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Vault-Tec 1.00 (B25) - DISCONTINUED
http://forums.datarealms.com/viewtopic.php?f=61&t=15059
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Author:  Saven [ Fri Nov 02, 2012 11:18 am ]
Post subject:  Re: Vault-Tec 1.00 (B25)

It's compatible, just test before asking, it takes 2 minutes.

Author:  Gotcha! [ Fri Nov 02, 2012 7:51 pm ]
Post subject:  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 Without checking, I am sure this is because it uses outdated AI.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.

Author:  Gotcha! [ Sat Dec 08, 2012 5:32 pm ]
Post subject:  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.

Author:  Notsoscary [ Wed Dec 12, 2012 4:41 pm ]
Post subject:  Re: Vault-Tec 1.00 (B25) - DISCONTINUED

It may sink into the abyss, but i still will have it in my CC Folder.

Author:  painbringer1998 [ Thu Dec 13, 2012 2:26 am ]
Post subject:  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.

Author:  flame99999 [ Thu Dec 13, 2012 11:36 pm ]
Post subject:  Re: Vault-Tec 1.00 (B25) - DISCONTINUED

:D You are a Ray of Sunshine! Nice Job :P

Author:  Notsoscary [ Tue Jan 29, 2013 9:22 pm ]
Post subject:  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.

Author:  Farrem [ Sun Jun 09, 2013 1:54 am ]
Post subject:  Re: Vault-Tec 1.00 (B25) - DISCONTINUED

Necroed, reason being is because it is compatable with 1.0.

Author:  johiah [ Sat Dec 26, 2015 1:42 pm ]
Post subject:  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.

Author:  AbsoluteCero95 [ Sun Dec 27, 2015 3:09 am ]
Post subject:  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 315 times

Author:  johiah [ Sun Dec 27, 2015 3:33 am ]
Post subject:  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...

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