A full sized, 1000 person ruined vault deep beneath New Vegas.

Report article RSS Feed Vault 24 Alpha 0.4 Released

Vault 24 Alpha version 0.4 has been released. It details the Reactor level and optimizes the Entrance level. Several other levels have been tweaked/bug fixed.

Posted by cambragol on Feb 27th, 2011

Progress continues at a good pace for Vault 24. The past week has seen me focusing on the Reactor level, which was added in version 0.3. Now in version 0.4 it is fully detailed, lacking only a final dynamic clutter sweep, optimization, and navmeshing. With this version the Entrance level has also been optimized, and several small changes and fixes have been made to a number of other levels.


The Reactor Level

I started by trying to emulate a bit of the layout and arrangement of some of the default Bethesda reactors. However, there was not much to those really, so from there I had to start getting creative. I tried to add a lot of machinery, pipes and control panels/consols, in an attempt to portray what a vault of this size's reactor and reactor level might actually look like. The result I think is a very rich environment, that meshes with the other levels, but certainly looks and feels unique. I will let the screens speak for themselves.

Reactor Level Screens

Reactor Level LayoutReactor LevelReactor LevelReactor LevelReactor LevelReactor Level


Next update will focus on the Waterworks level, and will continue the task of optimization. I am also mulling the idea of making a Laboratory level.


Version Alpha 0.4

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Grizzly256
Grizzly256 Mar 12 2011, 11:02am says:

This mod is awesome!, it is so great to see a vault look like they are described.

Instead of a laboratory maybe you should have a pharmacy or a dispensery.

Also, a 1000 person vault would likely have some robotic workers for maintenace and security a few protectrons and brainbots to help the inhabitants.

With a vault should also come huge cavernous warehouses for food and other items. Maybe a hydropnics center could be added.

Have you decieded on Vault 24s "purpose"?

+1 vote     reply to comment
cambragol Author
cambragol Mar 12 2011, 8:05pm says:

I hadn't thought of robotic workers or protectrons, mainly because I never saw them in any of the 'stock' vaults. However, I do recall that there may have been robots in some of the vaults in Fallout 1...though those were military vaults I think. Still, worth consideration.

There are already some very huge, cavernous warehouse spaces. Check out the Storge Level. It is massive. A hydrophonics area is an interesting idea. Plenty of evidence for it in New Vegas.

As for Vault 24's purpose, it is currently completely 'default', which will allow it to be put to whatever purpose othere modders feel like putting it to.

For myself, once I finish it as a resource, I will likely give it some quest. I am split between some ideas I have, one which treats it like a normal, functioning vault without any 'experiment' and the other which links into the, albeit, well worn, 'experimental' vault storyline.

+1 vote   reply to comment
Grizzly256
Grizzly256 Mar 14 2011, 7:12am says:

Question: Most of the vaults used Geothermal power for primary and fusion for secondary, are you going to have a some sort of small cave with pipes leading into the ground to harness the heat?

+1 vote     reply to comment
cambragol Author
cambragol Mar 14 2011, 8:13am says:

Hmm...I didn't know that...what is your source on that? I assume from the Fallout Wiki?

+1 vote   reply to comment
cambragol Author
cambragol Mar 14 2011, 8:43am says:

It looks like that was the case for vault 13. Vault 8 used only a reactor. However, I would always prefer Vault 13 as a source, to any other vault. I will have to consider adding a geothermal power source.

+1 vote   reply to comment
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