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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Vault-Tec 1.00
Real helicopters kick up DUST not terrain.
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Fri Nov 27, 2009 9:06 am |
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Squeegy
Joined: Sat Apr 11, 2009 9:29 pm Posts: 62
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Re: Vault-Tec 1.00
'Tis what I meant. There's no dust in CC-- grass is an acceptable alternative.
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Fri Nov 27, 2009 11:18 am |
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Personwholikesstuff
Joined: Fri Nov 20, 2009 10:48 pm Posts: 23
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Re: Vault-Tec 1.00
Ok can i know now before i get my hopes up is this mod going to continue or is this it. Not that this isn't awsome but more awsomeness would be awsome.
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Sat Dec 05, 2009 8:13 pm |
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Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
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Re: Vault-Tec 1.00
It's been version 1.00 since June (may 29, to be exact); it's unlikely that a 1.xx is coming out anytime soon. Then again, a long wait might mean another release is just around the corner...
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Sat Dec 05, 2009 8:50 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Vault-Tec 1.00
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.
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Mon Dec 07, 2009 3:44 pm |
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Personwholikesstuff
Joined: Fri Nov 20, 2009 10:48 pm Posts: 23
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Re: Vault-Tec 1.00
Darn i was really hopeing for more of this well whateva
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Mon Dec 07, 2009 8:42 pm |
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Personwholikesstuff
Joined: Fri Nov 20, 2009 10:48 pm Posts: 23
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Re: Vault-Tec 1.00
Well i was thinking of the wrong thing but maybe someone could add concrete sprayers to the back of it to make like a rough tunnel as it goes along.
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Tue Dec 08, 2009 3:04 am |
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Personwholikesstuff
Joined: Fri Nov 20, 2009 10:48 pm Posts: 23
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Re: Vault-Tec 1.00
Really sorry for triple post. The post above was a mistake. For some reason my computer put it here. It was ment for the superdrill post. Sorry
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Tue Dec 08, 2009 3:08 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Vault-Tec 1.00
Roon3 wrote: Use the ♥♥♥♥ EDIT BUTTON! I won't be mean about it since you are pretty new, but in the future, edit instead of posting again.
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Tue Dec 08, 2009 3:14 am |
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Stove
Joined: Mon Dec 07, 2009 2:13 am Posts: 2 Location: Portland, Oregon
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Re: Vault-Tec 1.00
Great Mod. Thanks.
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Tue Dec 08, 2009 7:12 am |
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Wittmann
Joined: Tue Sep 08, 2009 1:57 am Posts: 1
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Re: Vault-Tec 1.00
I love the mod, and I really hope a new versiom comes out with more stuff, like a LE Red Ryder, or some new melee weapons. Yoshi(cant mod) wrote: most weapons are bullpup which is overkill but slow rate of fire and like a rifle and can you make a vert the has no terrain destroying effects its kind bad for bases. Bullpup is a certain firearm configuration where the magazine is located behind the trigger. I think you're a tad bit confused. Also, agreed on the vertibirds kicking up terrain particles. If it's just grass, sure, fine, but nothing else.
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Mon Jan 25, 2010 10:06 am |
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Culthero
Joined: Thu Mar 04, 2010 9:07 pm Posts: 126 Location: Turkey
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Re: Vault-Tec 1.00
I play with this mod's actors and guns and bombs A LOT!
I don't know if they are already said but there some things I want to say:
- Some guns have longer than normal sizes (especially barrels of jackhammer, combat shotgun, assault rifle, and fn fal) which causes difficulties when somebody lands on the actor and causes weapon to drop or when you are trying to shoot behind cover and point the barrel at them. - The durabilities of guns are a little low. Though I find this realistical, more durability for "Big Guns" would be better as we pay a lot for them and they are basically... bigger. - I'd like Frank as big as he was in Fallout 2: In the game he was twice the size of your power armored avatar, here he can be twice the size of Natalie. However, this would mean remaking him altogether I think :/ - Gun choices are excellent. A Magnum 357 speedloader would be nice for the new version version. - Grenades and stimpacks are perfect. My favourite is of course the plasma greanade. Sometimes I make a 4 plasma grenade + 2 napalm cocktail in a crate, but plasma grenades are good on their own too. Stimpacks affecting only one actor even if two is in close proximity is real clever (OK I admit I tried to abuse it).
Hope to see a K9 actor, and of course most of all: SUPER MUTANT ACTORS!!! now those are what I call a super soldier.
Thanks again for the wonderful mod.
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Fri Mar 12, 2010 11:49 pm |
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mightymac95
Joined: Thu Mar 11, 2010 10:43 am Posts: 10
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Re: Vault-Tec 1.00
I does'nt look the same as the real one's but its wicked fun to play
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Sat Mar 13, 2010 1:56 am |
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Zecromancer1
Joined: Mon Jan 25, 2010 1:49 am Posts: 41
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Re: Vault-Tec 1.00
I think you should make Frank horrigan a bit bigger and bulkier because i checked on Fallout1/2 characters and he looked like some type of robot thing there but still very great sprites and weapons 10/10
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Tue Mar 23, 2010 8:36 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Vault-Tec 1.00
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.
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Tue Mar 23, 2010 8:52 pm |
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