[REL] Canterbury Commons Interiors

Post » Fri Feb 18, 2011 11:57 pm

Yeah, I have. Only thing I didn't like was that the employees didn't have keys on them (but once I left the bank I saw a bunch of other Bank Employees at the diner, so maybe one of them had one).

Also, the entire diner is empty. No tables, just the counter. No oven/fridge or whatever either. Just the counter and the bed.


I didn't do anything to the diner. So that's not this mod.
User avatar
Stat Wrecker
 
Posts: 3511
Joined: Mon Sep 24, 2007 6:14 am

Post » Sat Feb 19, 2011 8:56 am

Weird, then...
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Fri Feb 18, 2011 9:26 pm

There are no tables in the diner in the default game, just counters and chairs. Is it possible you were using another CC mod (eg. CC Embiggened or CC Boomtown) that added tables, so they 'disappeared' when you removed that mod?

Someone requested that I modify the diner because it is such an eyesore. It's not my "to do" list because it is located in the exterior Wasteland space and also because I am going to open up the A-Cup-Joe building next (and most of the NPCs I added will start eating there instead of the diner--which is overflowing right now).
User avatar
Justin Hankins
 
Posts: 3348
Joined: Fri Oct 26, 2007 12:36 pm

Post » Fri Feb 18, 2011 8:11 pm

Yeah, I think that was it.
User avatar
neen
 
Posts: 3517
Joined: Sun Nov 26, 2006 1:19 pm

Post » Fri Feb 18, 2011 6:15 pm

I modified the diner with tables/chairs and some other furniture in Fallout Food - if you ever used that, that could be the explanation.

Cheers,

Coleen
User avatar
Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Post » Sat Feb 19, 2011 5:42 am

Yep, that makes sense.
User avatar
Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Sat Feb 19, 2011 2:55 am

Thanks for making this. Canterbury seems very suited for a project like this. Have you considered reopening the stores that have been shutdown because of the Superhuman Gambit issue? If finishing the quest it would be cool if those opened again after a while. Or perhaps this is covered by other Canterbury mods - I'm only using this one currently.
User avatar
Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Fri Feb 18, 2011 11:59 pm

Hm...which are you referring to? The Cup-A-Joe and the barber shop?
User avatar
Add Me
 
Posts: 3486
Joined: Thu Jul 05, 2007 8:21 am

Post » Sat Feb 19, 2011 2:36 am

Hm...which are you referring to? The Cup-A-Joe and the barber shop?


Precisely. The old guy says something about that the fights have driven off shop keepers so it's bad for business. I thought he was referring to the boarded up Cup-A-Joe and the boarded barber shop in the opposite corner. But there are other possibilities as well.
User avatar
lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Sat Feb 19, 2011 8:12 am

Updated to 1.3
- renovated the interior of the warehouse to scale more closely to the exterior.
- added interiors for Cup-A-Joe.
- Welcome El Nada to Canterbury Commons!
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Sat Feb 19, 2011 5:49 am

Checking out the Cup 'a Joe - the guitar player in the corner - he seems to be missing his guitar! Other than that, so far I haven't found any other bugs.
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Sat Feb 19, 2011 9:31 am

Checking out the Cup 'a Joe - the guitar player in the corner - he seems to be missing his guitar! Other than that, so far I haven't found any other bugs.


Thanks for the heads up. I missed some files during packaging. Fixed version uploaded.
User avatar
Gavin Roberts
 
Posts: 3335
Joined: Fri Jun 08, 2007 8:14 pm

Post » Sat Feb 19, 2011 8:22 am

Thanks! I'm enjoying this mod a great deal.

I'm planning on releasing an updated version of Fallout Food with water purifiers, and I'd like to add one to Canterbury - are there any interiors I can use that won't conflict with your mod?

Oh! If you'd also like to make use of the 'full coffee mug' object from Fallout Food in the Cup 'a Joe, feel free to do so!
User avatar
sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Fri Feb 18, 2011 11:45 pm

You can't conflict with my interiors unless you edit them in my plugin :) Only edits I've made to Canterbury Commons are the doors to the buildings, so mods that modify Canterbury Commons itself should be compatible (eg. changes to the diner). Or do you mean you want to edit one of the planked door to 'open up' one of the buildings for your mod? If so then eventually there might be conflict because my plan is to ultimately create interiors for all the non-accesible buildings.
User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Sat Feb 19, 2011 6:06 am

LOVE IT :)
The Cup-a-joe is awesome, with the dude playing guitar :)
Although, the cashier bank lady at reception really annoys me! I have over 10,000 caps! LET ME OPEN AN ACCOUNT :P

Has anyone tried to rob the bank yet? :P


I have, after annoying lady annoyed me! I was like, oo shiny blue thing....AAGGHHH!!! OH MY GOD!!! What the HELL!
User avatar
Kathryn Medows
 
Posts: 3547
Joined: Sun Nov 19, 2006 12:10 pm

Post » Sat Feb 19, 2011 8:06 am

Clinic would be a very good plan.

Maybe warehouses/homes for the wandering traders.

A hotel?

perhaps time things, so more shops open up after the two folks that live in the area are dealt with?

Even taking over their spaces when they are gone?
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Fri Feb 18, 2011 6:51 pm

Taking a cue from the japanese in a way. Why not a public bath house? Ok so it sounds pervy. But thinking about it seriously. Just because most people live in a hell hole doesn't mean everyone wants to be filthy. The travelers and road hardened would pay top dol.....er....cap, for the chance to take a bath. I noticed Mothership Zeta Crew mod has a shower. Just have a row of them and a few tubs or something. Pay to get in and feel refreshed. Timers on npc's would also make it cool to see the npc's taking trips every few days to take a bath =)
User avatar
Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Fri Feb 18, 2011 9:03 pm

When I got to CC one thing I didn't like (apart from the place being so small) was that it didn't have the exterior befitting a town. Now, while I understand you not wanting to mess around there to not slow down the machines of some people, I think it could to with just a little additions here and there. For example some sandbags, or those makeshift palisades. Some lookouts on a roof or two, or on the remains of that collapsed house or what it is just in front of town, near the water tower. I always thought that one looks like the perfect lookout against raiders or slavers. But no, plenty of ways for some uninvited guests. CC is by far the most unbelievable place in game. Even Girdershade is better fortified, Big Town by far. Places like Girdershade or Arefu even have some explanation to being there (hidden under or on the bridge, respectively). While CC is on a hill, it's not like the people utilize it.
User avatar
MISS KEEP UR
 
Posts: 3384
Joined: Sat Aug 26, 2006 6:26 am

Post » Sat Feb 19, 2011 3:46 am

He's made another mod that adds guards around Canterbury, if that's something you'd be interested in.
User avatar
LuBiE LoU
 
Posts: 3391
Joined: Sun Jun 18, 2006 4:43 pm

Post » Fri Feb 18, 2011 7:45 pm

A bathhouse and a hotel are interesting ideas. Keep in mind though that I cannot use content from DLCs without making this mod dependent on the DLC (copyright). That's why I didn't use the safe and the vault doors from Point Lookout for the CC bank.

I won't do any major overhauls to the exterior wasteland space in this mod. I may expand the CC Guards mod in the future though, but keeping it separate from this mod so people can choose whether they want more 'clutter' outside of the buildings. Once I am satisfied I've opened up as many buildings as I can, I'll give this mod a 'once over' to insert some minor things, like being able to actually buy a cup of Joe from Cup-A-Joe, or possibly making the 'deposit caps' feature for the bank (I'll need to do some extra voice files for that).
User avatar
Silvia Gil
 
Posts: 3433
Joined: Mon Nov 20, 2006 9:31 pm

Post » Fri Feb 18, 2011 7:23 pm

There's a mod that lets you set up a bank account that you can access through merchants with interest and everything. I'd suggest looking at that and maybe talking to the creator, it'd be pretty cool to make that account accessible through the CC bank.

EDIT: Here it is.
http://www.fallout3nexus.com/downloads/file.php?id=3440
User avatar
Jeremy Kenney
 
Posts: 3293
Joined: Sun Aug 05, 2007 5:36 pm

Post » Sat Feb 19, 2011 12:04 am

I still think it would be neat if a couple of stores would open up after finishing the quest. It would tie in nicely with the backstory of the place.
User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

Post » Fri Feb 18, 2011 10:51 pm

I can make the doors inaccessible until the Mechanist/Angatonizer quest is complete. I had thought about doing this after I decide what the building across the street from Cup-A-Joe should be, and then write a script for the doors to Cup-A-Joe and that building together (they seem like the the 2 buildings most affected by the M vs. A fighting).

Although, the thing is, I am not sure I agree with this from an RP standpoint. Porter Joe might have mentioned that the conflict between the Mechanist and the Antagonizer was driving some businesses away - I don't entirely recall if he did or did not say this or if those were his exact words - but by that I infer he meant some potential customers would not approach the town if they saw fighting going on, and also the mess/clutter/infrastructure damage created by the fighting makes it more difficult to move around. By all accounts, the Mechanist and the Antagonizer were not really threatening the town, they were more a 'nuisance' than anything else, which is why Porter Joe preferred the player handle the situation in a 'peaceful' fashion. I can see how the fighting can negatively affect the operations of the shops by deterring some visitors and driving down business, but I don't know if they would be sufficiently disruptive as to actually cause some shops to close for business altogether, especially when the town people's livelihood depend on the trade.

I'll give some more thought to this, but I'll put it on my 'potential to-do' list for now.
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Sat Feb 19, 2011 5:48 am

This compatible with "The Refuge?" That mod apparently adds an interior to "Cuppa Joe," but I'd really like both since this adds immersion and that mod adds a few quests.
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Sat Feb 19, 2011 10:00 am

When I loaded this mod into the GECK by accident, I got an error message saying it was changing some reference, some door IIRC. Is this anything to be worried about? I removed it just in case but I figured I may as well ask if this is something that's known.
User avatar
Trevor Bostwick
 
Posts: 3393
Joined: Tue Sep 25, 2007 10:51 am

PreviousNext

Return to Fallout 3