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 Vault-Tec 1.00 (B25) - DISCONTINUED 
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Joined: Fri Jul 06, 2012 12:44 pm
Posts: 56
Location: Missing In Action
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Post Re: Vault-Tec 1.00 (B25)
It's compatible, just test before asking, it takes 2 minutes.


Fri Nov 02, 2012 11:18 am
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
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Post Re: Vault-Tec 1.00 (B25)
It seems to run according to Austupaio, but with lua errors. Without checking, I am sure this is because it uses outdated AI.

For a quick fix you'd need to copy the contents of the file base.rte\actors\AI\HumanAI.lua into vault-tec.rte\devices\AI Human.lua and Brain Bounty.lua. (You'd lose the +gold per kill.)
(You can also copy the file ofcourse, and rename it to AI Human.lua and Brain Bounty.lua after deleting the original ones.)

Also, someone has informed me that he's interested in updating and perhaps adding to this mod, so...

Unfortunately I lost my motivation. Sorry.


Fri Nov 02, 2012 7:51 pm
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Joined: Tue Apr 01, 2008 4:49 pm
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Location: The Netherlands
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Post Re: Vault-Tec 1.00 (B25) - DISCONTINUED
Well, this mod was already a bit old, but I won't be working on it in the future either.

Painbringer is updating this (if he still is) and he'll be free to make a new topic so this one can slowly sink to the bowels of the abyss.


Sat Dec 08, 2012 5:32 pm
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Joined: Mon Oct 15, 2012 5:21 pm
Posts: 879
Location: Somewhere in Germany
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Post Re: Vault-Tec 1.00 (B25) - DISCONTINUED
It may sink into the abyss, but i still will have it in my CC Folder.


Wed Dec 12, 2012 4:41 pm
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Joined: Fri Jun 10, 2011 4:37 am
Posts: 201
Location: Oregon, USA
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Post Re: Vault-Tec 1.00 (B25) - DISCONTINUED
Gotcha! wrote:
Well, this mod was already a bit old, but I won't be working on it in the future either.

Painbringer is updating this (if he still is) and he'll be free to make a new topic so this one can slowly sink to the bowels of the abyss.


don't worry I don't plan on giving up on it Gotcha, remember the plan buddy, but so much stuff is unfinished but still, on the 15th I will release what workable stuff I have, I already have sounds and scripts, now if someone could just get me the sprites and help with lua I'd be set.


Thu Dec 13, 2012 2:26 am
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Joined: Sat Nov 03, 2012 3:54 am
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Post Re: Vault-Tec 1.00 (B25) - DISCONTINUED
:D You are a Ray of Sunshine! Nice Job :P


Thu Dec 13, 2012 11:36 pm
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Joined: Mon Oct 15, 2012 5:21 pm
Posts: 879
Location: Somewhere in Germany
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Post Re: Vault-Tec 1.00 (B25) - DISCONTINUED
Not to necro, but, where can i find Vault 13 on the Map? I (kind of) made it able to play on it.


Tue Jan 29, 2013 9:22 pm
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Joined: Sat Nov 03, 2012 8:54 pm
Posts: 57
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 Re: Vault-Tec 1.00 (B25) - DISCONTINUED
Necroed, reason being is because it is compatable with 1.0.


Sun Jun 09, 2013 1:54 am
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Joined: Tue Oct 20, 2015 2:56 am
Posts: 62
Location: Under a bridge.
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Post Re: Vault-Tec 1.00 (B25) - DISCONTINUED
I know this is a necro, but honestly what isnt these days. I am posting here because of a question about the stimpaks. Why do they have a time to throw them? Why not have them explode the moment you hold left click? Then you couldnt heal other people with your own stimpak, (As it should be) and you wouldnt have to worry about throwing it and then it being out of range.


Sat Dec 26, 2015 1:42 pm
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Joined: Sat Jul 11, 2015 5:00 am
Posts: 52
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Post Re: Vault-Tec 1.00 (B25) - DISCONTINUED
Here is a stimpack change it should heal as soon as you click it


Attachments:
Explosives.ini [25.77 KiB]
Downloaded 312 times


Last edited by AbsoluteCero95 on Sun Dec 27, 2015 4:43 am, edited 1 time in total.

Sun Dec 27, 2015 3:09 am
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Joined: Tue Oct 20, 2015 2:56 am
Posts: 62
Location: Under a bridge.
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Post Re: Vault-Tec 1.00 (B25) - DISCONTINUED
Thanks, I could have made it mysel though. I was more just wondering WHY it takes time. Maybe it is to balance it so you dont just spam them and never die...


Sun Dec 27, 2015 3:33 am
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