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 Vault-Tec 1.00 (B25) - DISCONTINUED 
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Joined: Thu Nov 19, 2009 8:43 pm
Posts: 43
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Post Re: Vault-Tec 1.00
Where's GARY?!?!?! :lol:

(http://fallout.wikia.com/wiki/Gary_%28clone%29)

Anyway, great mod. Albert looks like he got a white Advanced Power Armor. And Frank looks like he got the Enclave Power Armor from Fallout 3.

Also, the Steel Saw is from Fallout 3 Pittsburgh (The Pitt Add-on) isn't it?


Last edited by XxMegamanxX on Fri Jul 16, 2010 12:21 am, edited 1 time in total.



Fri Jul 09, 2010 1:25 am
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Joined: Mon Mar 16, 2009 10:50 pm
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Location: Neverwhere
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Post Re: Vault-Tec 1.00
Lizard wrote:
Gotcha! wrote:
When build 24 comes around I'll update this mod to be compatible, along with minor tweaks, but other than that there won't be any updates.

This was the post right before yours!?!?!?!?! :lol:


Fri Jul 09, 2010 1:52 am
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Joined: Sun May 02, 2010 3:39 pm
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Post Re: Vault-Tec 1.00
Hey, I love the way your mods work, Gotcha. I hope you make an extremely good exit for modding like a grand finale, or a final mod.


Fri Jul 09, 2010 3:08 pm
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Joined: Fri May 28, 2010 2:54 am
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Post Re: Vault-Tec 1.00
Man! This mod is fun AND gives me epic nostalgia! The vertibird is now my fav craft all the time! My only complaint is that the actors don't take fall damage like the base actors.


Mon Jul 19, 2010 12:56 am
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Joined: Tue Aug 21, 2007 7:38 am
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Post Re: Vault-Tec 1.00
I Think someone should continue work on this mod to put in more classic fallout Weapons (like the Spears, RPG, Turbo Plasma Launcher , etc.),Alternate versions of the weapons firing alternate ammo (if the gun has alternate ammo), Characters (like Marcus, Fawkes, Frank Horrigan (more accurate to his depiction in FO2), Charon, Dogmeat, etc.), Enemies (Super Mutants (west Coast, east coast, and special variants like the Overlord and the Behemoth), other FEV Mutants like the Centaurs and the Master, Feral Ghouls and there variants like The Glowing Ones, etc.), Bunker Modules (like FEV Vats, turrets, and traps), and more Throwables and deployables (like dynamite, frag, plasma, and pulse mines, and various traps in FOT)

And Gotcha, this mod is great, it sucks you're losing interest in modding because you are one of the best modders on here.


Wed Aug 18, 2010 7:12 pm
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Joined: Thu Nov 19, 2009 8:43 pm
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Post Re: Vault-Tec 1.00
And one other thing:

If this is based on Fallout 1 & 2, then where is Nerg? (one of the principal character in Fallout 2) And the Bozar isn't automatic?


Fri Aug 27, 2010 2:13 am
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Joined: Wed Jan 07, 2009 10:26 am
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Location: That quaint little British colony down south
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Post Re: Vault-Tec 1.00
XxMegamanxX wrote:
Bozar isn't automatic?
You can easily fix this yourself.


Fri Aug 27, 2010 8:19 am
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Post Re: Vault-Tec 1.00
XxMegamanxX wrote:
If this is based on Fallout 1 & 2, then where is Nerg? (one of the principal character in Fallout 2)


Feel free to sprite him. I had to rely on Ivan for the character sprites, since I do a poor job at them.
Also, I think you mean Narg.

XxMegamanxX wrote:
And the Bozar isn't automatic?


I created the gun based on its description. I felt that the guys who created Fallout 1 and 2 really overlooked this bit. They describe the gun to be a sniper rifle (see the ingame description of it), while it acts as a light machinegun instead.
Since Fallout 1 and 2 only had a couple of low-end sniper rifles opposed to having a whole lot of machineguns and miniguns I really expect this to be a bug on their end and that the Bozar really should have been meant to be a high-end sniper rifle. Thus that's why it's a sniper rifle in my mod.
Feel free to make it into a machinegun, but it'll rape terrain, that's for sure.


Fri Aug 27, 2010 3:54 pm
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Joined: Mon Sep 06, 2010 4:56 am
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Post Re: Vault-Tec 1.00
Wow. i love fallout 3 and you did a really good job making these sprites. fun mod, great idea!


Mon Sep 06, 2010 5:08 am
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Joined: Fri Sep 10, 2010 12:40 am
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Post Re: Vault-Tec 1.00
Real weanpons :twisted:


Fri Sep 10, 2010 2:15 am
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Joined: Sun Sep 12, 2010 3:28 am
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Post Re: Vault-Tec 1.00
Pretty good mod, mini nukes falling from a vertibird bombing enemies nelow nover gets old.


Mon Sep 13, 2010 1:44 am
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Post Re: Vault-Tec 1.00
That would be somewhat difficult to fix. Especially without the mod being worked on.


Mon Sep 13, 2010 7:46 am
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Joined: Thu Nov 19, 2009 8:43 pm
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Post Re: Vault-Tec 1.00
411570N3 wrote:
XxMegamanxX wrote:
Bozar isn't automatic?
You can easily fix this yourself.


No, I have no idea how to do it. (you're :gross:)


Wed Sep 15, 2010 5:35 pm
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Joined: Wed Feb 10, 2010 4:06 am
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Location: Comox, BC, Canada
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Post Re: Vault-Tec 1.00
Open the .ini file for the gun, then press ctrl + F and search for fullauto. make that variable equal to 1. there you go.

If you bother to actually try, tweaking guns isn't as hard as you'd think.


Wed Sep 15, 2010 10:23 pm
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Post Re: Vault-Tec 1.00
alphagamer774 wrote:
Open the .ini file for the gun, then press ctrl + F and search for fullauto. make that variable equal to 1. there you go.

If you bother to actually try, tweaking guns isn't as hard as you'd think.


As you can see, your comment, I think it was not needed, because I was being sarcastic.


Thu Sep 16, 2010 3:41 am
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