[WIPBETA] Vault 64 v2

Post » Wed Jul 04, 2012 11:31 am

Looks cool WS :) I haven't tested that much, I'm to busy modding, but it all is extremely high quality.

Keep up the good work!
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Jonathan Egan
 
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Post » Wed Jul 04, 2012 4:11 pm

I 'made' some barbells out of a pipe and some car tires. They have not been textured yet, but I think they look pretty good.
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen50.jpg
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J.P loves
 
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Post » Wed Jul 04, 2012 8:34 am

Indeed! They look very good :) You make your own textures too?
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Tyrone Haywood
 
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Post » Wed Jul 04, 2012 2:56 pm

You make your own textures too?
Wha? Have you looked at the screen shots? Just about everything has been retextured by me. Your not going to find that stuff in vanilla Fallout, for sure. :)
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jesse villaneda
 
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Post » Wed Jul 04, 2012 5:25 am

Argh, sorry I'm an idiot :P Ofcourse I look at the screenshots. I marvel at your textures though :lol: I was just once again amazed at what you do. The only thing I can do is script.
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Patrick Gordon
 
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Post » Wed Jul 04, 2012 5:04 am

You could also use some car ream for barbells.

Gamer45
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Doniesha World
 
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Post » Wed Jul 04, 2012 7:05 am

The car rims are concave and I want the weights to be convex. :)

The color is still a bit bright on the weights, but here is what they look like now. Along with some other stuff I have added.
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen51.jpg

The secret room is a little hideaway that the last survivor holed up in later in his life. He had become paranoid and delusional. But he did make an incendary missile launcher that 'materializes' the missile before firing it. :lmao: So it never needs to be reloaded.
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sophie
 
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Post » Wed Jul 04, 2012 12:06 pm

Fantastic!! You were very creative with the things you had to use! I love how you set up the consoles to act like the treadmill operator! I do agree that the barbells are a tad shiny, but I do love the colors of them :D I love the fact that you added posters as well. Those little details really pull the room together. As always, I am a svcker for hidden rooms :rofl:
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Kelly John
 
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Post » Wed Jul 04, 2012 10:46 am

The car rims are concave and I want the weights to be convex. :)

The color is still a bit bright on the weights, but here is what they look like now. Along with some other stuff I have added.
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen51.jpg

The secret room is a little hideaway that the last survivor holed up in later in his life. He had become paranoid and delusional. But he did make an incendary missile launcher that 'materializes' the missile before firing it. :lmao: So it never needs to be reloaded.

Cool, donuts! (Thumbs up). It's looking fantastic from the pics. Great work.

-Mush-
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Leticia Hernandez
 
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Post » Wed Jul 04, 2012 3:30 am

I made the barbell weights dull, but now they really look like donuts. Perhaps I should make them a lot darker, almost black. :shrug:
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen52.jpg

I probably will not have much time in the next couple of days to work on the mod.
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Eve Booker
 
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Post » Wed Jul 04, 2012 3:11 pm

Ahhh!! I want this right now!! I love how you made the lights in the front turn on at the same time as the sun lamp, very creative :) I...muuussstt...have...that...gun! That looks like fun!

:rofl: They do look like donuts! So we can lift weight and snack at the same time! Seems this one will be a bit tougher to get looking just right. You will do it though, you have an eye for that stuff :D
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Ilona Neumann
 
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Post » Wed Jul 04, 2012 10:10 am

The gun is my 'test' for the solar scorcher script. Part of my 'Solar Scorcher - Return to Vault 13' mod. The script is rather complex so it needs a LOT of testing. The weapon model will change as well, once its created.

Yeah, the 'snack weights'. :rofl: I will make them very dark and see if that helps. I still want to keep the different colors for the different weights though, just much darker.

The 'glow' on the front of the sun lamp stand is just one of those things I try to put in my mods to make it more real world realistic. The vanilla game has too many 'realism breakage' points IMHO. Like paper laying on the ground when its exposed to the elements. :)
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No Name
 
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Post » Wed Jul 04, 2012 3:41 am

I am a little confused about the textures on your NPCs. At first I thought that bLoadFaceGenHeadEGTFiles=1 wasn't in my Fallout.ini since it wasn't the bodies that was pale, it was the heads. However since then I verified that it was indeed in my Fallout.ini, and also verified that I could make NPCs in the GECK myself without seeing this issue in the preview window. Is it possible you edited the textures of your NPCs in some way that would do this? When I look at V64Regulator1Gun in the GECK both his head and body are the same texture.

You can disregard what I said when I posted about Fawkes not being able to follow me through gaps and narrow pathways, he has had at least 3 other incidents since I last said something about it. I think he is just too big, I might need to start shopping for another follower. It at least gives me an excuse to test Vindicator XL-7 more as a replacement.

Is it intentional to allow me to manufacture a second Vindicator XL-7 after already finding one in manufacturing? Is it also intentional that I can not call Vindicator XL-7 back to base unless I manufacture the second robot?

I hope you don't mind but I have been working on the FOSE version of my Experience Control mod every now and then when I get bored of playing Fallout 3. And the mod is a few weeks from completion unless there is some unforeseen problem. If I am still beta testing Vault 64 at that time, can I release it? It doesn't use any resources from the Vault 64 mod. Also, if I can release the mod, can I post a [RELz] topic? It's not a big mod and will probably be on page five when the day is over. :lol: So I would be fine with it if you said no.

I like the pictures of Vault 64 you have been posting, particularly the ones featuring the new weights. It's a neat way to use vanilla resources. I also like how you got the enhancement chips to rotate in air in the display. Sorry I haven't reported on much this beta, I'll try to get a lot more testing done in the next few days.
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Alexandra Louise Taylor
 
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Post » Wed Jul 04, 2012 12:07 am

I am not sure what the problem with the Regulators is. Perhaps its because I am using PlaceAtMe instead of physically placing them in the arena. I have never seen this problem, so I will have to check next time I test the arena.

XL-7 is still very much beta, so I would not worry too much about him. The 'first' place XL-7 needs to be 'removed' since the scripts do not take into account there already being an XL-7. Same with the terminal.

I have not problem with you working on or releaseing any mod of your own making. I just don't want any of my stuff released in other mods until 'after' I have released my mod.

No problem with not having much time to test. If you have other things to do then go ahead and do them instead. The last beta is getting old so there is no need to test it much anymore. :)
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Charlotte Henderson
 
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Post » Wed Jul 04, 2012 11:09 am

I am not sure what the problem with the Regulators is. Perhaps its because I am using PlaceAtMe instead of physically placing them in the arena. I have never seen this problem, so I will have to check next time I test the arena.
I think you misunderstood me, the regulators are fine. That is what I meant when I said "When I look at V64Regulator1Gun in the GECK both his head and body are the same texture". His head and his body's skin tone match. I'm sorry I wasn't really clear, most of the NPCs except V64Regulator1Gun has the problem.

Now that I look at it a bit more, it doesn't appear like the faces are pale white like you get when bLoadFaceGenHeadEGTFiles is set to 0. It just appears like the NPC's faces are somewhat paler then their bodies are. Like they don't exactly match. It is hard to explain, if you want I can get some pictures of it.
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Umpyre Records
 
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Post » Wed Jul 04, 2012 1:43 am

ok, so the regulators are fine, what about the ghouls (zombies) in the arena. Does that include the 'invaders' at the entrance?
Or is this just the android NPC's with the 'special' clothing?
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Bryanna Vacchiano
 
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Post » Wed Jul 04, 2012 11:44 am

The ghouls seem to be fine, at least in the preview window of the GECK. I don't exactly know what you mean by special but it does seem to be mostly androids. Most of the invaders don't have this problem, but I did spot a slaver with it. I believe the Editor ID of this slaver was V64SlaverCF.

Edit: If you want I could try to write out a list of Editor IDs of the NPCs I spot with the problem. Although perhaps it is just a problem with my Fallout 3. :shrug:
Edit 2#: I have to head for somewhere soon, so I probably won't be able to respond to any posts until much later.
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Christine Pane
 
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Post » Wed Jul 04, 2012 11:50 am

*sigh*

This is to inform Williesea and anyone else here that I won't be able to beta test for a while. I'm on the east coast right in the middle of the area hit by the last two blizzards. As such, there were some blackouts during the blizzards and my pc's os and software got hosed bigtime. I will be spending some time reinstalling everything since I have document backups and installation s/w disks but not a complete backup of my system (when a system has 1.5 terabytes of space and is 2/3rds full, its somewhat difficult to do a "full" backup :facepalm: ). I will keep an eye on this thread to see whats going on, but until I get everything installed again I won't be able to help very much.
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Chantel Hopkin
 
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Post » Wed Jul 04, 2012 11:03 am

@Kinguin - The 'special' clothing is using Type3 skins, so that might be the problem if you don't have type3 installed. This will be changed to vanilla with the option of using type3.

Sorry to hear about your computer ThePhoenyx, especially loosing that much data.
No problem on the beta testing. I completely understand real life problems, that is why I don't expect a beta tester to test every single version, just when they have time.

Good luck on your re-install and getting your system back in order. Thank you for the testing you have done. :thumbsup:
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Marine x
 
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Post » Wed Jul 04, 2012 1:18 pm

@Kinguin - The 'special' clothing is using Type3 skins, so that might be the problem if you don't have type3 installed. This will be changed to vanilla with the option of using type3.

Sorry to hear about your computer ThePhoenyx, especially loosing that much data.
No problem on the beta testing. I completely understand real life problems, that is why I don't expect a beta tester to test every single version, just when they have time.

Good luck on your re-install and getting your system back in order. Thank you for the testing you have done. :thumbsup:

I didn't actually lose any data, I just have to reinstall *all* of my programs from disk/cd/dvd and dig out the serial numbers etc etc etc. No real loss, just a *major* pain in the tail feathers. :(
One that may take me a week or so to complete. It's not just FO3, it's all my programming/3d/games/productivity software as well. Once it's all installed, I'll be ok, it just takes a while.
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joannARRGH
 
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Post » Tue Jul 03, 2012 11:56 pm

Dont know if it was mentioned before, but when i use the placeable turret it says things that the beggars outside of cities normally say mainly "please im dying... i need water" its not really the sound, just the text (i use subtitles) not sure if you needed to make it do that for it to work properly, but thought id say something just incase.



Also, your probably trying to make this not require anything else, but if you need more stuff in the clinic im pretty sure point lookout had a morgue, that would be nice since most places dont realize their residents will die eventually XD, and if you didnt want to make it required you could always put that off until the end and make it optional. this is just a suggestion, feel free to ignore it if its a bad idea i wont be offended lol.
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rolanda h
 
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Post » Wed Jul 04, 2012 3:31 pm

if the offer is still open i am willing to test the beta and provide feedback
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keri seymour
 
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Post » Wed Jul 04, 2012 1:44 am

@Joshuaw34 - I will look into the placeable turrets, I had not tested them much yet. For now, the mod will just require FO3. I may add more later, but its not likely since I have so many other mods in the works that I would like to finish.

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


if the offer is still open i am willing to test the beta and provide feedback

I do not have a current beta available. The last one (V.013) is a bit old. I will probably have a new beta this weekend so if your still interested, let me know 'when' I have it ready. You will know when to ask because I will say the beta is ready. :)
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Mistress trades Melissa
 
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Post » Wed Jul 04, 2012 6:33 am

@Joshuaw34 - I will look into the placeable turrets, I had not tested them much yet. For now, the mod will just require FO3. I may add more later, but its not likely since I have so many other mods in the works that I would like to finish.






I do not have a current beta available. The last one (V.013) is a bit old. I will probably have a new beta this weekend so if your still interested, let me know 'when' I have it ready. You will know when to ask because I will say the beta is ready. :)

very good
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Samantha Wood
 
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Post » Wed Jul 04, 2012 5:02 am

About the turrent's faction, Is it possible to set it to the same faction as the player, like those vanilla followers? Because when I use a slave mod, the enclave slave I have with me is still hostile to the turrent,and they attack each other on sight.
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Catherine N
 
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