View unanswered posts | View active topics It is currently Thu Dec 26, 2024 6:48 pm



Reply to topic  [ 146 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 10  Next
 Vault-Tec 1.00 (B25) - DISCONTINUED 
Author Message
User avatar

Joined: Tue Aug 21, 2007 2:55 pm
Posts: 948
Reply with quote
Post Re: Vault-Tec 1.00
It digs holes in topsoil, and removes small concrete bits. I'd say it is kinda disturbing.

Also, fix the flamer sound, I don't care if it's from the originals or not, but a looping short burst of flame sound doesn't fit.


Fri May 29, 2009 10:47 pm
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: Vault-Tec 1.00
I can help with having stimpacks work over time, without having to stay near it.

The global module code that I have allows for easy manipulation of actors.


Fri May 29, 2009 11:16 pm
Profile
User avatar

Joined: Mon May 18, 2009 4:01 am
Posts: 28
Reply with quote
Post Re: Vault-Tec 1.00
You Sir.
Rock my world.


Fri May 29, 2009 11:25 pm
Profile
User avatar

Joined: Tue May 19, 2009 4:22 pm
Posts: 29
Location: Norway/North Pole
Reply with quote
Post Re: Vault-Tec 1.00
Must. Have. Bunker modules!!! Please make some!
Awesome vertibird btw ^^,


Fri May 29, 2009 11:26 pm
Profile
User avatar

Joined: Tue Oct 30, 2007 4:02 pm
Posts: 1434
Reply with quote
Post Re: Vault-Tec 1.00
The mini nuke kind of looks like a piece of candy and the gauss rifle could use some detail on the barrel.

Otherwise this looks gorgeous, you kind sir may have a cookie from the special cookie jar.


Sat May 30, 2009 12:24 am
Profile
User avatar

Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
Reply with quote
Post Re: Vault-Tec 1.00
I love your big O' pack of mods, Gotcha!. Will test out when I get home, I have tutorial class to attend.


Sat May 30, 2009 12:27 am
Profile
User avatar

Joined: Thu Aug 30, 2007 4:36 am
Posts: 65
Reply with quote
Post Re: Vault-Tec 1.00
EPIC WIN

this is defianately very epic, btw, is the ZAX supposed to be a spin off of the G.E.C.K?

and i agree, bunker modules need to be!


Sat May 30, 2009 2:18 am
Profile
User avatar

Joined: Sun Jul 01, 2007 6:32 pm
Posts: 20
Location: Sooommeeewheeerrree over the- oh, wait. North Carolina.
Reply with quote
Post Re: Vault-Tec 1.00
[This post has kind of been deleted by the original poster, due to the realization of his own stupidity. Great mod.]


Sat May 30, 2009 2:19 am
Profile
User avatar

Joined: Sat Apr 11, 2009 9:29 pm
Posts: 62
Reply with quote
Post Re: Vault-Tec 1.00
Awww, you've ruined me.


Sat May 30, 2009 2:34 am
Profile
User avatar

Joined: Fri Mar 21, 2008 10:48 pm
Posts: 46
Location: QLD, Australia
Reply with quote
Post Re: Vault-Tec 1.00
This is ♥♥♥♥ incredible. But you totally need the male and female vault dwellers, the .44 Magnum revolver, the various melee weapons like the knife and power fist, super mutants, ghouls and of course, Dogmeat! That would make this beyond epic.


Sat May 30, 2009 2:48 am
Profile
User avatar

Joined: Sat Sep 22, 2007 7:28 pm
Posts: 298
Location: Right here.
Reply with quote
Post Re: Vault-Tec 1.00
MECAGUY03 wrote:
EPIC WIN

this is defianately very epic, btw, is the ZAX supposed to be a spin off of the G.E.C.K?

and i agree, bunker modules need to be!


The ZAX is an advanced computer system in the Fallout universe, and at the end of Fallout 3, you see one in an interesting twist in the storyline.

SPOILER!!
President John Henry Eden is actually a ZAX computer.


Sat May 30, 2009 3:34 am
Profile
User avatar

Joined: Sun Nov 25, 2007 6:29 am
Posts: 400
Reply with quote
Post Re: Vault-Tec 1.00
Could you make the Master? I'd love to combine him with the telekinetic implant. This mod balances out quite nicely with the Mercenaries


Sat May 30, 2009 6:30 am
Profile
User avatar

Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
Reply with quote
Post Re: Vault-Tec 1.00
MECAGUY03 wrote:
btw, is the ZAX supposed to be a spin off of the G.E.C.K?


A ZAX in Fallout 1:
Image
Basically an AI talking super computer thingy. The sprite is based entirely on this picture.

A Vertibird in Fallout 2:
Image

I only added the Fat Man and Steel Saw from Fallout 3, since missile weapons are lacking in Fallout 1/2 and I needed a digger. :)
So unfortunately I doubt there'll ever be a Fawkes or Liberty Prime (Although... :lol: ).


Sat May 30, 2009 11:01 am
Profile
User avatar

Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
Reply with quote
Post Re: Vault-Tec 1.00
Now how is this not awesome. The only thing I have with it is lack of details for some weapons. The cartoonish look doesn't look bad. Very nice weapons. Though the craft looks small.

This mod is perfect for zombie defense, if only I can find a zombie mod to do this.


Sat May 30, 2009 11:31 am
Profile

Joined: Fri Mar 30, 2007 9:07 pm
Posts: 18
Reply with quote
Post Re: Vault-Tec 1.00
Awesome mod !
But lack of this Image
And super mutant =) (Marcus actor FTW)

(Excuse my poor english)


Sat May 30, 2009 1:20 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 146 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 10  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.070s | 14 Queries | GZIP : Off ]