[WIP/BETA] Vault 64 v2

Post » Fri Feb 05, 2010 8:51 am

Vault 64
Version 2
by WillieSea

Link to Thread 1:
http://www.gamesas.com/bgsforums/index.php?showtopic=1041118&st=0&start=0
Link to Thread 2:
http://www.gamesas.com/bgsforums/index.php?showtopic=1057964

Story
Vault 64 construction began in December of 2076 and was funded heavily by many prominent technology firms. It was to save the best engineers that society had to offer to help the restoration of the land after a war.

Land rights were donated by an individual of a wealthy company in exchange for a spot in the vault. Far to the North West of DC, construction proceeded quickly. By October of 2077, about half of the vault had been finished. Only a few individuals were present in the vault when the first bombs fell on October 23 of that year.

Many of the assigned engineers survived the initial bombs and rushed to the vault for safety. Most perished on the dangerous journey, and they were the lucky ones. Upon arriving at the vault entrance, they were dismayed at what greeted them, the entrance to the vault had collapsed!

The few lucky individuals who were already in the vault could do nothing to help their friends stuck outside. The war started on a Saturday and even the construction workers were at home with their families.

Those in the vault hacked into the Vault-Tec vault communication lines and learned about the devastation in the outside world and decided to remain in the vault where it was safe, where they could continue their work unhindered. They lived out their lives and constructed a few unusual technological devices. But eventually, the vault became their tomb. A monument to technology.

The vault was quickly forgotten about and was never on any of the official Vault documents since it was never completed.

Location:
North West of The Republic of Dave in the side of a mountain.

Completed Features:
-Exterior location
-Quest to gain entrance to vault
-Entrance level with Detention Center and Conference Room
-Settings terminal to set your own preferences in the mod
-Security room and Detention cells. Living quarters for security personal
-Conference room with new slide show
-Storage room with auto sorters
-Materialization and Teleportation room
-Skill Training computers
-Simulation Pod room
-Simulation: Zombie Fight 2072
-Fish tank
-Lamps you can turn on and off
-Collector mugs
-Reactor Chamber that requires startup
-Water and Air filtration room that requires startup. Filtered water can be used as a swimming pool, and has rinse-off shower
-Diner and restrooms. Jukebox that plays individual songs or loops
-Vending machines for food and drinks
-Operations room to turn Mainframe on and set currency type

Currently working on:
-Compact layout - Everything will be centered around the Atrium
-Atrium cluttering and scripting
-Restrooms and shower/locker room

Planned Features: (much already figured out from version 1)
-Quest to start up water pump and purifier
-Quest to start up Simulation Room
-Quest to start up Materialization Room
-Manufacturing plant for Special Items
-Trading Merchant: Androids/Robots
-Healing Merchant: Androids/Robots
-Repair Merchant: Androids/Robots
-Simulation ? Police HQ (shooting gallery)

Requested Features:
-NPC's Dialog - Not likely to happen unless somebody else does this for me.

Screen Shots:
09/20
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen01.jpg
09/26
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen02.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen03.jpg
09/27
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen04.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen05.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen06.jpg
10/01
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen08.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen09.jpg
10/02
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen10.jpg
10/13
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen11.jpg
11/08
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen13.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen14.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen15.jpg
11/15
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen16.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen17.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen19.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen18.jpg
11/28
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen20.jpg
11/29
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen21.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen22.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen23.jpg
12/02
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen25.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen24.jpg
12/05
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen26.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen27.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen28.jpg
12/12
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen30.jpg
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen29.jpg
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen31.jpg
12/20
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen32.jpg
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen33.jpg
12/26
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen34.jpg
12/31
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen35.jpg
01/11
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen36.jpg
01/15-21
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen37.jpg
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen38.jpg
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen39.jpg
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen40.jpg
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen41.jpg
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen42.jpg
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen43.jpg
01/24
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen44.jpg
User avatar
lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Fri Feb 05, 2010 8:39 am

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

If you are interested in BETA testing this mod, you must agree with the following first. And let me know you agree before requesting in a PM the chance to test this mod.

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 'request' in a PM to me that you want to test any new beta versions. I will not assume because you tested before that you will want to or have the 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. This is a very important part of being a beta tester. Even feedback on what you did like is better than no feedback at all.

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

7. Take the time to read the readme file that comes with the beta. It explains a number of features as well as certain things I would like you to test.
User avatar
Gen Daley
 
Posts: 3315
Joined: Sat Jul 08, 2006 3:36 pm

Post » Fri Feb 05, 2010 4:44 am

Thanks Miss Sparkle, its fun to retexture. Yeah, the vent would sort of waft any smells across the room. LOL
I have made homes, just never released them. Its a base because its bigger than a house. smile.gif


I know I will be making this base my home, for sure.

I know what you mean about making homes and not releasing them. I have made a few myself but I end up scrapping them cause I am always thinking about what other people may want in it if I decide to make it public. After I add all that, then it isn't what I wanted anymore. Now that I am totally focused on what I want my next game to have as far as mods (waiting for a few, including this one), I am still in the process of making my small little storage teleport home... for me only and very pleased with it :)

I really love the fact that you do listen to ideas, but in the end, it is you that decides if it is what you want in your mod. Your work is amazing, so please keep doing what you do :)
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Thu Feb 04, 2010 8:38 pm

My finals are over,so I am willing to test beta again.
User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Fri Feb 05, 2010 8:48 am

striker7770
1. there was a lot of clipping in the jail, every door when opened shows at the bottom of the hallway. if you can push the door back a little, this would solve this problem.

2. just as a technical fact that might be better for the game. A few rod would belch thousands of rads, especially when activated. Maybe if the area was flooded with radiation, 100 rads/second. Then there could be a special radiation suit that has to be worn. as soon as all the rods are in place, they get lowered into the water pool, which would sheild all the radiation. or im just ranting

3. what is the purpose of the three bars next to the doors in the secondary reactor rooms.

4. is there a way to have a running count of zombies left to kill in the simulation room. so if there are 6 zombies left, and you kill one, it shows 5


1. Yes, the base of the door does that. I can check it again to see if there is anything I can do about it.
2. My theory on the rods is they are well protected, individually. (Notice they do not glow much?) But when you place them in the reactor unit they will glow a lot more. The reactor does give off radiation in a small range, thats about how I wanted it.
3. Three bars? Secondary reactor rooms? If you mean the power converter rooms, there is one for each of the reactors, from I through III, and they match the same numeral as is on each reactor core. They will each turn on when the respective reactor core is turned on.
4. There is. Go to the exit door and it will tell you how many zombies are left. I did not want to polute the screen with messages all the time.


Kinguin
No matter what materialization unit I place I get the same message, "Location 1 Marked". Also no matter what unit I pick up I get the same message, "Location 1 Removed".

If I place three different materialization units in three different cells and then teleport to one of them through the materialization terminal they all go missing. I can still teleport to their position, I just can't find them to pick them up. And when I placed a materialization unit on the second story of my Megaton home plus two others in two different cells, I found that unit stuck halfway into the floor when I teleported back.

The refrigerators don't have open or close sounds. Although I have a feeling you might already know that.

This really is a very small issue at best, but when I grab or move the object FlatMop01 inside the unfinished tunnel in the V64Entrance interior cell about half of the time it ends up falling through the floor.

The Raven Rock map pin works fine now, and the Paradise Falls map pin no longer forces me through a conversation with the bright image space modifier on. The Oasis map pin still does, but that isn't really a problem.


1. Looks like I need to look more into the materialization unit. :)
2. The refer base unit I used did not have sounds. I just need to place sounds on it. Thanks for the reminder.
3. Those mops seem to have a mind of their own, I will have to raise it up a bit more.
4. I will see if there is anything I can do about the Oasis marker.
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Fri Feb 05, 2010 7:24 am

So far, I noticed that there is no collision for the metal grates protecting the fans in the air filtration room. When you go up to them and jump forward, you can go inside the fan. Everything else is good so far.
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Fri Feb 05, 2010 12:14 am

Ha, so you were jumping over the fence, huh? :rofl:
User avatar
Johnny
 
Posts: 3390
Joined: Fri Jul 06, 2007 11:32 am

Post » Fri Feb 05, 2010 3:27 am

:lmao: Lol, yeah; just wanted to let you know. Not much of a problem, really.
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Fri Feb 05, 2010 8:13 am

when i turned on the air filter, the fans stopped in the atrium, but when i first entered the vault, they were running, is this a problem
User avatar
Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Thu Feb 04, 2010 9:18 pm

Jeez, Willie. Great work so far judging by the pics.

Also, great pics in and of themselves...I should have you do pics for the Path of the Gunslinger mod. My photog skills suxxor :banghead:


Seriously, if you need another tester/devoted fan, lemme know, I need something to do while LOD genning on my other puter :ahhh:
User avatar
Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Fri Feb 05, 2010 11:53 am

when i turned on the air filter, the fans stopped in the atrium, but when i first entered the vault, they were running, is this a problem

I had not tested any of the fans or alarms in this beta version. I have since also found the same fan running opposite of what it should, so its now fixed! :thumbsup:
I probably should put my own testing results up, but it would be a pain for everyone to read. I find that many things to change. :rofl:
For example, I have notes on changes I want to make the the repair android, I want to put the Aquafina bottles you see in the upright refer/fridge in the Diner into the Aquafina vending machine. I want to fix the automatic doors so they stay open longer as the default. Turn the tape drives in the administration room off until the computer system in the Operations room is on. Make the gun cases in the overseer office bigger. In the conference room, two of the lights above glow when the lights are off. The list goes on and on...

Seriously, if you need another tester/devoted fan, lemme know, I need something to do while LOD genning on my other puter

I probably have enough testers in this round of beta testing. Thanks for the offer though!
User avatar
Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Fri Feb 05, 2010 1:26 am

Just a suggestion, which I understand if you disagree with.:) Since the Player uses a mini nuke to blast open the boulder blocking Vault 64's entrance, maybe you could add the radiation that a mini nuke's explosion usually causes to the area after the explosion.

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.

I'm not sure this is even worth mentioning, but I can activate the water fountains through the cell doors in the detention area even if they are closed and the force fields are active.

2. The refer base unit I used did not have sounds. I just need to place sounds on it. Thanks for the reminder.

The refrigerators also don't have open or close animations, which is probably something I should have mentioned in my other post but for some reason I can't remember I didn't. :banghead:

I like the new textures you placed on the sitting stools in the Administration room, unfortunately today I realized that four sitting stools (Stool01L) that have the old texture are in the Computer Room which I missed in the previous version.
User avatar
yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Fri Feb 05, 2010 7:06 am

1. Oh yeah, I forgot about the radiation. I will have to put that back in. :thumbsup:
2. I placed the ramp very close to a leveled monster marker. Its possible other mods have added more monster markers which might make them show up 'under' the ramp. There is not much I can do about that.
3. Water fountains, through the FF huh? Thats funny. I can check it, probably becuase the force fields do not have a collision on them.
4. The Refer base I used does not have an animation on it. I tried using the one with the animation but it looks terrible, so I am using the 'new' refer base that was not meant to be activatable.
5. More stools? Got them! :thumbsup:

UPDATE:
I am re-doing the simple light animation on the teleport pod base. There are now 4 types of animation to the lights and its completely random which sequence will play.
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Fri Feb 05, 2010 11:41 am

2. I placed the ramp very close to a leveled monster marker. Its possible other mods have added more monster markers which might make them show up 'under' the ramp. There is not much I can do about that.

Well I actually only had four of the five official DLCs (Mothership Zeta is the one left out) and your Vault 64 mod active when I tested it. But it wasn't a big problem either way.
User avatar
Richard Thompson
 
Posts: 3302
Joined: Mon Jun 04, 2007 3:49 am

Post » Fri Feb 05, 2010 6:22 am

Well I actually only had four of the five official DLCs (Mothership Zeta is the one left out) and your Vault 64 mod active when I tested it. But it wasn't a big problem either way.

Okay, I moved the monster marker. Its still in the same cell so there should not be a problem with it in game.

UPDATE: I have added different light levels to the entrance depending on what time of day it is. There is moonlight, dusk and daylight.
In the next couple days, I plan on giving the 'invading' raiders AI packages so they start at the entrance of the tunnel and walk into the vault instead of just showing up in the vault. I will include slavers and Enclave soldiers as well as the posibility that just animals show up.
User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Fri Feb 05, 2010 7:14 am

4. The Refer base I used does not have an animation on it. I tried using the one with the animation but it looks terrible, so I am using the 'new' refer base that was not meant to be activatable.

Try using this model I edited. It has all the proper animations and the clean textures with sounds. Just change the object model to this one.

http://filebox.me/view/c9x0hf3us

Also it might give you some error when you change the model, just ignore it, it works just fine ingame.
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Fri Feb 05, 2010 5:28 am

Thanks 1337s0u1, I was eventually just going to take the working ones and apply the clean texture to them. I just never got around to it yet. :thumbsup:
User avatar
мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Fri Feb 05, 2010 12:34 am

Here is a video of the scripted explosion sequence.
Link to YouTube video: The explosion!
http://www.youtube.com/watch?v=MYkHC2fOFPo

Since its YouTube, they really chop the quality, so I am sorry about that. Enjoy!
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Fri Feb 05, 2010 12:17 am

Wow, explosion looks great!
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Fri Feb 05, 2010 4:10 am

It's not really a problem, but the lever on your vault control pods acts oddly every other activation. On the first activation the lever goes down just fine, however on the second it goes up, then down and then up again.

Just a suggestion, which as with my previous suggestions I am fine if you disagree with it.:) But maybe you could set the default training maximum to 100? Either that or maybe you could have the training terminals display a menu item telling the Player when his/her skill is higher then the training maximum. I have a feeling that since the default is 25, maybe some people could get confused as to why the terminal isn't showing any way to improve their skill if it is higher then 25. But maybe I am wrong.

Not really a problem, but the trucks outside of Vault 64 have a small triangle in their texture with an odd color. Example: http://img30.imageshack.us/img30/5839/screenshot13f.png

I didn't think of this before because I have greeted the people of the Republic of Dave, but I believe that the whatever teleport device the Player uses to get there might teleport the Player close enough so that if the Player has never been to the Republic of Dave the Player is forced through dialogue with the bright image modifier stuck on until the dialogue is over like Oasis. Unfortunately I have no save game from before I went to the Republic of Dave so it might be a while before I can test it for sure.

I am still getting the bright image space modifier when I press the Cancel button on the second level message on your teleporter item. Although it only lasts about a second and a half which it is a lot shorter then it was in the last version so it isn't a big problem.

I have noticed that sometimes the teleporter item and the map pins do not teleport to the same position when I select the same location, to be more specific when I teleport to Arefu with the map pin I am moved directly to the bridge beside Evan King. However when I teleport to Arefu using the Teleporter item I moved to the road in front of the bridge. I have noticed this with other locations as well, is this intentional?
User avatar
Mason Nevitt
 
Posts: 3346
Joined: Fri May 11, 2007 8:49 pm

Post » Fri Feb 05, 2010 3:19 am

1. Yes, that is how I am keeping the 'animation' matched up to the state of the door. And both consoles will have the exact same animation state, no matter which one you activated.
2. I can put a message in saying what the current maximum is.
3. The panel trucks are gone. If that is the pickup truck, there is not much I can do about the mesh since I did not make them. That looks like vertex shading. :shrug:
4. I can check the marker there as well. :thumbsup:
5. The different teleport locations is not intentional. They should be the same. I can check the Arefu issue.

Once again, thanks for the report! :thumbsup:
User avatar
Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

Post » Thu Feb 04, 2010 9:13 pm

5. The different teleport locations is not intentional. They should be the same. I can check the Arefu issue.

It wasn't just Arefu, I was using that as an example. I'm sorry if I wasn't clear, here is the locations I know of where the map pin and the teleporter item move the Player to different positions:
  • Arefu
  • Minefield
  • Canterbury Commons
  • National Guard Depot
  • Statesmen Hotel
Although I might have missed one.
User avatar
Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm

Post » Fri Feb 05, 2010 10:23 am

Thanks! I understood what you meant. I was just saying I would check Arefu. And the markers are different, so I changed them.
I was going to check them all, but I will make sure I double-check the ones you noted above. :thumbsup:

I was busy making a double-size magazine for the special assault rifle. It will hold 48 bullets and it will only fire 557mm with depleted dutreium tipped bullets for the extra damage. The bullets can be created in the vault by converting normal 557 bullets. I figure it will take a day to convert 1000 bullets. This will probably be a useful thing to do in the manufacturing area. Along with building 'Stat chips' and 'Portable Turrets'.
User avatar
Thema
 
Posts: 3461
Joined: Thu Sep 21, 2006 2:36 am

Post » Fri Feb 05, 2010 8:55 am

Just tried your beta9
1.The new expolision looks good. But since there are three explosions , maybe make it remove 3 mininukes?

2.I think adding some brocken road and parkinglot floor will make the cars outside look better.

3.I see the robot control terminal there.
My idea of the robot control is like the robot system in national archive if you remember: each robot is stored in its own pod its behaviour controlled by its own terminal.

4.I still think the swimming pool should be somewhere near the center of the vault and not in utility area.

5.I suddenly relized that the normal lighting in the vautl should be off(or quite dim) if the main reactor is not founctional. The brightest light should be the emergency light. When i told my friend beside me I'm restarting the generater, he said the lighting is to bright to look like a black out.

6.The water chips should be stored in some sort of containner right? To show the player there are still chips left. Put it on the floor maybe bad for the chips.........

7.Is there a plan for an incinerator or something like that in the vault?(there is one in pointlookout) To explain where all the dead bodies goes to. It can be put at someplace in the clinic, maybe in a separate funeral ceremony room or something.

8.The tombraider clother texture seem a bit too simple, and the hair style is different from laura so I didn't relize it is from tomb raider until I use "showinventory"

sill, great job willisea,looking foward for your next release
User avatar
Alada Vaginah
 
Posts: 3368
Joined: Sun Jun 25, 2006 8:31 pm

Post » Fri Feb 05, 2010 12:40 am

I missed the last beta but am back ready to test again. Willisea just remember to have a great xmas along with everyone else.
User avatar
Benito Martinez
 
Posts: 3470
Joined: Thu Aug 30, 2007 6:33 am

Next

Return to Fallout 3