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 Vault-Tec 1.00 (B25) - DISCONTINUED 
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Joined: Mon Jan 12, 2009 10:16 pm
Posts: 310
Location: England
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Post Re: Vault-Tec 1.00
I love the blood effects on this mod. I was playing with this on the vault 13 map today. My last soldier got shot in the crotch and bled to death. as he collapsed over he sprayed a big red gush as he died. The guy who shot him crawled under and destroyed my brain. I laughed when me brain blew up and killed him. This mod is a bag of awesome.


Tue Jun 23, 2009 10:19 am
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Joined: Sat Jun 27, 2009 7:28 pm
Posts: 67
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Post Re: Vault-Tec 1.00
is this balanced?


Tue Jun 30, 2009 1:52 am
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: Vault-Tec 1.00
Yes.
These are balanced.


Tue Jun 30, 2009 1:55 am
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Joined: Sat Jun 27, 2009 7:28 pm
Posts: 67
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Post Re: Vault-Tec 1.00
can anyone tell me how to delete the actors and ships without messing up the whole mod


Tue Jun 30, 2009 2:07 pm
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Joined: Thu May 14, 2009 9:22 pm
Posts: 826
Location: Lookin' forward to mocking people on Jan 1st 2013.
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Post Re: Vault-Tec 1.00
Add // in the Index.ini at the beginning of the line with the actor/craft you don't want.


Tue Jun 30, 2009 2:11 pm
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Joined: Thu Jun 05, 2008 4:34 am
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Post Re: Vault-Tec 1.00
Wow, this looks like a lot of fun. Will definitely give this a try.


Thu Jul 09, 2009 5:48 am
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Joined: Mon Jul 20, 2009 12:24 pm
Posts: 10
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Post Re: Vault-Tec 1.00
Fantastic fun. Frank is godly, took a mininuke to the chest and was flung halfway across Zombie Cave. Had 56 health when he landed.

Only problem is the plasma rifle and laser rifle have a tendency to injure the wielder fired point-blank. Glowy particles BUUURN.

Love everything else. Vertibird rules.


Mon Jul 20, 2009 2:04 pm
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Joined: Sun Apr 29, 2007 6:11 pm
Posts: 543
Location: The hood
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Post Re: Vault-Tec 1.00
The original BW Merc sprites seem to be a good place to start off for the Super Mutant sprites.


Mon Jul 20, 2009 10:37 pm
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Joined: Thu Jul 23, 2009 3:25 am
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Post Re: Vault-Tec 1.00
Yes, we need more Supermutants, such as Marcus, and harry the overly retarded mutant. and maybe the master as a brain unit, he could sit in one place with two miniguns on his chair as he blasts away at enemies.

Im not sure if I am doing good by giving these threads life again but yes it is me doing this


Last edited by Mister Fallout on Mon Jul 27, 2009 5:52 pm, edited 1 time in total.



Mon Jul 27, 2009 5:20 pm
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Joined: Fri May 30, 2008 9:38 pm
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Location: Some Crack House
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Post Re: Vault-Tec 1.00
Mister Fallout wrote:
Yes, we need more Supermutants, such as Marcus, and harry the overly retarded mutant. and maybe the master as a brain unit, he could sit in one place with two miniguns on his chair as he blasts away at enemies.

So your the one behind turning all these dead threads into the living dead.

Ontopic:
I like the super mutant idea alot.


Mon Jul 27, 2009 5:44 pm
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Joined: Tue Jul 08, 2008 3:32 pm
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Location: Hamina, Finland
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Post Re: Vault-Tec 1.00
Mister Fallout wrote:
Yes, we need more Supermutants, such as Marcus, and harry the overly retarded mutant. and maybe the master as a brain unit, he could sit in one place with two miniguns on his chair as he blasts away at enemies.

ImageImage

Did you forget this guy?


Tue Jul 28, 2009 1:37 am
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Joined: Thu Jul 23, 2009 3:25 am
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Post Re: Vault-Tec 1.00
Ah yes frank horrigan, love him, YES WE NEED FRANK HORRIGAN!!
K guys, im gonna make a thread with a poll, so if you want to talk about fallout actor paks go there.


Tue Jul 28, 2009 1:50 am
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Joined: Tue Jul 08, 2008 3:32 pm
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Location: Hamina, Finland
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Post Re: Vault-Tec 1.00
Okay, here is THE list of awesomeness that will probably never happen:

  • Geckos
  • Wanamingos
  • Floaters
  • Deathclaws
  • Ghouls
  • Radscorpions, they are RAD
  • T-51b Power Armor
  • Frank HORRIGAAAAAN

I don't even know why I posted this.


Tue Jul 28, 2009 11:41 am
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Joined: Thu Jul 23, 2009 3:25 am
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Post Re: Vault-Tec 1.00
The power armor is already in the pack, in my opinion geckos suck.


Tue Jul 28, 2009 4:33 pm
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Joined: Fri Jul 31, 2009 5:34 pm
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Post Re: Vault-Tec 1.00
I just love this mod!

And I've tested all other good mods out there (AAL, darkstorm, etc.)
but this is the only one I use. Really good mod, but I just have
one comment...
The weapons are VERY fragile, some times one shot at them and they
desintegrate. Could you just make them more durable?

I think that some other fallout scenarios objects would be good too
to give some kind of background and familiarity (computers, tables, chems,
radiation barrels, etc).

Thank you very much for this excelent quality mod!


Fri Jul 31, 2009 5:46 pm
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