D.C. Interiors Project, Dupont circle and The waste land edi

Post » Wed Dec 07, 2011 8:12 am

Hey Chuck, all your links in the OP are messed up.

Nice glass cases on the pawn shop. :D


Thanks, I fixed the link for the nexus and, took the other ones out. I'm only keeping the main download on the nexus now, to much spam from planet fallout.

don't know how they could have messed up.


Cev did you notice my last post regarding TV's etc


I did but, haven't had the time to check some of them out. I didn't think Razorwire allowed people to use his work, at least I thought the first version of the Gramophone said no outside uses. Possibly, it was only for the early versions. I did think it would have made a cool asset.
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Mel E
 
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Post » Wed Dec 07, 2011 1:58 pm

Just as well you drop Planet Fallout; FilePlanet's higher-up admins have no regard for usage permissions, version updating or credits when they make their compilation packs and make it damn near impossible to take issue with them directly. Makes me wonder if there's a clause that allows them to do that in the usage EULA for that site...

As for the TVs... nope, he doesn't allow it, according to the info on the DL page. He's okay with others making his mod better, but won't allow re-use of his assets. http://wryemusings.com/Cathedral%20vs.%20Parlor.html... <_<
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Red Bevinz
 
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Post » Wed Dec 07, 2011 6:43 am

Just as well you drop Planet Fallout; FilePlanet's higher-up admins have no regard for usage permissions, version updating or credits when they make their compilation packs and make it damn near impossible to take issue with them directly. Makes me wonder if there's a clause that allows them to do that in the usage EULA for that site...

As for the TVs... nope, he doesn't allow it, according to the info on the DL page. He's okay with others making his mod better, but won't allow re-use of his assets. http://wryemusings.com/Cathedral%20vs.%20Parlor.html... <_<


what about the making of a patch something like Yevics Urban Apartment which could be made as a standalone linked with his esm. will try asking would be cool to have a working radiation king store.
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Leticia Hernandez
 
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Post » Wed Dec 07, 2011 11:46 am

what about the making of a patch something like Yevics Urban Apartment which could be made as a standalone linked with his esm. will try asking would be cool to have a working radiation king store.


I've uploaded my newest update to the combo edition, I will update the standalone versions in a day or, to.

cev
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Hazel Sian ogden
 
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Post » Wed Dec 07, 2011 10:53 pm

This is great work CevSteel !! The wasteland just got a lot more interesting :)
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Krystina Proietti
 
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Post » Wed Dec 07, 2011 8:11 am

I've uploaded my newest update to the combo edition, I will update the standalone versions in a day or, to.

The Nexus page still says "Have you ever thought about scabbing the DC wastes", is that intentional? ;)
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His Bella
 
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Post » Wed Dec 07, 2011 5:25 pm

seems to be a small bug. in Springvale, the house right across from the school has walls which constantly keep changing. I dont know if it's just me or if it's for everyone. I'm using the newest combo edition.
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Brιonα Renae
 
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Post » Wed Dec 07, 2011 11:26 am

The Nexus page still says "Have you ever thought about scabbing the DC wastes", is that intentional? ;)


Nope, not intentional, just trying to let people know what a bonehead I am. :facepalm: :drool:


seems to be a small bug. in Springvale, the house right across from the school has walls which constantly keep changing. I dont know if it's just me or if it's for everyone. I'm using the newest combo edition.


I checked for missing textures in my pack-up and, everything looks good, I even went and, looked at the esm to make sure my texture sets were working. Everything is fine on my end, make sure you've installed the textures properly.

sorry your having issues.


I did however find another bug while looking into your texture problem. There was a mistake made while merging my plugins that would have caused issues with textures in some custom items such as books. This would only be noticed if you had a save with a large collection of my stuff.

I'm uploading a bugfix "ComboEdition v2.6.1" as I type this.

cev
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Josh Lozier
 
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Post » Wed Dec 07, 2011 10:00 pm

it was really weird, the textures were shifting from eyes to books to blank walls. i know i had the textures installed correctly but it was only happening in that one house. I'm making a fresh install of fallout to reduce it a bit but i want to see if that still happens again. i'll let you know
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Lizs
 
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Post » Wed Dec 07, 2011 5:41 pm

it was really weird, the textures were shifting from eyes to books to blank walls. i know i had the textures installed correctly but it was only happening in that one house. I'm making a fresh install of fallout to reduce it a bit but i want to see if that still happens again. i'll let you know


Do you have archive invalidation on? You can click the button for it in the Fallout Mod Manager.
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Sudah mati ini Keparat
 
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Post » Wed Dec 07, 2011 10:46 am

yeah, all my other mods were working just as intended, except for that one house.
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Emily abigail Villarreal
 
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Post » Wed Dec 07, 2011 8:09 am

yeah, all my other mods were working just as intended, except for that one house.


Strange, I've double checked that the file in my pack-up didn't get crupted by reinstalling them into my data folder and, I couldn't find an issue. Make sure you have .dds's in DCIntTextures\Architecture\Megaton\interior\decoration\Default wall\ DW_WoodTile.dds

I'm not sure your why your having issues.

sorry

cev
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Juan Cerda
 
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Post » Wed Dec 07, 2011 7:22 am

well after reinstalling the new version with a clean fallout, the texture issue seems to have been fixed. not sure if another mod might have been causing i though, so i'll keep checking as i keep putting my mods back in.
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Tiff Clark
 
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Post » Wed Dec 07, 2011 9:00 am

When extracting the files from the last combo pack, I get 47 error messages stating that files cannot be opened. Any idea as to what is going on?
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Kellymarie Heppell
 
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Post » Wed Dec 07, 2011 3:54 pm

When extracting the files from the last combo pack, I get 47 error messages stating that files cannot be opened. Any idea as to what is going on?



not sure but, when uploading some other files to the nexus I had some time outs, and, errors, possibly some files were corrupted! I'll upload again to see if this fixes the issue.

cev
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u gone see
 
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Post » Wed Dec 07, 2011 9:20 am

Not trying to be dike about this. But I just realized how many areas have electricity. Or some power to many things, like lights etc. Feels weird now when I walk around seeing this =/

Any chance at a optional lights off? Like from not so obvious energy sources. Like light sources on the grid wouldn't be on but a generator is fine etc....

Gah....I jusst HAD to go and look through your sample images on the nexus lol

Then I found this LEnfant A Cuppa Joe window 02. The windows are the idea we tossed around. Viewing the outside world from inside. The invisible texture with a broken one atop. Thus looking outside through a "broken" window effect....am I right?

Any thing if this vein going to be added? I watch the updates thinking that all that work would be left as is and if you did find a way to make them broken it wouldn't be added in favor of going over to new vegas....and then I would cry like a lil wench lol XD
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Philip Rua
 
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Post » Wed Dec 07, 2011 8:32 am

Long ago, when I played the game Anachronox, I noticed a trickle of smoke rising from the cigarette clenched in fingers. It was incredibly realistic in those days. But my happiness did not last long, I immediately noticed that the smoke rises straight up despite the wind, walking in the hangar where I was. And I thought, the more realism you can see, the more you see the difference from reality.
Perhaps few people noticed that the window from the inside reflects the real situation from the outside. But everyone noticed the difference in the status of windows :)
I hope you understand that full compliance will require not only interiors changes, but exterior too, and it will increase compatibility problems
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Paula Ramos
 
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Post » Wed Dec 07, 2011 7:19 am

I watch the updates thinking that all that work would be left as is and if you did find a way to make them broken it wouldn't be added in favor of going over to new vegas....and then I would cry like a lil wench lol XD


Cev has mentioned in another thread that he intends to keep working on Fallout 3 even when New Vegas comes out. So there's no need to worry about things being left unfinished, he'll get around to them eventually. Provided of course that he doesn't simply give up altogether out of sheer frustration.
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Cody Banks
 
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Post » Wed Dec 07, 2011 9:28 am

Whenever I add a new mod or an update, I go through the automated mod cleaning ritual to look at the records; quite often I save the changes. Here I found 294 "Identical to Master" records, a lot of them navmeshes.

Well, in the past couple of weeks I've read modders say that you shouldn't touch navmeshes, others see no problem in cleaning them up too.

So, is there any consensus at all, what should or shouldn't be cleaned?
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Alexis Estrada
 
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Post » Wed Dec 07, 2011 10:05 pm

not sure but, when uploading some other files to the nexus I had some time outs, and, errors, possibly some files were corrupted! I'll upload again to see if this fixes the issue.

cev


Have you uploaded again yet? I tried downloading again earlier today and still had the same problem. Thanks.
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sunny lovett
 
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Post » Wed Dec 07, 2011 9:57 pm

I don't had problems with download. Seems to me- some Nexus issue
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Inol Wakhid
 
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Post » Wed Dec 07, 2011 5:34 pm

Whenever I add a new mod or an update, I go through the automated mod cleaning ritual to look at the records; quite often I save the changes. Here I found 294 "Identical to Master" records, a lot of them navmeshes.

Well, in the past couple of weeks I've read modders say that you shouldn't touch navmeshes, others see no problem in cleaning them up too.

So, is there any consensus at all, what should or shouldn't be cleaned?


I've always altered the nave mesh, this will insure stupid followers will actually follow the player into a new cell. Most of my other changes to the vanilla game are simply setting things to "initially disabled" and moving them below ground. Doing this insures that if another mod relies on that asset there shouldn't be an issue.

when cleaning a mod you should be more concerned about, deleted references. Well, at least with the type of mod I put out, my mod is not heavily scripted, I'm not necessarily trying to push the envelope, when it comes to what the engine can do.

I do always clean my mod before uploading, The changes your seeing are most likely intentional. (unless I've missed something :brokencomputer: ) Not saying I'm perfect, but, my mod is clean, It may not be squeaky clean but, it is clean.

cev
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Lizs
 
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Post » Wed Dec 07, 2011 8:29 pm

@CevSteel, thanks for the info. I didn't mean to imply that you published a "dirty" mod (though I fear, it might have sounded as if I did so); the kind of changes shown in the records list made me hesitate to do anything on my own and rather ask than save and possibly cause what I wanted to avoid.

All in all, the stability of my game went from fickle to solid after I cleaned up more than half of the mods in my load order. That's why I consider it more than cosmetics.

And since I haven't said it before: your mod has jumped on my "must have list" immediately after I installed it and revisited an area that was changed. Now it's actually fun to explore an area instead of running or fast-traveling through it. Thanks.
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Darlene Delk
 
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Post » Wed Dec 07, 2011 10:52 pm

@CevSteel, thanks for the info. I didn't mean to imply that you published a "dirty" mod (though I fear, it might have sounded as if I did so); the kind of changes shown in the records list made me hesitate to do anything on my own and rather ask than save and possibly cause what I wanted to avoid.

All in all, the stability of my game went from fickle to solid after I cleaned up more than half of the mods in my load order. That's why I consider it more than cosmetics.

And since I haven't said it before: your mod has jumped on my "must have list" immediately after I installed it and revisited an area that was changed. Now it's actually fun to explore an area instead of running or fast-traveling through it. Thanks.


no worries, I wasn't offended or, anything like that, I have fairly thick skin. I just wanted to be clear about the changes I've made and, make it known that as I do try my best to not make mistakes that could affect the original game or, game performance. I'm only human and, sometimes I make mistakes.

cev
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Stryke Force
 
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Post » Wed Dec 07, 2011 8:31 pm

Guess the stuff about lights and windows is a no =/
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Johanna Van Drunick
 
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