[rel] Cei-caesarrulezexcessiveinteriors

Post » Mon Mar 14, 2011 8:07 pm

As some people asked me if it is compatible with the upcoming DCIntertior areas http://www.fallout3nexus.com/downloads/file.php?id=5573

YES it is! ChuckSteel and I are in contact to keep the mods compatible! So no worries you can use them both.

<>

You can find it here on Nexus:

http://www.fallout3nexus.com/downloads/file.php?id=9491

Adds a lot of interiors, new subway system, new worldspace, new weapons and much more, check it out!
English and German Version


Installation:

Just copy all files in your FO3 Data directory.
To change it to German, download the CEI GER package, delete the CEI-CaesarrulezExcessiveInteriorsEN.esp and use the CEI-CaesarrulezExcessiveInteriors.esp. Thats all.


Update:

Overwrite the CEI-CaesarrulezExcessiveInteriorsEN.esp and all files included in the update package.

Some Info:

Excessive Interiors adds new content to the following areas:

Fairfax:

-3 new houses, a walkable roof (making some new tactics possible!) and the HQ, a must-see area!

The Canyon (partly WIP but stable!):

-You want to check out a vanilla-qualitytester-area? I've updated it and so you can enjoy a new (but small) Worldspace.


TAKOMA PARK (compatible with the DC Interiors Mod by ChuckSteel):

-After fasttraveling to Takoma Park, you'll see a bank on the right and Bahr�s House on the left side of the street. Check them out!
-The bank welcomes you with some unique items and the game�s first interactive merchandising!
-Bahr's House... well I really can't explain the insanity. Just take a look but don't be surprised ...


Prewar Subway (entrance on the lower level of the GNR Building):

-You think the subways are far too well-illuminated? The little kiddie-ghoulies are no threat to you since you read your baby book? Then go to the Prewar Subway for a whole new experience!

-WARNING: once you�re inside, you have to fight though! There is no way back! And it won't be too easy.

-After 3 levels of horror, blood, mess, and sweat you'll find yourself back in the wasteland.
If the detonator does not explode, just visit Raven Rock in the mainquest, and the explosion will give you the ability to reenter the base.


Town Hall in Grayditch:

Take a look into the studio of an artist who's a little . . . different. He loves the color red, fire, and skulls.
As usual, it'ss not too easy and it will take some tactics to fight your way though there.


Goodies:

- House in Springvale after fighting though the subway. (It's worth it!)
- Raven Rock accessible after blowing it up
- Rusted Railway Rifle (try it out, a gun for making bigger holes! But not imbalanced.)
- Venom Grenade Launcher (for some new special tactics. Poison your enemies and watch them die!)

Credits:
Thanks a lot to all the uploaders at fallout3nexus!

Venom Grenade Launcher: http://www.fallout3nexus.com/downloads/file.php?id=8414
Huge Thanks to WildKarrde!

Trailer:
http://www.fallout3nexus.com/downloads/file.php?id=6970
http://www.fallout3nexus.com/downloads/file.php?id=6969
http://www.fallout3nexus.com/downloads/file.php?id=6903
707:
http://www.fallout3nexus.com/downloads/file.php?id=7355
http://www.fallout3nexus.com/downloads/file.php?id=7080
http://www.fallout3nexus.com/downloads/file.php?id=7219

General Store:
http://www.fallout3nexus.com/downloads/file.php?id=6902

Treecamp:
http://www.fallout3nexus.com/downloads/file.php?id=6904
Huge Thanks to HarryLuck!

Poster:
http://www.fallout3nexus.com/downloads/file.php?id=7777
Huge Thanks to Autan!

Desert House:
http://www.fallout3nexus.com/downloads/file.php?id=8870
Huge Thanks to RecentEagle!

candles:
http://www.fallout3nexus.com/downloads/file.php?id=9349
Huge Thanks to Pinioncorp!

sound:
http://www.fallout3nexus.com/downloads/file.php?id=23
Huge Thanks to Honnou!

Pipboy Icons:
http://www.fallout3nexus.com/downloads/file.php?id=2147
Huge Thanks to xpiratosx!

Huge Thanks to my Testers of the German version!

RazorX, Aaaaaimbot, DansonDelta40 and Tacko. What is a mod without some testers? Right, buggy wink.gif


Enjoy this mod

If you want to use anything from this mod in your own work, you have to contact me first!

BTW, sorry for my English - I'm trying my best!

CaesarRulez aka Caesar


Compatibility guaranteed with:

RTS, RAFO, CBO, DCInteriors, weapon and armor mods
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Kahli St Dennis
 
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Post » Mon Mar 14, 2011 11:39 pm

Hey, looks great - but the Desert House link is broken.
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Adam Porter
 
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Post » Mon Mar 14, 2011 1:21 pm

yeah I know, the resource is down. No idea why, I have got permission for all the resources, so I let the link in there, as I have to link to the original resource I used. Promised that to the original moder. As long as I cant find a new version the link will stay broken -.-
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Horror- Puppe
 
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Post » Tue Mar 15, 2011 2:11 am

Looks awesome, especially the air plane. Downloadin now :)

Would it be possible to make a version without the weapons and just the locations?
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Jade Muggeridge
 
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Post » Tue Mar 15, 2011 12:09 am

Never heard of this before it was brought up in the D.C. Interiors Project thread, but it seems excellent. It's also really nice that they are and will stay compatible. Thanks for the release!
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Everardo Montano
 
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Post » Tue Mar 15, 2011 3:33 am

@gyshall:
There are only 3 weapons in the whole mod, they don't affect any list or stuff. So If you don't want to use them put them in a locker or sell them or leave them alone.
But one weapon will make your life much easier at a certain situation ... belive me ;)

@Arkngt
Thanks, and yes Chev is a really good team-modder. I'm glad he leaves out two special doors and I will not touch any DC stuff. So we get along quite well :D
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Joey Avelar
 
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Post » Mon Mar 14, 2011 3:02 pm

Along with the other stuff I'm curious about Raven Rock.



----------------SPOILER if you have not reached it yet---------------
-----------------------stop reading UNTIL AFTERwards----------------------

that area has been made accessable with "Raven Rock Forever" and others on f3nexus and some work had to be done to fix some of the robots and free up the lower levels because of the scripted locked door. Additionally, it is a mod that had to be installed AFTER it's destruction, else it would probably interfere with the main quest.
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Erich Lendermon
 
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Post » Mon Mar 14, 2011 11:35 pm

Youre absolutely right. But I took care that there wount be any problems:

- The scripts takes the Mainqueststage to look up if you already blew up Raven Rock. Only then the scipts sets the new entrance.
- Of course not all areas are accessable, well dont forget that you blew it up, so why should I give the player the master key to access all areas?
You blew it up so be happy that you can reenter a limitet area, everything else would be unlogic. And the enemies shall behave like that, they still aren'T happy you destroyed their base and killed Eden, so everything is a little chaotic. I personally think that it fits the siutaion perfectly.
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Matt Gammond
 
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Post » Mon Mar 14, 2011 3:10 pm

Youre absolutely right. But I took care that there wount be any problems:

- The scripts takes the Mainqueststage to look up if you already blew up Raven Rock. Only then the scipts sets the new entrance.



Thanks, that script might be useful to add to Raven Rock Forever, since the lower areas of ARE freed up, the lower door opens now (lots of fighting with the robot sentries reaggressivized, useful if a robotics reprogramming perk is owned by the character). Additonally the mod adds prisoners that can be released (crudely implemeted, mod needs SCC else they will not follow the player out, but it works).

You might just consider downloading that and incorportating it to get the extra "features" since there is no restriction on its use
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Nadia Nad
 
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Post » Tue Mar 15, 2011 2:46 am

Thanks for sharing your ideas.
CEI is in a final stage, so I'm fixing bugs if there are any but will not make it bigger or give it more features.
I'm workig with a German team on some new things, so I just don't have the time to size the mod up.

The only thing I'm doing to Raven Rock is adding a hatch to a cell and make it enterable, thats all. So that should not affect any scripting or npc-spawns done by other mods.
And if you use an alternate reenter mod, just don't pull the trigger, then nothing will happen at all.
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Alexis Acevedo
 
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Post » Mon Mar 14, 2011 8:22 pm


The only thing I'm doing to Raven Rock is adding a hatch to a cell and make it enterable, thats all.
And if you use an alternate reenter mod, just don't pull the trigger, then nothing will happen at all.


Warning--- spoilers abound---

A HATCH... Raven Rock Forever was based on and earlier mod, No Rocks in Front of Raven Rock
where the stones were moved or deleted. However, the lower levels were not available. The Removed Rocks is why the mod had to be installed later, a HATCH bypasses this problem neatly, well done

In Raven rock forever there are no new spawns by other mods, all are re spawns from the earlier Enclave there and their machines (with the exceptions of the two prisoners that were added to give the Player some sort of goal). Refighting the "reoccuping" Enclave with the Robots on their side this time is quite a challenge.

The problem with using unaltered spawns was that the robots respawned back FRIENDLY to the Player because of the previous quest conditions. Thus upon re entry one witnessed the respawned Enclave getting pounded by the sentry bots and there was little left to do afterwards.

If you just have a dead Raven Rock, of course this is not a problem, but one then just explores a wrecked tunnel (unless you have a fiendish suprise planned, Muh-Ha-HA).
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Lew.p
 
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Post » Mon Mar 14, 2011 4:17 pm

Well during my tests it was a hell of a fight down there, and noone of my testers mentioned that it would be imbalanced. Cause if the Bots would help you that much you would be given tons of loot for free. And they were very accurate, like counting the bullets in the boxes I set and telling me if the loot was imba. So I'm sure the mod is good balanced and should give you some realy good fights, including RavenRock.
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Samantha hulme
 
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Post » Tue Mar 15, 2011 2:29 am

I have to admit that I uninstalled this after checking out the Town House in Greyditch. Personally, I think mods like this should ideally blend in completely with the vanilla world and already from the entrance I was reminded that it was added by a mod rather. The entrance didn't seem to fit with the house style, all names have lower cases (i.e. "town house" rather than "Town House"), I wondered why a Town House would have a steel door leading to a cave etc. So basically it broke immersion too much for me. It also seems odd on the whole that a ghost town (after the quest anyway, but generally before that as well) would have a Town Hall teeming with NPC's.

A better idea IMO would be to keep the main entrance boarded and have a "secret entrance" in the back and the house teeming with Ghouls rather (which would better explain why they keep indoors). That said, I liked some stuff as well, such as the broken roofs etc., plus it's very well made besides my niggles with it.

Personally, to keep this on a constructive note, I think you should go over the naming and use the vanilla format throughout instead.
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Love iz not
 
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Post » Mon Mar 14, 2011 9:17 pm

Thanks for your feedback!
Well why no Raiders in a ghost town, nearby there is a Talon outpost. I personally think it fits, but everyone has his own opinion and thats fine.

BUT if you have only checked out the town house you saw 10% of the mod. Be sure to check out the subway system before permanently deleting it, otherwise you will miss the best part ;)

Youre right with the spelling, well without caps its spelled correctly but not the FO3 way, I know and have no problem to change it. But I have to admit I don't really care :whistling:
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Roberta Obrien
 
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Post » Tue Mar 15, 2011 5:20 am

Thanks for your feedback!
Well why no Raiders in a ghost town, nearby there is a Talon outpost. I personally think it fits, but everyone has his own opinion and thats fine.


It's not that it Raiders per se, but rather that they all keep inside one building that has a functioning main entrance. If you take Springvale School, for example, they spill out into the ruins outside as well. In short, I'd like a logic explanation why one house is teeming with life while the streets are void of life.

EDIT: Well, not an explanation from you - but rather ingame when experiencing it. :)
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Cody Banks
 
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Post » Mon Mar 14, 2011 8:57 pm

;) I know what you mean.
Well I don't like unlogical tings, too. But you never get a explanation why the Talons are there and don't leave the quarters. But thats simple, if the vanilla Talons or my Raider would be outside, too, they would be in fights with the fireants, and that aint good, you could sneek around and get the stuff they droped. Thats why they are inside and stay inside. (Until they follow you outside and spawn there, but thats another chapter)
On the other hand Raiders are everywhere, so they are the best choice in my opinion to fill a random new interior with enemies. Never seen a Ghoul sneaking around there, thats fireant-area. I wanted to show that ith the fireants in the acessable caves underneath the building. As there are tons of caves and ways unter Grayditch I personally think that it fits making it accessable.
But thats my opinion, as you have onther opinon I'm happy to discuss it with you. I've gotten more feedback here in 1 day as at nexus with 2.5k downloads and 10k views, thank you all!
If you don't like the mod, delete it, but don't say you don't link it because of one single interior. There are tons of other things too, and it would be sad if you'd miss that.

Regards
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Schel[Anne]FTL
 
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Post » Tue Mar 15, 2011 12:47 am

Well then Arkngkt, I got a minor bug report and released a new version, in addition now all interiors should be named the Vanilla way ;)

Thanks for report!
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Emma
 
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Post » Tue Mar 15, 2011 3:47 am

Since you see the mod as mostly finished then it might be worth the effort to go that last step and clean it before releasing it.

50 duplicate records and 18 deletions.
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Jennifer Munroe
 
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Post » Tue Mar 15, 2011 1:18 am

wut :confused: I checked it with FO3Edit and found nothing.... well I'll doublecheck that. thanks!

hm can't find nothing, where did you get that info? GECK says nothing and FO3Edit finds nothing, too
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Marlo Stanfield
 
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Post » Mon Mar 14, 2011 8:57 pm

I just ran the automated cleaning protocol with FO3edit. Quick and dirty tutorial http://www.uesp.net/wiki/Tes4Mod:Tes4Edit#Cleaning_a_Dirty_Plugin and more extensive http://cs.elderscrolls.com/constwiki/index.php/TES4Edit/Mod_cleaning_tutorial_with_TES4Edit.

1. Load the esp with edit.
2. Right click on the esp to get context menu and choose filter then opt for only conflicts inherent in master.
.... wait for filter to run ... should now see colors.
3. Again right click and find remove 'identical to master' option and click it.
4. Again right click and find remove 'Undelete and disable references' option and click it.

Reports should come out about what records in the right panel and the total at the bottom.

Don't feel bad really only the Oblivion Modding community has taken to cleaning their mods prior to release. Morrowind mods and especially F3 mods are notoriously dirty.
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Anthony Rand
 
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Post » Tue Mar 15, 2011 2:44 am

thanks a lot, just did that, new version online.
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Robert Jackson
 
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Post » Tue Mar 15, 2011 5:36 am

thanks a lot, just did that, new version online.

You're welcome - glad to turn anyone on to that info.

I've spent the last few weeks cleaning hundreds of Fallout mods for using the new BAIN feature of Gary Bash and much like with Oblivion the dirtiest mods are landscape and cell editing mods. So, Town mods, House mods, Quest mods, and mods like this are often the dirtiest and this makes sense as you know by now working in the GECK - just accidentally moving stuff or deleting vanilla records can create these dirty edits. They are not really a sign of bad modding as some seem to take the words. Well maybe refusing to clean a mod is bad modding.

They're just the dross of modding.

I've heard of a third edit that can be bad but cannot be cleaned automatically - the wild edit - that one is accidental and not as easy to spot. Like if you install a house mod then look in edit or gecko and find that it also changes a cell half way across the map with no reason.

Thanks.
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ONLY ME!!!!
 
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Post » Tue Mar 15, 2011 12:54 am

If you don't like the mod, delete it, but don't say you don't link it because of one single interior. There are tons of other things too, and it would be sad if you'd miss that.


I'll check it again. On the one hand I'm perhaps overly sensitive to things I find immersion breaking, but on the other hand I really like added interiors - because, well, it's immersion breaking with all the side-scenery. :)

Well then Arkngkt, I got a minor bug report and released a new version, in addition now all interiors should be named the Vanilla way ;)

Thanks for report!


Much appreciated! Thanks!
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adame
 
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Post » Mon Mar 14, 2011 4:15 pm

@Psymon:

Just didn't know that the GECK works that dirty and leaves the deleted stuff in there. If I can release better mods, I'm happy to do that! If you know it but don't do it, thats a problem. To be too lazy to clean up is never a good choice ;)

@Arkngt:

Great you give it a second chace :D I've redone some things and killed some bugs ;) So it should work seamlessly. The funny thing is, that most people love the subway system most and the Town Hall is on second place, so youre the first one telling me it aint realy 'lore fitting'. But thats fine, eveybody has his own opion and thats good. Would be boring if everybody loves the same things.
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JR Cash
 
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Post » Mon Mar 14, 2011 3:39 pm

fixed an issue please download the 1.4
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Phoenix Draven
 
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