Vault 24 is a full sized, 1000 person vault. Currently it is in an Alpha state. As such you can expect some unfinished areas, a minimum of optimization, and no quests. Performance will be choppy as there has been optimization in only a handful of levels. This mod aims to be a modder resource as a first step. I hope to be able to complete it in a more or less 'default' state, that will allow others to use it as a resource in their own projects. Later I will add my own quest/storyline, but for the time being I am focusing on completing the structure of the vault.If you wish to explore the vault as it stands, feel free to do so. If you wish to use the vault, or any part of it, or any included asset, you are free to do so. It includes more than 300 custom meshes, and around 30 textures. In fact you are encouraged to take or use anything that strikes your fancy. However, you may wish to wait until the vault is finished. Or not. Look for the entrance somewhere in the East Central Sewers.








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Vault 24 Elevator Waiting Rooms Vault Elevator Waiting Rooms Vault 24 Elevator Shafts
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3 comments by cambragol on Aug 20th, 2011

Work has continued steadily for the last month. Ostensibly I was beginning a complete dynamic cluttering sweep of the entire vault. However, practically I have spent most of my time working on the installation and perfection of a series of new vault elevators. The original concept and models are courtesy of SpeedyB64. I have tweaked them considerably, integrated them, and created numerous periphery and support models. Additionally I have got the elevators working with companions. Unlike the vanilla Fallout Elevators, these elevators actually move.


Vault Elevators

Installation, integration, and perfection of Vault 24's elevators has been a huge task. It started small, and grew and grew as the requirements for their proper functioning grew. Huge changes were made to the upper and lower stairwell levels. Additionally, new waiting rooms had to be built for each door of each elevator at each level. These then had to be integrated with the elevator shaft, and the exisiting levels. And models had to be built for the waiting rooms, elevators, elevator shafts...well, pretty much everything. Thankfully, a good chunk of the starting work was done by SpeedyB64 of the Nexus forums. I took what he made, and tweaked and expanded upon it for aesthetic integration into Vault 24. So without further delay, here are some screenshots of the elevators:

Elevator Screens


Elevator Waiting RoomElevator ShaftsElevator ShaftsElevator Interior


The elevators now allow for virtual total exploration of the vault. There are service doors, ducts, and windows opening into the shaft. There are ledges within the shaft for exploration down the shaft. The elevator cars themselves have holes in via an escape hatch in the ceiling, as well as missing panels on the sides. The working elevators can be used to quickly move vertically through the vault, avoiding the tedium, and perhaps danger, of always relying on the stairs. Up to eight companions, vanilla or modded, are currently supported. Here is some raw footage of the elevator in action with some companions in tow.

Elevator Footage



However, things are not all rosy. The elevator is a huge piece of work and scripting. I am not totally satisfied with my work on it. Because it has to work in conjunction with NPC packages it never seems to work perfectly. Perhaps this is the fault of the NPCs...perhaps my scripting. Whatever the case, the addition of the Elevator, and the addition of a few thousand dynamic clutter items, is sure to have introduced a good number of glitches and even bugs into version 0.9. Hopefully not too many...

Next up will be continuing dynamic cluttering, and then, final optimization. I am debating how far to go with optimization, as the way it works, the better I do it, the more I limit any third party modders who wish to use Vault 24 for their own projects. I am still uncertain how to proceed here.


Version Alpha 0.9

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Vault 24 Alpha 0.9 Full Version

Vault 24 Alpha 0.9 Full Version

Aug 20, 2011 Demo 0 comments

This alpha release is for demonstration or modding purposes. The Full version contains all files needed for further development.

Vault 24 Alpha 0.8 Min Version

Vault 24 Alpha 0.8 Min Version

Jul 2, 2011 Demo 0 comments

This alpha release is for demonstration purposes. The Min version contains all files to play Vault 24.

Vault 24 Alpha 0.8 Full Version

Vault 24 Alpha 0.8 Full Version

Jul 2, 2011 Demo 2 comments

This alpha release is for demonstration or modding purposes. The Full version contains all files needed for further development.

Vault 24 Alpha 0.7 Full Version

Vault 24 Alpha 0.7 Full Version

May 28, 2011 Demo 2 comments

This alpha release is for demonstration or modding purposes. The Full version contains all files needed for further development.

Vault 24 Alpha 0.7 Min Version

Vault 24 Alpha 0.7 Min Version

May 27, 2011 Demo 0 comments

This alpha release is for demonstration purposes. The Min version contains all files to play Vault 24.

Vault 24 Alpha 0.6 Min Version

Vault 24 Alpha 0.6 Min Version

Mar 26, 2011 Demo 0 comments

This alpha release is for demonstration purposes. The Min version contains all files to play Vault 24.

Post comment Comments  (0 - 10 of 66)
Renay
Renay Oct 3 2013, 4:32pm says:

so this mod is dead?

+1 vote     reply to comment
cameronrogers1181995
cameronrogers1181995 Jun 24 2013, 5:11pm says:

Not sure whats going on, but this mod seems to be causing strange problems. Everytime i go near a door, a loading screen pops up and never ends. Not sure why.

+1 vote     reply to comment
Tiberium_Exposure
Tiberium_Exposure Apr 12 2013, 2:09am says:

however long this mod takes, i hope that you eventually do get around to adding your own storyline and quests for this. (maybe even a section of the vault that was locked away from the main part that still has people living in it as if nothing has happened? like a 200 person section relative to Fo3's 101?) any-who nice work on what you have done so far, and i hope that in time, or the relative future, that this mod will be finished.

+1 vote     reply to comment
buttholeo67
buttholeo67 Jul 14 2012, 5:19pm says:

where is the east sewers

+1 vote     reply to comment
zonbie
zonbie Oct 29 2012, 2:43am replied:

to the east of the central sewers

+1 vote     reply to comment
Vosla
Vosla May 7 2012, 7:22pm says:

Keep up the good work! I love the idea of an expanded Vault 34 story line.
Do you mind to post an update, even if it's just a rant how much tedious work cluttering this beast is ?

+1 vote     reply to comment
Clarkyproductions
Clarkyproductions Jan 4 2012, 5:07am says:

This looks EPIC!!!! But also....... spooky......

+1 vote     reply to comment
Thaiauxn
Thaiauxn Dec 30 2011, 9:06pm says:

You never fail to impress me with your work Cambragol. Jesus, this thing is HUGE! The elevator door and the scripting that went into the buttons is my favourite part. Project Brazil is still working on Vault 18 from where I left off last year using the old resource you made for FO3 as its base.

Pure genius.

+1 vote     reply to comment
cambragol Creator
cambragol Jan 3 2012, 2:54am replied:

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.

+1 vote   reply to comment
cambragol Creator
cambragol Dec 24 2011, 5:41am replied:

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.

+1 vote   reply to comment
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Vault 24
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