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.
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:
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.
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.
Now that Vault 24 is structurally complete, and navmeshed, it is just coming down to some final, nit-picky detailing. Version 0.8 contains a complete...
Vault 24 Alpha version 0.7 has been released. It adds navmeshes for every cell in the entire vault. The Storage level has also been split into 4 separate...
While labouring away at completing the navmeshing for Vault 24 I did a quick check of the rest of New Vegas, and discovered that when finished, Vault...
Vault 24 is moving into some of the final necessary, though dreary, work required for completion. Specifically navmeshing. A huge start has been made...
This alpha release is for demonstration or modding purposes. The Full version contains all files needed for further development.
This alpha release is for demonstration purposes. The Min version contains all files to play Vault 24.
This alpha release is for demonstration or modding purposes. The Full version contains all files needed for further development.
This alpha release is for demonstration or modding purposes. The Full version contains all files needed for further development.
This alpha release is for demonstration purposes. The Min version contains all files to play Vault 24.
This alpha release is for demonstration purposes. The Min version contains all files to play Vault 24.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
so this mod is dead?
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.
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.
where is the east sewers
to the east of the central sewers
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 ?
This looks EPIC!!!! But also....... spooky......
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.
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.
CANT FIND ENTRANCE IN EAST SEWER
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.