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Thanks! At least one person will enjoy the game, I hope.
Glad you like it. In game it is actually dynamic and animated. It just cycles through scenes in the Middle States.
Looking very nice indeed, and it has obviously changed A LOT from the original resource. Nice work.
Looks amazing! I especially love the skies. ;)
Same to you Thaiauxn! The look of what you've pulled together for Brazil already is amazing. Totally immersive atmosphere. As you already used my old vault 88 resource, you are more than welcome to use anything in Vault 24, or any of its assets, however you wish. I would be honoured if you did.
Good to hear that progress is ongoing! How about some more in game shots? Those you have generously provided already really raised interest in this project. Regarding porting to NV..is it really worth the effort? Certainly it has some more features, but the effort to to the port seems to have nearly taken the life out of the project. Or so it seemed...
The entrance is hidden in a utility room, back behind some shelves. If you have explored the whole sewer, just look on the mini-map and you should see an icon for the door which links to the Vaults' entrance.
If you are getting exclamation marks, then you have installed the files to the wrong folder. Try to reinstall it, but be careful where you are putting the files. The exclamation marks mean that the game cannot find the models that the .esp is telling it to use.
Looking very detailed. Can't wait to try it out.
Well, two versions might just be more work. Perhaps just a very basic optimization, at least enough to let people with average computers run the mod. As it stands the levels are pretty huge and brutal to a below average computer. With a re-texturing mod in play it could be a big problem.
My main concern is that no one will actually ever use it as a resource! Maybe it is just too big for general use. And in that case, if someone did you it, they just use chunks or sections of it. And in thaaaat case...they wouldn't need my optimization for the most part. They could have to customize for their own layout.
I actually thought that whole quest could be transferred to the Vault 24 layout. It would be a chunk of work, but could give a fresh, massive and brutal spin on the original mission.
The vanilla game has really lame elevators. They just fake the movement by having everything move around you. These elevators actually move. Which is kind of fun, and opens up some gameplay possibilities. Plus, thousands of people have always wondered what Fallout's vaults' elevators might have looked like. Well, now they know! At least SpeedyB64s and my interpretations.
Thanks for the recognition. To a certain extent I have made this resource to illustrate exactly what you have pointed out. Perhaps others will be positively influenced, perhaps not. At the least, I have done it.
heh heh...not the greatest screenie I'll admit, but I'm just trying to show that I actually made working 'elevator type doors'.
Sorry, but I have halted development on this mod. There was just no interest in it. I have moved onto a different project that does not need as much debugging. If only you and four or so other people had come along a little sooner...
Thanks for the appreciation. In a task this big, it really helps to not toil in utter obscurity.
Regarding vents and/or a 'Mr. Oxygen'...doing both is a nice idea. Some redundancy or a fail safe via a vent to the surface makes sense.
Optimization has only been started on the upper most 5 or 6 levels. Complete optimization will be included in the final Alpha release. For now some levels will certainly be choppy, as they are huge and graphically intense in regards to lighting and FX.
Just click on the video tab above. There is a video of a short tour of the vault.
Yep, I like detail as well. The pre-war vintage feel is definitely what I want to achieve. The posters are hard to make out in these shots, but they are all modified version of real late 40s and 50s public safety, health, education and propaganda type posters. They were all adjusted to make sense for a 'Vault' environment.
Yep, the layout is as much vertical as it is horizontal.
Thanks for the praise.
It would be nearly impossible, or a LOT of work to change the look to an inhabited look. However, the vault would not have to be rebuilt, but would rather only need to be re 'cluttered' with nice chairs, furniture, unbroken things etc. I suppose then it would be possible. Just a lot of work. The vault is HUGE.
However, I think it would just be easier to say it is inhabited by degenerate tribes/factions, who can't be bothered, or don't have the organizational ability to maintain the vault. So it is deteriorated.
Glad you like them. I released them on the New Vegas Nexus as separate modders' resources for those interested.
Looking very nice. It's good to see more Fallout mods at the Moddb.
Thanks for the offer. When we move to the actual mod stage, we will most likely not go with any voice acting. Alternative methods to carry quests forward will be used. It is just a lot of work, too much in fact, to get NPCs and voice acting integrated smoothly.
Lots of demand for the ghoul option. Might need to make some kind of unique ghoul-like creature just for this vault.
Add some light fixtures for the light sources, and some FXGlows with appropriate emittance, and this room will look even more gorgeous.
My first choice would be no vault experiment. Hold it a little truer to Fallout 1, and have the vault fall to ruins for more mundane reasons. That scenario would have a few 'tribes' or 'factions' surviving within the ruins of the vault, the collapse of which could be attributed to any number of causes.
However, there are also a few 'vault experiment' based quest-lines kicking around. Those could be interesting as well.
Whatever direction is taken, it will need to take advantage of the huge, vast, and complicated area that is the vault. Some kind of extended exploration/mission deep into the vault, or ongoing missions throughout it would seem in order.
There is not team currently. Only myself.
That is one of the best compliments I have ever received. I never even thought of that when designing any of this level, strangely, and yet you are right that it does look like parts of that intro.
No. This is being built as a modders' resource, so completely quest free.
With Photoshop. A complex mix of textures, effects, opacity and layers. I can't really remember though. It is supposed to look like the lights in the vault though...
Lots of room for lots of ideas. A zombie filled nightmare of some kind seems to be a favourite.