Feb 05, 2010 3:49 am

Ok, found something.

It's about the water dispenser. When I select the second option, 30 caps, I get the inventory. So that works. However, I can also grab a purified water for free. And, if I quit the screen without grabbing somehing, it still costs me. It's the same for the purified water. So I will now always buy the purified water, and grab the extra water :P

And if you sit on the toilets and get off quickly, you get the sound twice in a row. Just sounds a little odd.

Harmy
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Latisha Fry
 
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Post » Fri Feb 05, 2010 12:55 am

There is 'one' free drink in each of the vending machines initially. Each 'selection' will only give the one item selected. If you are getting different than this, I would like to know. I have tried this several times and when you buy one item, you only get one item.

I have also tried the Toilets, but they only flush once, no matter what I do. But, to be sure I will increase the trigger zone around them.
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Tiffany Holmes
 
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