Jump to content

RowanSkie

Premium Member
  • Posts

    89
  • Joined

  • Last visited

Everything posted by RowanSkie

  1. Huh. That's a shame. Hmm... I wonder if we can have a model of the classic vault door (I'm aware of the door, I'm actually thinking about the smooth outside and the big number it had). And this is just weird, I just uninstalled 98 for space and have the rest of the mods you recommended. I guess I'll redownload it and build on it then. (I have Vault 119 mod, so yeah, busy).
  2. My idea is that we could get more hallways, like wide halls with a connecting doorway in the middle, classic Fallout vault door (smooth 10-cog gear door, which is something that can't really be done but smooth outside can work), and also Fallout 3-esque hallways so someone can rebuild Vault 101 with almost complete accuracy, and also Vault 111 doors. For some reason, 111 has unique doors. All others use Fallout 3 styled doors. And also, some sort of airlock like the one that Fallout/Fallout 2 entrances have, since it's always (Main Greeting and Security Floor -> Bulkhead door -> Long airlock with console -> Vault door -> Exit).
  3. Hey guys, has anyone ever attempted to build a vault entrance using Vault-Tec Workshop's Vault Door (the little one that's from F1 and F2 you can build through Structures -> Doors) in Fallout style? How would you guys do it? For me, I used the Wide Halls the DLC gave, and then snapped an atrium floor to the middle and two bottom corner walls facing away from the wide hall, with the atrium floor being replaced by a hallway with a doorway cap. On the other side of the wide hallway was the vault door. I'd then find a way to sneak in a small console near the small hallway entrance by the right on from the view of the entrance. Hmm...
  4. I dunno, I think I'm just high in playing dubstep that I want to shoot raiders with dubstep music. Or probably just a music gun that shoots.
  5. Before you go and ask "this is a faq and use Wyre Bash or LOOT" or something like that, I am trying to make some sort of empty .esps that divide my load order so that I can clarify where I should place this and this. So yeah, what is the best thing to do first? I know that the UFO4P is to be next after the main .esms (but CC update forces me to place it down under my .esm mods), then there's this thing of placing mods on the bottom (load last?) of the pile. So what should I do? Are texture and model fixes first or quests or overhauls? Or additions?
  6. I've sometimes listened to the audio tracks and dialogue and found the subtitles to be a little... out of place. I guess it's just me being too much worried about it. Some captions are totally wrong, has some missing punctuation (but I don't mind a few, especially Fusion City Rising's Peter quotes), and some are just out of the dialogue itself.
×
×
  • Create New...