[WIPBETA] Vault 64 v2

Post » Wed Jul 04, 2012 2:11 am

Hey guys, any updates on this awesome mod?
User avatar
ImmaTakeYour
 
Posts: 3383
Joined: Mon Sep 03, 2007 12:45 pm

Post » Wed Jul 04, 2012 2:38 am

Is this mod officially dead?
User avatar
OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Post » Wed Jul 04, 2012 9:55 am

Is this mod officially dead?
Man, were talking about WillieSea here.
No. It's definitely not dead.
User avatar
Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Wed Jul 04, 2012 9:21 am

I was taking a break for a while. I am working on 2 other mods and getting psyked back into working on this monster of a mod. Its so complex, I had to take a break and do something easy.

My new mod which I have not announced here yet is the Levelers Chamber which will replace my http://www.fallout3nexus.com/downloads/file.php?id=1770 mod. This new one is located in a sewer through the grate just up the road from the bridge. I am really happy with how its turned out. There is even a 'resetting' target range that gives you experience to boot.

My other mod is the Rreturn to Vault 13: Solar Scorcher mod. Its complete, I just need to finish the gun texture.
User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Wed Jul 04, 2012 7:46 am

I was taking a break for a while. I am working on 2 other mods and getting psyked back into working on this monster of a mod. Its so complex, I had to take a break and do something easy.

My new mod which I have not announced here yet is the Levelers Chamber which will replace my http://www.fallout3nexus.com/downloads/file.php?id=1770 mod. This new one is located in a sewer through the grate just up the road from the bridge. I am really happy with how its turned out. There is even a 'resetting' target range that gives you experience to boot.

My other mod is the Rreturn to Vault 13: Solar Scorcher mod. Its complete, I just need to finish the gun texture.

Awsome, Thanks for the update!
User avatar
Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Wed Jul 04, 2012 10:25 am

Great to see you still modding, Willie. I'm sorry I had to drop out of testing before, I had a lot going on with my father's illness and other things. Now hopefully I can help test this mod again whenever you release a new version. Good Luck on your other projects as well!
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Wed Jul 04, 2012 1:50 pm

how goes work on this willie
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Wed Jul 04, 2012 7:57 am

Funny you should ask. I am about finished with my Johnny Appleseed mod and was about to post the WIP topic for it now.
I am still dreading going back into the vault to work, so I am makeing the apple tree in the wastes right now. ;)

I have done a few things with this, just to keep it fresh in my mind, but it really is a very large and complex mod. sigh!
User avatar
Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Wed Jul 04, 2012 5:38 am

I know your currently working on your halloween mod, but I've got a couple good ideas for the simulator!

Security staff training programs! Each taking place in a simultion of what the vault would be if it were populated!

1: Following overseer's orders in cracking down a rebellion.
2: Protect the vault and its residents from a forced entry [Enclave, Super mutents, Chinese soldiers, other fictional enemy Vault tech thought up!]
3: Beating up local youths with a nightstick, but don't kill them.

Each simulation would be a fun little distraction, and really only gaining the experience gained from killing, or persueding when nessary.

You could have it train your weapon skills too, but only the first time you run it so not to make it too easy to gain them!
User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Wed Jul 04, 2012 12:30 pm

2. This already occurs. If you leave the vault doors open, there is a chance that raiders, slavers, enclave or creatures will wander down the tunnel entrance.

A 'Vault uprising' might be a fun simulation. Something to think about.
User avatar
Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Wed Jul 04, 2012 9:35 am

Now that 'Nightmare Realm' is finished for Halloween, I am working on this again. My goal is to have it done by Christmas. With any luck! :celebration:

I am putting room bounds in the existing cells now so they will render better in the game. This will increase the FPS considerably in some cells.
User avatar
jeremey wisor
 
Posts: 3458
Joined: Mon Oct 22, 2007 5:30 pm

Post » Wed Jul 04, 2012 3:54 am

Awesome news for sure :D I believe I still have the last beta test stored away on my external drive lol.

Just an idea to throw out there since you are on a holiday kick. Either a room, or even a simulation could be a holiday room. Maybe you could make a selection by pressing a button, or maybe a terminal selection could allow us to select which holiday the vault gets to celebrate?
User avatar
Ryan Lutz
 
Posts: 3465
Joined: Sun Sep 09, 2007 12:39 pm

Post » Wed Jul 04, 2012 7:36 am

I had thought about the 'holiday' decoration selection, but there are so few resources for FO that it makes it difficult.

I was thinking about putting a 'game' in the living quarters. Sort of like pachinko. Its in the idea stage now, I will see how it works.
User avatar
LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Wed Jul 04, 2012 12:05 am

Good point about the resources lol. No biggie :)

I like the idea of a game, a little treat for us people that don't have New Vegas (Yup, that is me) :D
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Wed Jul 04, 2012 3:42 pm

:celebration: The game works!

A ball starts at the top and bounces around until it gets to the bottom. The player controls a paddle at the bottom using the mouse. If the ball hits the paddle, you win. Otherwise you loose. Its pretty fun!
I have more work to do on it before I relase any pictures though. I should have it done tomorrow with any luck!
User avatar
Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Wed Jul 04, 2012 1:18 pm

Okay, here is the animation of the partially finished game.

http://www.invision.tesalliance.org/forums/uploads/1288865089/gallery_85_19_3622.gif
User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Wed Jul 04, 2012 1:26 am

:wub: Flashing lights! Ha, that is amazing and looks very entertaining :D Great job!
User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Wed Jul 04, 2012 2:12 am

Here is the mini game 'Catch the Ball'. Do you have a better name?
http://www.invision.tesalliance.org/forums/uploads/1289069633/gallery_85_19_55429.jpg

And Razorwire has allowed me to use the slotmachine he made. So I had to retexture it and here it is in the vault. Works great too!
http://www.invision.tesalliance.org/forums/uploads/1289069633/gallery_85_19_33405.jpg
User avatar
Spooky Angel
 
Posts: 3500
Joined: Thu Aug 10, 2006 5:41 pm

Post » Wed Jul 04, 2012 5:50 am

Blaze of Glory ( or Blaze of Gorey )
Light my Fire

Two of my suggestions, but I like the name as is also :) I am so happy that Razorwire let you use the slot machine!

http://www.fallout3nexus.com/downloads/file.php?id=14370 in case you are interested (but I am sure you are already aware of them).
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Wed Jul 04, 2012 4:16 am

I have seen that, yes. The only thing I could use would be the bowling resources. We will see... ;)
User avatar
Lawrence Armijo
 
Posts: 3446
Joined: Thu Sep 27, 2007 7:12 pm

Post » Wed Jul 04, 2012 2:19 am

Here is a better view of the 'Catch the Ball' game.
http://www.invision.tesalliance.org/forums/uploads/1289170616/gallery_85_19_40544.jpg

And here we are sitting down in front of the slot machine.
http://www.invision.tesalliance.org/forums/uploads/1289170616/gallery_85_19_22751.jpg

Each credit is 100 caps. The Ball game costs one credit, and can win you 2 credits.
The slot machine will take from 1 to 5 credits. With the usual payouts.
User avatar
Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am

Post » Wed Jul 04, 2012 4:10 pm

And here we have a bowling alley.

Yeah, and it works too. I am using invisible explosions to send the ball down the alley.
http://www.invision.tesalliance.org/forums/uploads/1289170616/gallery_85_19_53010.jpg
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Wed Jul 04, 2012 3:45 am

Holy Bleep you are fast :ooo: I love it! That carpet is amazing and really gives the place some character. Gosh WillieSea, I am very impressed over such a small little thing lol

The Catch the Ball game is a lot bigger than I thought it would be, so totally cool. I also love how you dressed up the slot machine area with lights, really make it look like it belongs there :D

Shoot, with all the features in this Vault that you have done so far, who needs New Vegas, not me :rofl:
User avatar
Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Wed Jul 04, 2012 5:42 am

I agree, I have no reason to buy LV just yet. Especially since I don't like Steam.

On to the bowling alley.
You click a button to start the game. You are set in position where you place a ball on the floor. You look down to set a fake explosion off which sends the ball down the alley.
About halfway down the alley, there are a set of lights. By turning your view, you select which light you want to set the 'second' fake explosion at. As the ball passes them, you look down again to set off a corrective fake explosion which hopefully sends the ball smashing into the pins.

You will get credits based on how many pins you knock down. Its actually pretty fun. :disguise:

As with all my mods, this will NOT require the script extender FOSE.
User avatar
Beast Attire
 
Posts: 3456
Joined: Tue Oct 09, 2007 5:33 am

Post » Wed Jul 04, 2012 6:47 am

Willie this is some amazing stuff, if you need any beta testers i'd love to test it for you!
User avatar
Teghan Harris
 
Posts: 3370
Joined: Mon Mar 05, 2007 1:31 pm

PreviousNext

Return to Fallout 3