Jump to content

Vault 105 - A WIP


Ruadhan2300

Recommended Posts

Hey all, Just a general bump to say this mod is still going and going strong :)

 

Skyrim turned out to be a bit of a disappointment for me on the modding front, something about the creation kit just feels Ruadhan-Unfriendly and the process of getting stuff in and out of blender without it screaming bloody murder is just awful for me...still waiting on the updates to the nifscripts and suchlike to do it properly.

 

At any rate, since I'm not modding for skyrim at all outside of the odd CK mod, I'm able to focus a lot more on Vault 105

 

I've posted a fair few screenies on the nexus lately, figured most of you will already be aware of them, but here they are anyway ^_^

 

http://newvegas.nexusmods.com/imageshare/images/1454396-1332692023.jpg

Vault 105 Computer-room

I've added some extra stuff to this already, mostly to cover up the annoying gap between the pillars and the floor.

 

http://newvegas.nexusmods.com/imageshare/images/1454396-1332852719.jpg

Sarah, Waitress at the Concourse Restaurant

So far, her dialog is fairly limited, but she'll play a role in at least one of the quests.

 

http://newvegas.nexusmods.com/imageshare/images/1454396-1332854222.jpg

Layout of the Entrance cell as seen in the Geck.

 

 

Current WIP is the quests and dialog for characters in the Entrance Cell, though I've got quite a bit done for other characters in the vault's main level.

Things to do before the Entrance cell is done:

*Complete the dialog for the quest "Chowder Gangers",

*Fix some of the repeating quests for Martin to bring him scrap metal and such, Scrap metal is basically done (some odd issue with the "give all scrap metal" function) but I want to add in the option for various other types of junk and scrap.

*Add bartering and dialog to Christopher (owner/operator of Falling Rocks, the apparel store), currently he doesn't do anything but stand there and ask "what do you need?" when spoken to :P, Also gotta figure out why race stuff doesn't work for anything other than the caucasian ones. Christopher should be african american but shows up as caucasian ingame regardless of settings. The same problem happens with the Hispanic Overseer. Anyone who knows why this happens should comment or PM me ASAP ^_^ I will be very grateful.

*Fix some of the levelled lists for the vendors so that they make sense, the weapon shop should not be selling 10 incinerators at once.....

*Add dialog for Graham and Sarah, both for the Chowder Ganger quest and their own quest, as well as the vending and general dialog.

 

 

What can you do to help?

* Well, obviously money is nice :P you can donate on my paypal and it'll give me excessive incentive to get this thing done and released since I'll owe you guys a working mod >.> Not gonna ask or demand, just sayin' button's on my profile...

* If someone can tell me why Races in FNV are screwy and can explain how to fix it...that'd be awesome

* I could use a custom retex of a police baton. It'll be a unique weapon called "Peacekeeper" owned by the chief of security in the vault. I'm thinking in terms of it being in pristinely good condition, with silver bits and a badge of office on it somewhere. Maybe on the pommel.

Custom re-meshing of the police baton would be welcome too, but not necessary. This is entirely optional to the mod, but if someone feels like tackling it and it's up to my standards (not hard to do) then you'll get a big thank-you on the mod's credits.

* if someone can point me at a tutorial for voicing mods, I'd be grateful as I'd like to try my hand at it, I probably won't be voicing Vault 105 since it's so large and has so many characters, but if things really take off, who knows...either way, knowing how to do it and being able to practice on lesser projects will be useful.

* I need a tutorial in creating new outdoor worldspaces from scratch, specifically dealing with terrain editing and texturing, but some stuff on navmeshing outdoor cells would be useful as well.

 

Apart from those issues, I'm well set and breezing along through the dialog/quest-creation process

Link to comment
Share on other sites

  • 4 weeks later...

Figured another update was in order just to maintain people's awareness of my work :)

 

Still hard at work on Vault 105. I've been focusing on what I'm informally calling "The Vault Hunt". or at any rate, that's what I call it in the Geck.

The actual quest title is provisionally "All of the Other Reindeer..." though I'm looking for suggestions for a better name :P

 

Roughly in outline, once you gain access to the vault, you're told to talk to a half-dozen or so senior officers in the vault for work.

This quest is given by the Overseer.

You have to find and investigate the six vanilla vaults. Vaults 3,11,19,21,22 and 34 and report back to the Overseer about each one.

 

My methodology is largely note-based triggers, a few terminals have been modified to give you copies of the messages they contain for detection purposes, but otherwise the vaults are untouched. I'm also using quest-variables with Vaults 3 and 22 particularly. Should be cool anyway :)

 

Current progress :-

 

Quest is given and appears properly

Sub-objectives provided properly

Dialog in place for Vaults 3, 11 and 21

variables implemented for 3,11,19,21,34

 

I hope to complete this quest by the time I go to bed tonight, then it'll just be some play-testing and bug-fixes.

 

 

I'm still hoping for advice on how to make characters of different races than Caucasian, several of my characters so far are meant to be african-american or hispanic and aren't...

Link to comment
Share on other sites

If you mean you make them another race but they still look white, making your plugin an esm will remedy it.

 

Good to know :) thanks.

 

I'll leave off on doing that until I'm a lot further along with the mod, I don't fancy re-saving my file as a master file EVERY time I want to make any changes...

Link to comment
Share on other sites

  • 10 months later...
  • 1 month later...

Hi TSC

Vault 105 has been pretty much on the backburner for the past year or so with few occasions where I've picked up work on it.

I barely play FNV these days...

 

Pretty sure it's close enough to an alpha-release that I could finish it up quickly and put out -something- for all this hard work though :P

I'll keep thinking about it today and look into it this evening.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...