[WIPBETA] Vault 64 v2

Post » Wed Jul 04, 2012 12:56 pm

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.
No. The turrets attack everybody and everything if its just set to the player faction.
Unless there has been a fix for that...

The enclave are enemies to the turrets. Same with slavers. The turrets come with my morals programmed in. :lmao:
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Sabrina Steige
 
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Post » Wed Jul 04, 2012 6:19 am

any updates on the beta?
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John N
 
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Post » Wed Jul 04, 2012 12:38 pm

I will try to get one ready Monday. Its been a long weekend for me.
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Josephine Gowing
 
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Post » Wed Jul 04, 2012 5:21 am

awsome keep up the good work the screens look awsome
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sarah
 
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Post » Wed Jul 04, 2012 2:06 pm

I am uploading the 89MB beta v014 file right now. It may take an hour or so. sigh
If your interested, read post #2 in this thread and let me know that you can follow my beta test rules.

updates v14:
-Reported bug fixes including many that I found
-New Restroom/Locker room with secret room
-Secret room: Materialization Rocket Launcher, WIP Pancor Shotgun, Incendary Grenade Launcher
-Reactor: added steam generator backup
-Simulation Arena: Xmarkers for spectator blast zones and added new guideable bomb robot and gun platform
-Entrance turret activatable from new terminal
-Beta testing terminal to 'turn the power on' for those that have done it many times.
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Robert Bindley
 
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Post » Wed Jul 04, 2012 6:47 am

ive read the rules and i can follow the rules and provide notes,bugs, at the end of each week unless anything comes up

and i will provide notice if i cant for some reason
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John Moore
 
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Post » Wed Jul 04, 2012 11:53 am

Read point #3 again. :) (the part about a PM) :lmao:

After about 5 days, the beta becomes obsolete, so if you find anything wrong, please let me know sooner than later.

[EDIT] and the beta is finally uploaded and ready.
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Dark Mogul
 
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Post » Wed Jul 04, 2012 12:29 pm

should i pm you resaults?
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Shelby Huffman
 
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Post » Wed Jul 04, 2012 12:46 am

should i pm you resaults?
You can post results here in the thread, or if your more comfortable, you can PM them to me.
Thanks!
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Wayne Cole
 
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Post » Wed Jul 04, 2012 8:35 am

To add to the bug fixes that I already sent you (sorry, I will post in thread for now on, that way everyone can see the bugs found):

The code worked to get into the weapon storage room :) I had to keep moving left and right to get to certain numbers. Wow that room was fun :P

The Pancore Jackhammer clips into the body. Now sure if it is noticeable on males, but as a default body, female character, it is very noticeable and very painful :rofl:
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Lilit Ager
 
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Post » Wed Jul 04, 2012 8:17 am

1.the security armor's male version back number is still 101.
2.the password pad for the weapon armory has a little problem, it's almost impossibe to press all the button from one position. Did you write any clue about the password or is it just the sound?
3.the male doctor still have purple eye, and the nurse hat is still placed(I'll say it's about 10 unit) above NPC's had ,and why do they have assult rifle's on their back? and why are some andorids essential, some are not?
4.the turrent have the water begger's default language"please....water......"things like that.
5.in the excerise room, there is a small chance that I may stuck in the blue bock under the sun chair, but that's not really a huge problem because it can easily be resolved by using the chair.
6.the lower level of the secret is copied from fort independence, right? There is a terminal in there which is the original missile launcher research terminal. the rooms are quite easy to recogenize the room, so I think you should just delete most of the stuff in there or do some changes.
7.the minigun platform is really cool, but the two steel poles there blocks my view and I really spent a lot of bullet on it when turnning around.
8.there are time that when I walk before the toilet, I triggered the flushing. It doesn't happen really offen, I tried many times and this happened only twice. I think this might be easy to avoid this by checking if the stoll door is open before the toliet is empty before the flush. Or you may leave it there, not a big deal really.
9.In the clinic I see there is a poster for x-ray machine, I think the idea is quite fun, right? You can just enable 6 x-ray pictures of the 6 limbs according to their condition, It'll not be so different from the karma detector at the entrance, right?
10.About the Treadmill, is it possible to push the player backward when the player is standing still on it? so the player can only press w to stay on the treadmill.

And that's about it, looking forward to see the last part of the vault, and then I can move in!

edit: the shotgun seems to be working in a wired way, it has a recoil before firing.
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Ashley Clifft
 
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Post » Wed Jul 04, 2012 5:12 am

1.ive been experiencing several crashes in the Materialization room (most likely caused by other mods)
2.security armor has a vault 101 imprint in the back.
2.in specator zone of the simulator, the panels under the switches appear to be missing
3.i think clearer instructions on how to turn on the reactor would be helpful
4.were is the key to the administrator safe?i cant find it
5.not sure if this is just somthing that is not complete yet, but all the npcs are named stuff like Repair#001 or Nurse#001
6.doctor's eyes are purple(most likley a simple texture missing)


Suggestions

1.Simulator pod was excellent i would love more simulations, possibly a pre-war combat sim (kinda like anchorage, but more like a re playable skirmish)
maybe a generic ground war between several factions?
2.the vault feels kinda empty, but when it is done, i hope it is navmeshed, i can bring followers in and liven the place up
3.make the keys and codes easier to find, it was difficult enough to do everything else

most of what i have seen is very excellent, the quests make it hard to obtain the vault, which is good, because many of the things are unbalances, but for a good reason, this home is intended for high level characters. I love the little things in games like this, the secrity cameras are very cool, i think that with stuff like this the vault will feel more complete. This mod is very good and i am glad that you let me beta test for you
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Sarah Bishop
 
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Post » Wed Jul 04, 2012 6:39 am

@Miss Sparkle

1. The keypad is a bit buggy, I think the original one in project purity was too. I can try putting the buttons at more of an angle and see if that helps.
2. Yes, the Jackhammer is a special weapon that will be released with this mod only. It does clip into the body, especially the females. I just added it, so I have not played around with the hold styles or anything else much yet.

@bestliutr

1. The male texture is on my list already, just never got around to it yet.
2. I just added the keypad to the weapons armory, so its not complete yet. You will be able to get the code by reading the terminal in that room. for now, its 1964387ENTER
3. The clinic area is very much a work in progress. The eyes, hat and uniforms as well as the AI responsible for the weapons they carry all need to be fixed. All the Androids will eventually be replaced with a new 'Android Race'.
4. I have heard about the turret having that problem. I have not seen it though so I will have to test it some more. They always click and beep for me.
5. The blue block is just a retextured vanilla mesh, so its gamesass fault. :)
6. Yes. I thought I got all the terminals, but I will look again. I changed some stuff, but will probably change even more in there. Its also a new area.
7. The posts are to help you hide behind something. I guess I can remove them since I later added the solid metal behind the railing. Not sure your worried about the ammo though, since its unlimited...
8. You have to walk very close to a toilet or urinal for it to flush. That is the automatic sensors, those red blinking lights at each one...
9. That does sound like a fun idea, you mean to check the players limb condition and show good or bad xray of each?
10. That can be tricky to get to work right. I can try and see how it works though. Good idea!

@Fol57er

1. The materialization room has some complex scripts running. Perhaps that interfers with other mods you have that are running gameMode scripts. It may be too much and your computer zaps out. I could add an option to the terminal to turn the 'lights' script off.
2. Yep. Lazy me.
2b. Missing texture possibly? I may have forgotten to add them.
3. Did you read the readme file at the bottom? Its pretty clear I thought.
4. There is no 'key' to the overseers safe. You have to click the switches in the correct on/off state for the safe to unlock. Inside is the solar scorcher test gun I am making. A hint, the first four are binary '6', and the next 4 are binary '4'. You know, binary 6 4. :lmao:
5. All the androids will be replaced eventually. But they will not have actual human names.
6. Yeah, the demon doctor.

1. I have plans for at least one more, a shooting range that you select critters to shoot at. I amy also make a 'pre-war' arena battle.
2. Its mostly all navmeshed now. What problems are you having?
3. The hint file will be there for people who want it easier.

Glad you liked the mod so far.
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Shae Munro
 
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Post » Wed Jul 04, 2012 8:19 am

[snip]
1.The keypad is a bit buggy, I think the original one in project purity was too. I can try putting the buttons at more of an angle and see if that helps.
[snip]
2. I have plans for at least one more, a shooting range that you select critters to shoot at. I amy also make a 'pre-war' arena battle.
[snip]

1.It may be because of the console collision. I remember when I was working with those numbers at one time, I ended up using another object as a base to raise the numbers off the console a bit.

2.The critters at a shooting range gave me a vision of a sort of run down zoo area. Someplace with broken fences (explaining why the animals are roaming around free), and little 'homes' that the animals emerge from when they are spawned.
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tegan fiamengo
 
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Post » Wed Jul 04, 2012 4:36 am

9. That does sound like a fun idea, you mean to check the players limb condition and show good or bad xray of each?

yes, just like in the pipboy, only using x-ray pictures on a screen to show their condition. And maybe show no picture or ruined picture when the player is over irradiated,and I wonder if it is possible to add the report note into a terminal.

And there are also other kinds of codition checking machines that can be made, check like the player's height,weight(carry weight plus a certain number),if the player is pregnent and the baby's six :) (of course not pregnent) or if the gene is modified(check the perks like Ant Sight or Cyborg).
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Carolyne Bolt
 
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Post » Wed Jul 04, 2012 3:54 pm

It's been more than a week since the last beta, are there any good news, willisea?
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Marine x
 
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Post » Wed Jul 04, 2012 7:41 am

No, life has been tough the last week+. My son had surgery and I had to put a lot of unpaid overtime in at work, as well as being sick.
Plus I was convinced to 'one last time' build a clock tower for Oblivion out of the Cathedral building.

http://www.invision.tesalliance.org/forums/uploads/1267788727/gallery_85_19_14877.jpg
http://www.invision.tesalliance.org/forums/uploads/1267557384/gallery_85_19_176339.jpg

And I am making a mod like my http://www.tesnexus.com/downloads/file.php?id=13783 in Oblivion, or my http://www.fallout3nexus.com/downloads/file.php?id=1770 in Fallout3. It will be the http://www.invision.tesalliance.org/forums/index.php?/topic/2334-levelers-broom-closet/ for Morrowind. I am making it because people cannot test my mods because they require high level characters to play, like my Haunted Castle mod for morrowind. These are just distractions until I get enthused again to work on the vault. :)
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Melis Hristina
 
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Post » Wed Jul 04, 2012 7:02 am

@Fol57er

1. The materialization room has some complex scripts running. Perhaps that interfers with other mods you have that are running gameMode scripts. It may be too much and your computer zaps out. I could add an option to the terminal to turn the 'lights' script off.
2. Yep. Lazy me.
2b. Missing texture possibly? I may have forgotten to add them.
3. Did you read the readme file at the bottom? Its pretty clear I thought.
4. There is no 'key' to the overseers safe. You have to click the switches in the correct on/off state for the safe to unlock. Inside is the solar scorcher test gun I am making. A hint, the first four are binary '6', and the next 4 are binary '4'. You know, binary 6 4. :lmao:
5. All the androids will be replaced eventually. But they will not have actual human names.
6. Yeah, the demon doctor.

1. I have plans for at least one more, a shooting range that you select critters to shoot at. I amy also make a 'pre-war' arena battle.
2. Its mostly all navmeshed now. What problems are you having?
3. The hint file will be there for people who want it easier.

Glad you liked the mod so far.

About the shooting range... there was another vault mod called KORs Vault (http://www.fallout3nexus.com/downloads/file.php?id=1859) that had a spawnable shooting range. Maybe you can look at that to see how he did it.
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Kortniie Dumont
 
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Post » Wed Jul 04, 2012 1:13 am

It looks awesome :)

Although, I have absolutely no idea how to beta test things I can't wait to play this mod
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Mari martnez Martinez
 
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Post » Wed Jul 04, 2012 7:16 am

About the shooting range... there was another vault mod called KORs Vault that had a spawnable shooting range. Maybe you can look at that to see how he did it.
My previous incarnation of Vault 64 (version 1) had a shooting range. And my Levelers Truck Trailer has a spawnable shooting range as well.
So no worries, I know how to make one. :)
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CSar L
 
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Post » Wed Jul 04, 2012 3:17 am

Hi WillieSea

How do you set the light fixture (box) to go off ? Thank you

Gamer45
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Enny Labinjo
 
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Post » Wed Jul 04, 2012 7:53 am

Hmmmm, I think WillieSea is taking a much needed rest. Hope to see you again before too long!
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carla
 
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Post » Wed Jul 04, 2012 4:25 pm

I have been working on the mod a little.

Real life has just been hammering me lately, with job layoffs, operations for my kids, spring weather and other numerous obligations.

I have started the 'Services' section, and am making plans for the 'Living' section.
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Spaceman
 
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Post » Wed Jul 04, 2012 7:36 am

So glad to see you back WillieSea.
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Stryke Force
 
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Post » Wed Jul 04, 2012 9:27 am

Hello Williesea, i'd be glad to beta test this mod, i've read what you expect of your closed beta testers and can sincirley say that i am more than confident in my abilities to meet those requirements, your first vault 64 was amazing and this one looks like it easily will surpass the first one! :goodjob:
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Dona BlackHeart
 
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