[RELz] Busworld - Better English Translation

Post » Sat Feb 19, 2011 4:28 am

Source: http://www.fallout3nexus.com/downloads/file.php?id=13064
Credit to summel for the original http://www.fallout3nexus.com/downloads/file.php?id=4736 mod. This is only an updated English translation of his fine mod.

Updated .esp plugin for Busworld non-exploding english version 1.05d.

Busworld 1.05d is required, just overwrite the .esp with this one.

9/6/2010 changes
  • a missed name fixed
  • The floor access panels in buses are containers with possible random loot
  • At least 1 bench in every bus is sleepable
  • Some placed NPC's (NPCs will be relative to the setting they are found in)
  • Exploding version
  • Tweaked bus health. They will now be somewhat viable cover for short periods of time.
  • Tweaked car health to reflect increased bus health. They are now very short term cover.
  • Replaced interior mesh; now has collision data.
  • Removed collision boxes in interiors.
  • Fixed texture bugs.
  • Removed "Fast and Painless" chem
  • Removed "Brotherhood of Ghoul" quest


6/13/2010 changes
  • changed door names to be standard, like "Door to City Liner" and "Door to Metro Car" rather than "Nukabus to Cityliner" and "Subway to Subwaycar" or similar.
  • changed the OLH First Aid Kits (found in Our Lady of Hope hospital) to standard First Aid Kits
  • changed various German names (like on a Glowing one, a fungus, and a few other items) to English
  • changed German names on vanilla worldspaces back to the standard vanilla English (some metro tunnels were not translated properly)
  • changed the Pharmacy Supply boxes to First Aid Kits with the same loot, so looting them no longer triggers the script for the Super Duper Mart quest.
  • changed the radiation suit boxes to custom ones with a 20% chance of having a suit, so you don't find one in every single bus.
  • removed changes in the mod that were identical to vanilla Fallout.
  • removed changes that altered some random dialog to German.


===============
Requirements:
===============

Fallout 3 Patch 1.7
Busworld 1.05d

===============
Install:
===============

1. Extract the files from the archive.
2. Copy files to (install folder)\Fallout 3\Data\
3. Start Fallout 3 Launcher, click 'Data Files', place a checkmark beside the .esp file.

===============
Un-Install:
===============

1. Start Fallout 3 Launcher, click Data Files, uncheck the .esp file.
2. Delete the files/folders associated with the mod.

===============
Compatibility:
===============

Compatible with mods that change interior darkness in metro tunnels, load this before the darkness mod.
Compatible with Scavengable Cars, load this after.

===============
Bugs/Issues:
===============

Busworld has a bus where you enter it, but the exit door goes to Pennsylvania Avenue. I don't remember which bus it is, if you

tell me where the bus is I will fix that. This is a bug in the base Busworld.

===============
History:
===============

1.05d 6/13/2010 - Initial Release

===============
Contact:
===============

Bethesda Forums: pintocat
Nexus: pintocat

===============
Recommended Mods:
===============

None

===============
Credits:
===============

Thanks to Bethesda for creating Fallout 3.
Thanks to summel for the Busworld mod.
Thanks to InsanitySorrow for ReadMe Generator this readme is based on.

===============
Tools Used:
===============

GECK
FO3Edit
Fallout 3 ReadMe Generator

===============
License/Legal:
===============

You are free to modify and distribute this mod as long as you credit summel, Busworld's original author.
User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Sat Feb 19, 2011 2:17 am

Do you need the original for this to work or does this replace it?
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Sat Feb 19, 2011 9:18 am

Do you need the original for this to work or does this replace it?


===============
Requirements:
===============

Fallout 3 Patch 1.7
Busworld 1.05d


User avatar
Jay Baby
 
Posts: 3369
Joined: Sat Sep 15, 2007 12:43 pm

Post » Fri Feb 18, 2011 9:56 pm

Hmmm - I guess you cleaned this too as I only found 2 deleted records.

I found Busworld very buggy in my last game, but may try this out soon.

thanks
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Fri Feb 18, 2011 10:54 pm

Oh, thank you for your time in the translations and the fixes :D This mod (original) is really needed (once you have tried it once) and some of the bugs have made me keep it off my install list. Now that you have done this, I will keep an eye out for the update where someone finds the Pennsylvania Avenue door exit door. Once that has been fixed, this is going back into my installs list! Thank you!

@ Psymon - I would love to get a hold of the fixed versions of mods that you have cleaned :whistling: I feel your pain each time I check out a mod and I see a dirty edit, and I am sure you see it even worse when you look at them threw the programs.
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Sat Feb 19, 2011 1:16 am

Miss Sparkle - it really is easy cleaning mods.

All you need is http://fallout3nexus.com/downloads/file.php?id=637 and the right tutorial from http://www.uesp.net/wiki/Tes4Mod:Tes4Edit#Cleaning_a_Dirty_Plugin to http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide.

Basic cleaning of a mod takes very little time.

Anyway - I tried this and I crash on exit and upon dying several times, so that does not bode well.
Crash on exit and I have skyrangers fast exit active in stutter remover.
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Sat Feb 19, 2011 2:25 am

Hmm. Not sure why it's crashy, to be honest. It's not causing crash issues for me. Any ideas?
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Sat Feb 19, 2011 8:07 am

No not really, but it is very similar to the issues I had with the official version. Lots of crashes -- then after a while being unable to load without a crash.

I just played (and I'm not exaggerating here) about 6 hours yesterday with 1 crash then added this and crashed on exit 5 times and on character death about 3 out of 5 times.

It likely is something that in inherent in the original mod and nothing you did. In the past 18 months of reading this I've seen Busworld mentioned again and again as a source of problems, so I would not take it personally.

Maybe a more industrious soul will tackle why.
User avatar
victoria gillis
 
Posts: 3329
Joined: Wed Jan 10, 2007 7:50 pm

Post » Fri Feb 18, 2011 11:03 pm

Maybe it's that it replaces the standard buses with doors... it could be it's kind of like a deleted ref. Something is looking for a bus static and finding a door and getting confused?
User avatar
Lisha Boo
 
Posts: 3378
Joined: Fri Aug 18, 2006 2:56 pm

Post » Fri Feb 18, 2011 9:38 pm

Well I don't want to belabor the topic when I'm the only one reporting the problem here.

But the crashes on exit with it loaded happen even if I'm in an interior like megaton house.

I can run some conflict reports on it and my load order later with FO3edit, but going out right now.
Still so many placements of buses that it is would be hard to pin down.
User avatar
Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

Post » Sat Feb 19, 2011 1:17 am

Well I don't want to belabor the topic when I'm the only one reporting the problem here.

But the crashes on exit with it loaded happen even if I'm in an interior like megaton house.



I have the same issue, i have walked away from the computer for a few min to come back and when i get back FO3 has crashed. There seems to be no pattern to when or why busworld causes crashes. I do like the mod, but it cases way too many issues for me.
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Fri Feb 18, 2011 11:01 pm

OK so opened mod list in FO3edit and the main source of conflcits is with Destruction and mostly because the statics portion of Destruction makes them destroyable.

BOSS-F recommends loading after Destruction (but does not take into account that the main Destruction esp (if properly implemented) are either going to be in a merged patch or better yet bashed into a bashed patch.

I tried loading busworld later, earlier, even without destruction or a bashed patch - and the result is the same - crash on exit and often crash on character death. I don't even have to load a save - just load the main menu then click exit to windows and then it will crash. I know many live with such things (and even more advocate for masterupdate), but I cannot. With 207 mods in my load order + the heaviest replacers and being able to play literally for hours with no crash (something I can only dream of with Oblivion) this then is a weak link I must eliminate.

Sorry I cannot be of more help. I think I heard it said from a modder I respect that the way the mod was created is the issue and that cleaning will not help it, but I can't recall who.

[edit] and just to be fair - this is by far the only mod I've come across that caused such instability in the running of the game.

FLAK - I cannot even load the game.
Molerat maze - same as busworld, crashes and more.
CEI - crashing on exit, but not during game play.

A few older dungeon/vault mods also. So not trying to bag on Busworld. Just with my load order preferences it is unworkable.
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Sat Feb 19, 2011 4:56 am

Miss Sparkle - it really is easy cleaning mods.

All you need is http://fallout3nexus.com/downloads/file.php?id=637 and the right tutorial from http://www.uesp.net/wiki/Tes4Mod:Tes4Edit#Cleaning_a_Dirty_Plugin to http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide.

Basic cleaning of a mod takes very little time.

Anyway - I tried this and I crash on exit and upon dying several times, so that does not bode well.
Crash on exit and I have skyrangers fast exit active in stutter remover.


Thank you very much for taking the time to post me those links :) I have seen the wiki link ages ago when I was making a mod for Oblivion, totally forgot about it though. Thank you!
User avatar
sam westover
 
Posts: 3420
Joined: Sun Jun 10, 2007 2:00 pm

Post » Sat Feb 19, 2011 8:05 am

Thanks for looking at it, Psymon. I don't use Destruction so I guess maybe that's why I do a little better...
User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Post » Sat Feb 19, 2011 5:52 am

OK so opened mod list in FO3edit and the main source of conflcits is with Destruction and mostly because the statics portion of Destruction makes them destroyable.

[edit] and just to be fair - this is by far the only mod I've come across that caused such instability in the running of the game.

FLAK - I cannot even load the game.
Molerat maze - same as busworld, crashes and more.
CEI - crashing on exit, but not during game play.

A few older dungeon/vault mods also. So not trying to bag on Busworld. Just with my load order preferences it is unworkable.


I don't use Destruction but have the same crashing as you do, and also have crashing on exit with CEI not to mention VERY poor performance at times, FLAK will load but sometimes crashes when entering a cell it has edited. Maybe we could compare modlist again and see what other we both use, since i don't think destruction is the cause. I haven't tried to use busworld without any other mods so i don't know if it is stable in an unmodded enviroment or not.
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Sat Feb 19, 2011 4:00 am

Certainly here is my load order:
Spoiler
Active Mod Files:
00 fallout3.esm
01 anchorage.esm
02 thepitt.esm
03 brokensteel.esm
04 pointlookout.esm
05 Destruction.esm
06 zeta.esm
07 unofficial fallout 3 patch.esm [Version 1.2.0]
08 project beauty.esm
09 pointlookout-followersgettogo.esm [Version 2.]
0A Companion Core.esm
0B Companion Share & Recruit.esm
0C RobCo Certified v2.esm
0D craft.esm
0E calibr.esm [Version 1.3]
0F xcalibr.esm
10 refurbishes [all].esm
11 fo3 wanderers edition - main file.esm
12 mart's mutant mod.esm
13 mmzombiecemetery.esm
14 cubeexperimental (en).esm
15 dcinteriors_comboedition.esm
16 enhanced weather - rain and snow.esm
17 streetlights.esm
18 xepha's dynamic weather.esm
19 unofficial fallout 3 patch - operation anchorage.esp [Version 1.2.0]
1A unofficial fallout 3 patch - the pitt.esp [Version 1.2.0]
1B unofficial fallout 3 patch - broken steel.esp [Version 1.2.0]
1C unofficial fallout 3 patch - point lookout.esp [Version 1.2.0]
1D unofficial fallout 3 patch - mothership zeta.esp [Version 1.2.0]
1E darnifieduif3.esp
** Project Beauty- Broken Steel.esp
** Project Beauty- Point Lookout.esp
1F firelightfix.esp
20 streetlights - wasteland.esp
21 craft - activation perk.esp
22 craft - energyammo.esp
23 tincancrafting.esp [Version 2.0]
24 calibrxmerchant.esp
++ InverseCombatKnife.esp
25 more hotkeys.esp
26 princess better prompts v1pt1.esp
27 zumbs'_overhauled_real_time_security.esp
++ Zombie Sounds V2.esp
++ GeneratorSound.esp
28 moshman's wasteland ambiance.esp
29 galaxynewsradio100[m].esp
2A ghostradio.esp
2B mutantradio.esp
2C lookoutradio.esp
2D radiotenpenny.esp
2E conelrad 640-1240.esp
2F existence2.0.esp
30 radioblues.esp
31 war_radio.esp
32 people_radio.esp
33 invasionradio.esp
34 kbatradio.esp
35 vtap25.esp
36 radio stutter fix.esp
37 radiohotkey.esp
38 radiohotkey_radiobluesaddon.esp
39 upp - original perks.esp
3A upp - pack 1.esp
3B upp - pack 2.esp
3C upp - experience perks.esp
3D upp - quest perks.esp
3E combat style perks.esp
3F PreWar Book Titles and Perks.esp
40 notsofast.esp
41 heirapparent.esp
42 merc.esp
43 tubrrcompound.esp
44 bospatrols.esp
45 markb50k_wasteland_patrols.esp
46 echo_batterycharger.esp
47 householdwaterpurifier.esp
48 blackwolf backpack.esp
49 gunnysack.esp [Version 1.3]
4A falloutfood.esp
4B stealth kills enabled.esp
++ Stealth Kills Enabled - Pitt Compatibility.esp
4C 1animated nightvision goggles.esp
4D ss ots camera fose.esp
4E ZoomReworked.esp
4F directional piplight hdr.esp
50 motorcycleremake.esp
51 expanded megaton house v3.esp
52 maintenanceshed.esp [Version 1.3]
53 moremapmarkers.esp
54 treasure maps_underground.esp
55 treasure maps_secrets of the wasteland.esp
56 treasure maps_bobblehead edition.esp
57 treasure maps_a fist full of caps.esp
58 greenerworld.esp
++ Destruction - Main.esp
59 Destruction - Main - Statics.esp
++ Destruction - DLC.esp
5A Destruction - DLC - Statics.esp
5B mtc wasteland travellers.esp
5C cliff's_residences of dc - player version.esp
5D dcinteriors_dlc_collectables.esp
5E rivet city realignment.esp
5F movinonup3.0.esp
60 canterburycommonsinteriors.esp
61 maxlevelworkaround-hp-bs.esp
62 wastelandmastery.esp
63 skillcheck.esp
64 fo3 wanderers edition - main file.esp
65 fo3 wanderers edition - dlc anchorage.esp
66 fo3 wanderers edition - dlc the pitt.esp
67 fo3 wanderers edition - dlc broken steel.esp
68 fo3 wanderers edition - dlc point lookout.esp
69 fo3 wanderers edition - dlc mothership zeta.esp
6A fo3 wanderers edition - followers enhanced (brokensteel).esp
6B fo3 wanderers edition - alternate travel.esp
6C fo3 wanderers edition - ufp support.esp
6D fo3 wanderers edition - optional restore tracers.esp
6E fo3 wanderers edition - optional vats realtime.esp
6F fo3 wanderers edition - optional worn weapons.esp
++ FO3 Wanderers Edition - Project Beauty.esp
++ FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
70 weaponmodkits.esp
71 weaponmodkits - fwe master release.esp
++ WeaponModKits - FWE Optional Worn Weapons.esp
72 weaponmodkits - operationanchorage.esp
73 weaponmodkits - thepitt.esp
74 weaponmodkits - brokensteel.esp
75 weaponmodkits - pointlookout.esp
76 weaponmodkits - zeta.esp
++ Echo_UseBothGloves.esp
77 jmschematics - craft.esp
78 dragonskin tactical outfit.esp
79 dragonskinbonuspack.esp
++ DTOForFWE.esp
7A zl-svd-calibr.esp
++ SVDForFWE.esp
7B zl-acr.esp
++ ACRForFWE.esp
7C tactical weapons by grs frederyck.esp
7D xcalibrmunitions.esp
7E xcalibrmunitions_fosenhancements.esp
++ frederyck+FWE+xCALIBR.esp
7F stealthboy recon armor - craft.esp
80 calibr ammo schematics - craft.esp
81 craft improvised weaponry.esp
82 craft improvised weaponry - unmodeled.esp
83 realistic death physics.esp
84 burnification.esp
85 eve.esp
86 eve operation anchorage.esp
87 eve - fwe master release.esp
++ EVE - FWE Master Release (Follower Enhanced).esp
++ EVE Anchorage - FWE DLC Anchorage.esp
++ EVE - FWE with WeaponModKits.esp
88 phig_steadyaim.esp
89 dlm_ffoutcastsquest(fweed).esp
++ DLM_FFOutcastsQuest_Override-BS.esp
++ FalloutFoods - FWE Master Release.esp
++ ThePitt-NoFireFollowers.esp
8A wasteland whisperer.esp
8B RobCo Certified v2 Zeta Addon.esp
8C Companion Core DLC Addon.esp
8D responsive kill reactions.esp [Version 1.1]
8E immersivehealth.esp
8F mart's mutant mod.esp
** Mart's Mutant Mod - Project Beauty.esp
90 mart's mutant mod - dlc anchorage.esp
91 mart's mutant mod - dlc the pitt.esp
92 mart's mutant mod - dlc broken steel.esp
++ Mart's Mutant Mod - DLC Point Lookout.esp
93 mart's mutant mod - dlc zeta.esp
94 mart's mutant mod - zombie cementery.esp
95 s.t.a.l.k.e.r. mutants[addon for mmm].esp
96 mart's mutant mod - fwe master release.esp
++ Mart's Mutant Mod - Project Beauty + FWE.esp
++ T3T_MiscItemIcons.esp
97 Gifts4Kids.esp
98 phalanx-obedient-dogmeat.esp
99 tubunarfwe.esp
++ xCALIBR_override_FWE5.esp
++ FWE+WMK_weapons_xCALIBRified.esp
9A Attentater's Wasteland Economy.esp
9B enhanced weather - rainbows.esp
9C enhanced weather - weather sounds in interiors.esp
9D realistic interior lighting.esp
9E realistic interior lighting - oa.esp
9F realistic interior lighting - bs.esp
++ PiPBoy Light Range x4.esp
++ PiPBoy Yellow Light.esp
A0 megalight.esp
A1 xepha's dynamic weather - main.esp
A2 xepha's dynamic weather - anchorage.esp
A3 xepha's dynamic weather - the pitt.esp
A4 xepha's dynamic weather - broken steel.esp
A5 xepha's dynamic weather - point lookout.esp
A6 xepha's dynamic weather - experimental green tint remover.esp
A7 xepha's dynamic weather - rain (oa).esp
++ Xepha's Dynamic Weather - Darker Water.esp
A8 night time sneak boost.esp
A9 Bashed Patch, 0.esp
Although truthfully I think I've had more issues with mods that change the worldspace in Fallout 3 than in Oblivion or Morrowind combined. With those games if there is a conflict you will see collisions and merged meshes and all that, but with Fallout 3 you get crashes. It could very well be the Navmesh issues.

I recall having issues with DC interiors too until it moved to being an esm. I suppose that masterupdate would be an option, but I get so annoyed by that and didn't see improvements anyway. I've just learned to be really strict in not including mods that repeatedly crash. If i had that willpower with oblivion my life would be smooth sailing- well as far as games are concerned.

Let me ask someone else about this and then also - being mindful of this being a release thread - I don't want to mob the whole thread with this.

But to be clear - even without Destruction loaded at all I get the same crashing.
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Fri Feb 18, 2011 11:53 pm

I guess I should just remove the upload then. :shrug:
User avatar
james kite
 
Posts: 3460
Joined: Sun Jul 22, 2007 8:52 am

Post » Fri Feb 18, 2011 11:15 pm

No DON"T!!

Sorry - I sure didn't want to besmirch the effort you put into this.

Only two have said they have issues and not the only mod of the type that has these issues (mods that add interiors to existing structures). Please don't read as criticism and I promise not to post again about it unless it is to shed light or help another.

This is progress and a step in the right direction for this mod. This could be the documentation it takes for someone bright enough to tackle the issue. I would certainly like to hear from anyone who has no issues and what kind of load order it does not have issues with. If we can pin down what mods it does not work with we may be able to find the fix.

Personally I've always thought that this mod was essential and as necessary as DC interiors.
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Fri Feb 18, 2011 11:30 pm

I'd love to pinpoint the cause of problems.

If everyone with CTD problems can post their load order we might find some commonality.
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm

Post » Sat Feb 19, 2011 6:22 am

I had crashes on exit with this mod as well, but was able to fix the issue by marking the file as an ESM.
User avatar
Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Sat Feb 19, 2011 12:33 am

I'd love to pinpoint the cause of problems.

If everyone with CTD problems can post their load order we might find some commonality.


Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Project Beauty.esm
Destruction.esm
CRAFT.esm
CALIBR.esm
xCALIBR.esm
Ammo Bench.esm
Companion Core.esm
Companion Share & Recruit.esm
RobCo Certified v2.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
StreetLights.esm
DCInteriors_ComboEdition.esm
FNNCQ.esm
FNNCQ_DavidsLab.esm
BoSPatrols.esp
FireLightFix.esp
DLM_AgathasSongAutocompleteQuestsFix.esp
DLM_MozershipZetaAutocompleteQuestsFix.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
DarNifiedUIF3.esp
StreetLights - Wasteland.esp
Fellout-pipboylight.esp
CASM.esp
CRAFT - Activation Perk.esp
GeneratorSound.esp
Moshman's Wasteland Ambiance.esp
Existence2.0.esp
CONELRAD 640-1240.esp
PreWar Book Titles and Perks.esp
Combat Style Perks.esp
PRFEW.esp
SRFBG.esp
A Trail of Crumbs.esp
Ammo Bench - Alien Power Cell.esp
Ammo Bench - CRAFT Plugin.esp
Ammo Bench - CALIBR.esp
Ammo Bench - Car Mechanic.esp
Ammo Bench - Toolkit Retex.esp
Ammo Bench - Scattered Schematics.esp
Ammo bench - Decreased Output.esp
BlackWolf Backpack.esp
1Animated Nightvision goggles.esp
D.C. Confidential.esp
MoreMapMarkers.esp
DCInteriors_DLC_Collectables.esp
Trophies - Megaton.esp
Rivet City Realignment.esp
shopping-spree.esp
YevicsUrbanTownhome.esp
FairfaxApartment.esp
SDs Pitt House.esp
Down Under.esp
FalloutFood.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Project Beauty.esp
FO3 Wanderers Edition - Alternate Travel.esp
Refurbish [OA] - FWE.esp
Refurbish [TP].esp
Refurbish [BS].esp
Refurbish [PL].esp
Refurbish [MZ].esp
FalloutFoods - FWE Master Release.esp
ZoomReworked.esp
StealthBoyReworked.esp
DLM_FFOutcastsQuest(FWEEd).esp
DLM_FFOutcastsQuest_Override-DLC.esp
VaultTechLocators.esp
Skill Cap based on SPECIALs.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
jmschematics - CRAFT.esp
xCALIBRmunitions.esp
ZL-ACR.esp
ACRForFWE.esp
ZL-SVD-CALIBR.esp
SVDForFWE.esp
ZL-MP5 Pack.esp
MP5ForFWE.esp
BoSDX.esp
WinterizedT51bDX.esp
Outcast DX.esp
Tribal_DX.esp
Dragonskin Tactical Outfit.esp
DragonskinBonusPack.esp
DTOForFWE.esp
EVE.esp
EVE - FWE Master Release.esp
EVE Operation Anchorage.esp
EVE - FWE with WeaponModKits.esp
EVE Anchorage - FWE DLC Anchorage.esp
Wasteland Whisperer.esp
Companion Core DLC Addon.esp
RobCo Certified v2 Zeta Addon.esp
Responsive Kill Reactions.esp
ImmersiveHealth-LITE.esp
VDSC.esp
VDSP-01.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Project Beauty.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - FWE Master Release.esp
T3T_MiscItemIcons.esp
Arwen_XPR_Extreme.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Rainbows.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Enhanced Weather - Sneak Bonus during Storms.esp
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
megalight.esp
Mez's Merged Patch 5-0 - DLC-FWE-WMK-MMM.esp
xCALIBR_override_FWE5.esp
User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Sat Feb 19, 2011 4:29 am

I have some suggestions about this mod:

1) Making safes in buses locked, the loot is too good to be kept in an unlocked safe IMHO :)
2) Make bus reactors explodable.
3) Make the benches both sitable and sleepable - not sure if it's possible, but it'd be great if it were.

P.S.: Another thing that has been bugging me about this mod, is the "Fastpainless" chem, found in a bus near Springfield Elementary, which adds +200 INT, for only 3 seconds or so; and the note "Fast painless" (right under the chem) which says "+|deadly|+": 1) it's a lie; 2) The way it's written immersion-breaking. You know, all these pluses and brackets/whatever.
It'd be nice if you changed the note and chem effect to actually kill the player, or removed them altogether - I doubt anyone would miss those.
User avatar
Victor Oropeza
 
Posts: 3362
Joined: Sun Aug 12, 2007 4:23 pm

Post » Fri Feb 18, 2011 10:53 pm

I'm addressing those in the next update, probably released in a day or so.

As of right now, the next version is slated for:
  • a missed name fixed
  • The floor access panels in buses are containers with possible random loot
  • At least 1 bench in every bus is sleepable
  • Some placed npc's
  • Exploding version
  • Locking some safes and panels

User avatar
Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Sat Feb 19, 2011 6:08 am

Uh! im gladly happy to see a discussion for my mod here :)
jo, a buggy thing ′:)
ive found long time not way to fix it.
I think the following could something cause:

-someone has tell me in bsa form it should be run better.

-i′m afraid to many experimental things i added.
i think, delete the brotherhood of ghoul quest , scripts and Items* can be bring more stable back.
*the portable hollwblocks and and something similar

-eventually places can be reduced with a good random encounter script.
I played with the thought to write a script
to drop randomly things in the same room and delete it if the player left the bus.
but I rejected that. my scriptig skills are not good enough to realice it. the breakpoint was to save the things in explored rooms in connection with the door.

- on meshes bus/box and subwaycar a collisionsmesh in the nifdata should be added = much collisionsboxes can be deletet and bring more perfprmance back.

here I assume main problem:

-split and double the busw interiorcells =much work to link the doors new.
for example
buswsubaycarc /2 = buswsubwaycarc1 (4 rooms) ; buswsubwaycarc2 (4rooms) ; buswsubwaycarc3 (4rooms) and buswsubwaycarc4 (blabla)
Why?

particularly the buswsubwaycar cells are actually 16 rooms in one interior cell
i think that can be to much doorlinks for a cell (not sure)
or translate to a worldspace?? should be testet

you see my brain has worked on this but ive no time to play with geck again.

in hope pintocat have more

wfg summel

sorry for my bad english
User avatar
Emma Louise Adams
 
Posts: 3527
Joined: Wed Jun 28, 2006 4:15 pm

Post » Sat Feb 19, 2011 6:58 am

I absolutely love this concept.
The cleaned new English version was no good for me though. A crash a soon as I entered the wasteland was inevitable.
A stripped down version to it's essentials sounds like a good one, simply adding the bus interiors.

I hope you guys can get this to a good final, it has huge potential!
Good luck!
User avatar
Dan Stevens
 
Posts: 3429
Joined: Thu Jun 14, 2007 5:00 pm

Next

Return to Fallout 3