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Description
Last updated at 5:46, 27 Apr 2010 Uploaded at 6:11, 9 Jan 2009
update:
if people hadn't noticed the mod is dead due to the fact i don't have time to do this anymore if anyone wants to finish this off go right ahead and PM me so i can hand you a list of basic things that need to be finished. as long is you give me (and the modders for the fo2 weapons and armor mods) credit anyone can add this to their mods.
ill upload the latest version but i don't know how much is different from the current.
Features:
*massive new base to explore full of NPCs (though they don't do to much ATM).
*training rooms that respawn every week (in theory) each room has a different scenario (1v1, 20vs8, red vs blue team).
*3 armories.
*includes guns from the rest of the fallout series and some modified versions
*semi detailed environment
*Absolute Panic!
and much more.....
------------------------------------------------------------
news
vote for me for file of the month!
***the main file is not uploading if you want the missing files download them here:
http://www.fallout3nexus.com/downloads/file.php?id=2307
http://www.fallout3nexus.com/downloads/file.php?id=4641
you only need the sounds and meshes to play my mod using the esp is optional****
***please read the manual before you play the mod for the first time if the answer isn't there please PM me***
(sorry i broke my leg and these painkillers aren't helping. but i get the same questions 3 times a month and i spent all that effort into making it look good so people would look at it)
I'm still looking for other people to help in other areas like bots (vendors, AI, path naving and schedules), quests and scripts.
If you like my file Please Rate it, place a comment about things you like or enjoyed and want to see more of. if you don't just leave a comment about things that need to be fixed or need more work on to get better just dont comment about the floor in the first room i know about that but i cant fix it :).
*I've got a challenge for try and count every suit of power armor in this mod (both static and wearable ill give you a hint its 63 suits in one room alone)
OK i seriously need someone who is good with the geck to keep the original up to date with the DLC since i don't have the time to do it 95% of the time (especially after a big update)
so either PM me here or email me at the address inside the manual inside the DLC file
and can members of my team recontact me so i plan something :).
NOTE!!!!!!: if you have been running a previous version of this mod there is a 50% chance that some of the idles wont work or other crazy things so i suggest a new game sorry.....
but hey there's an armory full of gear to help speed you back up hahaha.
I'm looking for someone who is good at making quests
since it seems to take forever for things to respawn inside the training rooms (if at all)
And I'm still looking for people who are good at making bots do things and script makers
--------------------------------------------------------
Safely hidden under the D.C. ruins vault 130 resides. Originally this secret (Privet) vault was meant for the government's military forces. The vault was built to be a fortress designed not only to withstand nukes but to act as a military base to take back D.C. if the need was required.
But as the vault was only days to its completion there was unexpected leak of information raising the interest to why was a vault was there they were forced to include the local civilian population. So the government (Enclave faction) had one last experiment, given the right tools what will the civilians do if they thought that their vault was about to be under attack?
On March 2077 fearing an immanent nuclear strike the warning was issued to the military (and the selected local population) to be evacuated and sealed inside the vault and a week later the social experiment began....
The outside view screens and radios began to inform them that the bombs were dropping and Chinese forces were invading the main land.
Three months later they had made it to D.C. and were breaking into the other vaults and killing everyone inside. Of course the officers (and the Vaultec Overseer) were aware of that this was a Hoax but the soldiers, their families and the other civilians became paranoid that they were next. So after the quickly filled petition access to the restricted military facilities (the massive armory and the training facilities) the Overseer was decreed that all occupants of the vault above the age of five must be trained to the point of military standards.
When the bombs dropped in October the vault shook under the force though they were deep enough under the ground to be safe it still could be felt. The main entrance tunnel to the surface was buried under all the concrete and metal from the buildings above but the rear secret entrance was unscathed. Though they all knew the threat to their vault was gone for the moment continued to train just in case to this day.
------------------------------------------------------------
Credits:
Special thanks goes to Synthlight for fixing my problem with the mod
Now you can play a version without the DLC (once again)
*War1982 for allowing me to use his classic fallout weapons mod.
*Quazzy for the invention of ArchiveInvalidation Invalidated
*Lexx for allowing me to use his classic advanced power armor
------------------------------------------------------------
Changes in 0.0117
Fixed the weapon absolute panic.
Changed some of the faces for more variety of generic NPCs.
Naved 70% of the labs.
Added another barracks.
Addressed some more bugs in Absolute panic
Added a new Chinese stealthsuit that you wear under your cloths.
Added an experimental entrance to anchorage (that right you can return to anchorage though its quite buggy ATM)
Filled the VSS armory with more equipment through it mostly belongs to the brotherhood outcasts (it was always weird how there was supposed to be so much tech in there and yet it was mostly bare).
Changes in 0.0115
Fixed some minor bugs added more detail.
Expanded the access tunnel clinic and now links to the lab’s hospital.
Moved the classrooms to their own world due to lag issues.
Added classes to classrooms (work in progress).
Fixed Absolute Panic! Now you can’t shortcut to the end
Changes in 0.0111
Updated the commie sim (hopefully no more issues with it)
Fixed some random bugs
Returned the Commandos to the vault
Changes in 0.0110
Fixed some stuck issues in training room 1
Made my first quest!
Added more detail to the mess hall (diner)
Created the first floor of the Labs
Created a new dungeon in the wastelands Labeled Absolute Panic!
Added more navs for bots
Updated training room 3
Finally classed all units correctly.
Fixed peepers squad so he runs back and forth from the vault
Changes in 0.0101 (hehehe 101)
Fixed storm so there shouldn’t be any more random shootings.
Finished the classrooms though they are yet to be Naved
Changes in 0.0100
Fixed frostbite in training room 3 (he now not streaking).
I’ve locked all the armories and scattered the keys as rewards for achieving things inside the vault.
Added 2 new holotapes to find inside the vault.
Changes in 0.0099
Adjusted the simulator’s DHF numbers to make battle much more hands on (the super arena had been dramatically adjusted but I considering to change the opponents soon).
Tweaked some things as well (barely noticeable and who really cares anyway).
The deathseekers now fight like how they are meant to fight.
Jacked up the ultra frost power by another 100dps
Changes in 0.0098
Fixed the double officer bug at the entrance
Fixed the storage room hanger doors
Removed the Commie dummy (since it was a pointless test anyway)
Changes in 0.0097
The main storage room is 50% finished
Added a new training mission to finish it off (its a 3 level simulation and finishes with a classic outrageous boss fight! ) it can be finished without cheating (or fat man) it just takes effort. Anyway it can be found beyond the vs Demaskis room
Various bugs fixed in the sim
Began to adjust weapon load outs to make all the classes distinct.
Changes in 0.0091
Fixed the seeker bug where she sat at a chair all day.
Set the bozar back to 5.56mm ammo.
Created the bozar Sniper rifle.
Fixed the floating chairs in the dorms.
Enable resting in the main facility.
Fixed Tommygun.
Added new info to war room computer.
Finished the dorms and naved it.
Added more detail around the base
Finally added storm to the vault.
Fixed a shitload of bugs
Made a cooler looking manual.
Changed the heavy weapon guards with miniguns to look Majorly different from demaskis
Changes in 0.0090
[DLC only at the moment]
Added Seekers squad and mission to the vault
DHF have now been given new weapons.
The storage facility is open for a sneak peek including one of its armory’s
Fixed a few bugs around the vault.
Changes in 0.0075 b [Original only]
Added some beds to Macros’ outpost (since the original ones are DLC)
Changes in 0.0075
90% finished the first set of apartments
Added another location to the war room computer to find.
Added a new DHF NPC Type: Storm’s Commandos [DLC Only]
Added a new DHF NPC Type: Death Seekers (Seeker Squad) [Original Only]
Changes in 0.0072
Added some naves to the apartment block a (finally)
Fixed some minor bugs and overlaying mesh in the main facility
Fixed some more bugs reported by users
Changes in 0.0071
Fixed L.t. seeker so no more attacks from her
Fixed typos in armor lockers.
Fixed given the correct sword this time [DLC only]
Changes in 0.0070
Added more detail to primary armory.[DLC Only]
Added three new holotapes to find (which are quite easy to locate)
Added Seeker [beta] to the vault.
Adjusted the armor values on all power armors for a more lore feel:
Tesla armor 57
Advanced power armor Mk 2 55
T51d (Demaskis’ armor) 55
T51b 50
T45d (Bos/out) original vaule
Changes in 0.0068
Unfortunately thanks to accident with my test you now need the DLC operation: Anchorage to play this (and I can’t reverse it) so to make the most of this updated/ added a few things…..
Macos Squad now has a base of operations. And it has a map marker to confirm it when you find it.
Demaskis now has an agro range when you verse him but he still let you take the first shot in the training room.
Added some more detail to the second armory and Kaden’s forge.
Updated t51b units to have the cleaner snow armor (and makes a great contrast to enclave balck power amor) [DLC only]
Replaced the behemoth with something a lot more random lol. [DLC only]
Changes in 0.0065
Added another Training room (you will like this one) you take on Demaskis Hellfox 1vs1 with no side effects to the rest of the vault!
Demaskis’ armor repairs are now complete and he wonders about the vault on a routine that takes him nearly everywhere! I’m planning to do this to all the scout squads to make it a bit more fun and so there is some sort of connection between the vault and their missions.
Changes in 0.0063
Worked on the Marcos scenario a bit more now they run to a building where there is a Tech waiting for them and a radio tower (and yes it has taken all day to get this to mostly work)
Changes in 0.0062
Moved the War room to its own area to cut down on loading and lag
Opened up the beta dorms (please I would like feedback on them
Check the War room console a squad is active and the transition will give you clues to their location
Added another armory for realism purposes its attached to the War room but mind your step when you go in hehehehe
Changes in 0.0060
Where to start?
War room is now finished and is a must see location!
Added a terminal to the door control room.
Added patients to the clinic in the access hallway.
Added idles to every NPC (not monsters lol)!
Removed the MIRV from armory (it wasn’t meant to be there)
Fixed a shitload of bugs and updated the lighting in some areas.
Changes in 0.0052
Populated the war room
Added one of the five generals to the world
Added two new Holotapes to find (one in a citadel computer the other hidden on a tape somewhere in the vault itself)
Changed frostbite’s laser blast to something a lot more suitable.
Changes in 0.0050
Added lights, NPCs and objects to Area C
War room is now open to explore (though no NPCs have been added).
Spot and holly have been moved to Area C as intended
Fixed minor bugs and objects around the vault
Changes in 0.0045
Added some more detail to the vault (home security IS a key issue in their world lol) to give you more of an insight to their life and solved some practical problems in 0.0041 utility tunnels (aka random encounter bug).
FIXED AND SOLVED THE RANDOM ENCOUNTER BUG!
The “underwear soldier” had been caught in the act on it’s by dally streak-a-thon by General Reynard. After receiving punishment She now takes her duty more seriously and now wears full combat armor.
Next area open for sneak peak but is nowhere near finished (5%)
Changes in 0.0040b
I lost so much work due to the blackout so there isn’t much in this update…..
I think I fixed the problems between enclave and DHF relationship (meaning both side wont attack you when the enclave engages you and the enclave wont attack the DHF)
[Lost and got to rewrite] bio on spot and Holy, vault history pt 2, Demaskis pt 2
Training room server computer added with AI info so everyone understands why there are mutants in the training room.
[possibly lost] Began groundwork on next area
Changes in 0.0039
Fixed the Kaden bug where he dose nothing
And there was a report of a streaking female powered armor soldier bug in the last version. Even though I never found it Hopefully that’s fixed now.
Added a scout squad up on the surface of the capital building. Its great when you visit there for the first time and they show you where the door is.
Changes in 0.0038
Added more holotapes and consoles to activate
Added Forgemaster Kaden, Cadet Holy Hellfox and her pet: Spot
Added the forge though atm it dose nothing
Changes in 0.0035
Added the hospital
Fixed some unnoticeable bugs
Added the 3rd training room Beta (aka the epic arena). Only go in if you have a decent computer. eventually ill add more rooms (that’s for later).
Added some holotapes for you to find good luck
Changes in 0.0030
Ok it took me 12+ hours to do this time to do it but this was worth it:
THE BOTS WALK ABOUT AND SIT AND OTHER COOL THINGS YAY!
Added combat training room 1 (which is the door on the left in the computer room) which is a work of art but despite the number inferiority the DHF forcers still owns the other side.
Fixed up (and now deleted) some overlaying meshes that I didn’t see before.
And on my last play test the utility tunnel became under attack by 5 insane survivors NPC which was funny watching them get shredded but I have no idea how they got there…….
Changes in 0.0020
If anyone had noticed yet there is a background pic of one of the quest major characters: Major Demaskis Hellfox (and don’t think about it he’s invincible and his special weapon will tear you to shreds in 0.2 seconds) is added to the armory along with his gear. Its ammo is in a case near the quartermaster door (the crate is called Quartermaster Kaden…..)
Training room one is open for testing and BTW I strongly advise you to gear up first at the armory (and its now unlocked for this purpose) and don’t cheat by going to the upper floors to fight it they are only there as a rest and reassess spots. It’s supposed to respawn but like the armory but I haven’t tested it out.
Changes in 0.0015
Finished 50% of area B (the door is unlocked now)so that people can explore (and try to get into the armory PS. try not to wet your pants hehehe just follow the security signs). {if this dosnt generate some feedback i don't know what will atm}
Added signs to both areas just for the added detail.
50% of area 2 naved so far (since I can’t decide to place obstacles/cover in high traffic areas)
Changes in 0.0012
They are now a faction so if you feel like shooting them they will call for help from their friends and they can chase you around the entire area and grab better weapons (I’ve tested it out hahaha)
vault door fixed yay!
Changes in 0.0011
Its now placed inside the game outside the capital building in a well hidden spot on near a pile of debris and you will most likely walk past it so many times without knowing because it isn’t a traditional door (I predict that this is going to make people throw their computers out the window so if you total give up on this little Treasure hunt type in coc DHFvault130a in the console)
I also scattered the NPCs around even though they don’t walk yet (its annoying the #### out of me)
Changes in 0.0010
Completed layout of the first area
Added some sample generic NPCs (but not the only classes in the final release) and the Nav groundwork for them
Changes in 0.0003
Added lights to vault door room, hallway and began to populate the word with static objects.
Changes in 0.0002
Started to add some lights and objects.
Known issues:
2. clipping area in the parade hall 1 (since i couldn't find the part i was hoping for)
3. I cant get the bots to follow the patrol routs.
anyway that's my idea and ill try to regularly update the map as i go along. and looking forward to feedback.
oh one last thing: estimating the end product's size/ goal requirements I'll eventually be looking to form a team of modders to help me but at the moment i'm just building the vault.
if people hadn't noticed the mod is dead due to the fact i don't have time to do this anymore if anyone wants to finish this off go right ahead and PM me so i can hand you a list of basic things that need to be finished. as long is you give me (and the modders for the fo2 weapons and armor mods) credit anyone can add this to their mods.
ill upload the latest version but i don't know how much is different from the current.
Features:
*massive new base to explore full of NPCs (though they don't do to much ATM).
*training rooms that respawn every week (in theory) each room has a different scenario (1v1, 20vs8, red vs blue team).
*3 armories.
*includes guns from the rest of the fallout series and some modified versions
*semi detailed environment
*Absolute Panic!
and much more.....
------------------------------------------------------------
news
vote for me for file of the month!
***the main file is not uploading if you want the missing files download them here:
http://www.fallout3nexus.com/downloads/file.php?id=2307
http://www.fallout3nexus.com/downloads/file.php?id=4641
you only need the sounds and meshes to play my mod using the esp is optional****
***please read the manual before you play the mod for the first time if the answer isn't there please PM me***
(sorry i broke my leg and these painkillers aren't helping. but i get the same questions 3 times a month and i spent all that effort into making it look good so people would look at it)
I'm still looking for other people to help in other areas like bots (vendors, AI, path naving and schedules), quests and scripts.
If you like my file Please Rate it, place a comment about things you like or enjoyed and want to see more of. if you don't just leave a comment about things that need to be fixed or need more work on to get better just dont comment about the floor in the first room i know about that but i cant fix it :).
*I've got a challenge for try and count every suit of power armor in this mod (both static and wearable ill give you a hint its 63 suits in one room alone)
OK i seriously need someone who is good with the geck to keep the original up to date with the DLC since i don't have the time to do it 95% of the time (especially after a big update)
so either PM me here or email me at the address inside the manual inside the DLC file
and can members of my team recontact me so i plan something :).
NOTE!!!!!!: if you have been running a previous version of this mod there is a 50% chance that some of the idles wont work or other crazy things so i suggest a new game sorry.....
but hey there's an armory full of gear to help speed you back up hahaha.
I'm looking for someone who is good at making quests
since it seems to take forever for things to respawn inside the training rooms (if at all)
And I'm still looking for people who are good at making bots do things and script makers
--------------------------------------------------------
Safely hidden under the D.C. ruins vault 130 resides. Originally this secret (Privet) vault was meant for the government's military forces. The vault was built to be a fortress designed not only to withstand nukes but to act as a military base to take back D.C. if the need was required.
But as the vault was only days to its completion there was unexpected leak of information raising the interest to why was a vault was there they were forced to include the local civilian population. So the government (Enclave faction) had one last experiment, given the right tools what will the civilians do if they thought that their vault was about to be under attack?
On March 2077 fearing an immanent nuclear strike the warning was issued to the military (and the selected local population) to be evacuated and sealed inside the vault and a week later the social experiment began....
The outside view screens and radios began to inform them that the bombs were dropping and Chinese forces were invading the main land.
Three months later they had made it to D.C. and were breaking into the other vaults and killing everyone inside. Of course the officers (and the Vaultec Overseer) were aware of that this was a Hoax but the soldiers, their families and the other civilians became paranoid that they were next. So after the quickly filled petition access to the restricted military facilities (the massive armory and the training facilities) the Overseer was decreed that all occupants of the vault above the age of five must be trained to the point of military standards.
When the bombs dropped in October the vault shook under the force though they were deep enough under the ground to be safe it still could be felt. The main entrance tunnel to the surface was buried under all the concrete and metal from the buildings above but the rear secret entrance was unscathed. Though they all knew the threat to their vault was gone for the moment continued to train just in case to this day.
------------------------------------------------------------
Credits:
Special thanks goes to Synthlight for fixing my problem with the mod
Now you can play a version without the DLC (once again)
*War1982 for allowing me to use his classic fallout weapons mod.
*Quazzy for the invention of ArchiveInvalidation Invalidated
*Lexx for allowing me to use his classic advanced power armor
------------------------------------------------------------
Changes in 0.0117
Fixed the weapon absolute panic.
Changed some of the faces for more variety of generic NPCs.
Naved 70% of the labs.
Added another barracks.
Addressed some more bugs in Absolute panic
Added a new Chinese stealthsuit that you wear under your cloths.
Added an experimental entrance to anchorage (that right you can return to anchorage though its quite buggy ATM)
Filled the VSS armory with more equipment through it mostly belongs to the brotherhood outcasts (it was always weird how there was supposed to be so much tech in there and yet it was mostly bare).
Changes in 0.0115
Fixed some minor bugs added more detail.
Expanded the access tunnel clinic and now links to the lab’s hospital.
Moved the classrooms to their own world due to lag issues.
Added classes to classrooms (work in progress).
Fixed Absolute Panic! Now you can’t shortcut to the end
Changes in 0.0111
Updated the commie sim (hopefully no more issues with it)
Fixed some random bugs
Returned the Commandos to the vault
Changes in 0.0110
Fixed some stuck issues in training room 1
Made my first quest!
Added more detail to the mess hall (diner)
Created the first floor of the Labs
Created a new dungeon in the wastelands Labeled Absolute Panic!
Added more navs for bots
Updated training room 3
Finally classed all units correctly.
Fixed peepers squad so he runs back and forth from the vault
Changes in 0.0101 (hehehe 101)
Fixed storm so there shouldn’t be any more random shootings.
Finished the classrooms though they are yet to be Naved
Changes in 0.0100
Fixed frostbite in training room 3 (he now not streaking).
I’ve locked all the armories and scattered the keys as rewards for achieving things inside the vault.
Added 2 new holotapes to find inside the vault.
Changes in 0.0099
Adjusted the simulator’s DHF numbers to make battle much more hands on (the super arena had been dramatically adjusted but I considering to change the opponents soon).
Tweaked some things as well (barely noticeable and who really cares anyway).
The deathseekers now fight like how they are meant to fight.
Jacked up the ultra frost power by another 100dps
Changes in 0.0098
Fixed the double officer bug at the entrance
Fixed the storage room hanger doors
Removed the Commie dummy (since it was a pointless test anyway)
Changes in 0.0097
The main storage room is 50% finished
Added a new training mission to finish it off (its a 3 level simulation and finishes with a classic outrageous boss fight! ) it can be finished without cheating (or fat man) it just takes effort. Anyway it can be found beyond the vs Demaskis room
Various bugs fixed in the sim
Began to adjust weapon load outs to make all the classes distinct.
Changes in 0.0091
Fixed the seeker bug where she sat at a chair all day.
Set the bozar back to 5.56mm ammo.
Created the bozar Sniper rifle.
Fixed the floating chairs in the dorms.
Enable resting in the main facility.
Fixed Tommygun.
Added new info to war room computer.
Finished the dorms and naved it.
Added more detail around the base
Finally added storm to the vault.
Fixed a shitload of bugs
Made a cooler looking manual.
Changed the heavy weapon guards with miniguns to look Majorly different from demaskis
Changes in 0.0090
[DLC only at the moment]
Added Seekers squad and mission to the vault
DHF have now been given new weapons.
The storage facility is open for a sneak peek including one of its armory’s
Fixed a few bugs around the vault.
Changes in 0.0075 b [Original only]
Added some beds to Macros’ outpost (since the original ones are DLC)
Changes in 0.0075
90% finished the first set of apartments
Added another location to the war room computer to find.
Added a new DHF NPC Type: Storm’s Commandos [DLC Only]
Added a new DHF NPC Type: Death Seekers (Seeker Squad) [Original Only]
Changes in 0.0072
Added some naves to the apartment block a (finally)
Fixed some minor bugs and overlaying mesh in the main facility
Fixed some more bugs reported by users
Changes in 0.0071
Fixed L.t. seeker so no more attacks from her
Fixed typos in armor lockers.
Fixed given the correct sword this time [DLC only]
Changes in 0.0070
Added more detail to primary armory.[DLC Only]
Added three new holotapes to find (which are quite easy to locate)
Added Seeker [beta] to the vault.
Adjusted the armor values on all power armors for a more lore feel:
Tesla armor 57
Advanced power armor Mk 2 55
T51d (Demaskis’ armor) 55
T51b 50
T45d (Bos/out) original vaule
Changes in 0.0068
Unfortunately thanks to accident with my test you now need the DLC operation: Anchorage to play this (and I can’t reverse it) so to make the most of this updated/ added a few things…..
Macos Squad now has a base of operations. And it has a map marker to confirm it when you find it.
Demaskis now has an agro range when you verse him but he still let you take the first shot in the training room.
Added some more detail to the second armory and Kaden’s forge.
Updated t51b units to have the cleaner snow armor (and makes a great contrast to enclave balck power amor) [DLC only]
Replaced the behemoth with something a lot more random lol. [DLC only]
Changes in 0.0065
Added another Training room (you will like this one) you take on Demaskis Hellfox 1vs1 with no side effects to the rest of the vault!
Demaskis’ armor repairs are now complete and he wonders about the vault on a routine that takes him nearly everywhere! I’m planning to do this to all the scout squads to make it a bit more fun and so there is some sort of connection between the vault and their missions.
Changes in 0.0063
Worked on the Marcos scenario a bit more now they run to a building where there is a Tech waiting for them and a radio tower (and yes it has taken all day to get this to mostly work)
Changes in 0.0062
Moved the War room to its own area to cut down on loading and lag
Opened up the beta dorms (please I would like feedback on them
Check the War room console a squad is active and the transition will give you clues to their location
Added another armory for realism purposes its attached to the War room but mind your step when you go in hehehehe
Changes in 0.0060
Where to start?
War room is now finished and is a must see location!
Added a terminal to the door control room.
Added patients to the clinic in the access hallway.
Added idles to every NPC (not monsters lol)!
Removed the MIRV from armory (it wasn’t meant to be there)
Fixed a shitload of bugs and updated the lighting in some areas.
Changes in 0.0052
Populated the war room
Added one of the five generals to the world
Added two new Holotapes to find (one in a citadel computer the other hidden on a tape somewhere in the vault itself)
Changed frostbite’s laser blast to something a lot more suitable.
Changes in 0.0050
Added lights, NPCs and objects to Area C
War room is now open to explore (though no NPCs have been added).
Spot and holly have been moved to Area C as intended
Fixed minor bugs and objects around the vault
Changes in 0.0045
Added some more detail to the vault (home security IS a key issue in their world lol) to give you more of an insight to their life and solved some practical problems in 0.0041 utility tunnels (aka random encounter bug).
FIXED AND SOLVED THE RANDOM ENCOUNTER BUG!
The “underwear soldier” had been caught in the act on it’s by dally streak-a-thon by General Reynard. After receiving punishment She now takes her duty more seriously and now wears full combat armor.
Next area open for sneak peak but is nowhere near finished (5%)
Changes in 0.0040b
I lost so much work due to the blackout so there isn’t much in this update…..
I think I fixed the problems between enclave and DHF relationship (meaning both side wont attack you when the enclave engages you and the enclave wont attack the DHF)
[Lost and got to rewrite] bio on spot and Holy, vault history pt 2, Demaskis pt 2
Training room server computer added with AI info so everyone understands why there are mutants in the training room.
[possibly lost] Began groundwork on next area
Changes in 0.0039
Fixed the Kaden bug where he dose nothing
And there was a report of a streaking female powered armor soldier bug in the last version. Even though I never found it Hopefully that’s fixed now.
Added a scout squad up on the surface of the capital building. Its great when you visit there for the first time and they show you where the door is.
Changes in 0.0038
Added more holotapes and consoles to activate
Added Forgemaster Kaden, Cadet Holy Hellfox and her pet: Spot
Added the forge though atm it dose nothing
Changes in 0.0035
Added the hospital
Fixed some unnoticeable bugs
Added the 3rd training room Beta (aka the epic arena). Only go in if you have a decent computer. eventually ill add more rooms (that’s for later).
Added some holotapes for you to find good luck
Changes in 0.0030
Ok it took me 12+ hours to do this time to do it but this was worth it:
THE BOTS WALK ABOUT AND SIT AND OTHER COOL THINGS YAY!
Added combat training room 1 (which is the door on the left in the computer room) which is a work of art but despite the number inferiority the DHF forcers still owns the other side.
Fixed up (and now deleted) some overlaying meshes that I didn’t see before.
And on my last play test the utility tunnel became under attack by 5 insane survivors NPC which was funny watching them get shredded but I have no idea how they got there…….
Changes in 0.0020
If anyone had noticed yet there is a background pic of one of the quest major characters: Major Demaskis Hellfox (and don’t think about it he’s invincible and his special weapon will tear you to shreds in 0.2 seconds) is added to the armory along with his gear. Its ammo is in a case near the quartermaster door (the crate is called Quartermaster Kaden…..)
Training room one is open for testing and BTW I strongly advise you to gear up first at the armory (and its now unlocked for this purpose) and don’t cheat by going to the upper floors to fight it they are only there as a rest and reassess spots. It’s supposed to respawn but like the armory but I haven’t tested it out.
Changes in 0.0015
Finished 50% of area B (the door is unlocked now)so that people can explore (and try to get into the armory PS. try not to wet your pants hehehe just follow the security signs). {if this dosnt generate some feedback i don't know what will atm}
Added signs to both areas just for the added detail.
50% of area 2 naved so far (since I can’t decide to place obstacles/cover in high traffic areas)
Changes in 0.0012
They are now a faction so if you feel like shooting them they will call for help from their friends and they can chase you around the entire area and grab better weapons (I’ve tested it out hahaha)
vault door fixed yay!
Changes in 0.0011
Its now placed inside the game outside the capital building in a well hidden spot on near a pile of debris and you will most likely walk past it so many times without knowing because it isn’t a traditional door (I predict that this is going to make people throw their computers out the window so if you total give up on this little Treasure hunt type in coc DHFvault130a in the console)
I also scattered the NPCs around even though they don’t walk yet (its annoying the #### out of me)
Changes in 0.0010
Completed layout of the first area
Added some sample generic NPCs (but not the only classes in the final release) and the Nav groundwork for them
Changes in 0.0003
Added lights to vault door room, hallway and began to populate the word with static objects.
Changes in 0.0002
Started to add some lights and objects.
Known issues:
2. clipping area in the parade hall 1 (since i couldn't find the part i was hoping for)
3. I cant get the bots to follow the patrol routs.
anyway that's my idea and ill try to regularly update the map as i go along. and looking forward to feedback.
oh one last thing: estimating the end product's size/ goal requirements I'll eventually be looking to form a team of modders to help me but at the moment i'm just building the vault.
