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

Post » Wed Dec 07, 2011 5:36 pm

I love this mod as I'm a big fan of exploring.

There is one thing though - if you take everywhere that's not already been taken that doesn't leave any room for future mods. I think you should leave a proportion of buildings in each location free, to give other modders some options and avoid future mod conflicts.
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Beth Belcher
 
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Post » Wed Dec 07, 2011 7:06 pm

That is why he keeps his stuff modular. But I agree of course. It is nice of him to do that since its more work every time he has a new addition. He packs the stuff up into a full mod and then has modular forms of it.

=)
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x_JeNnY_x
 
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Post » Wed Dec 07, 2011 3:49 pm

I love this mod as I'm a big fan of exploring.

There is one thing though - if you take everywhere that's not already been taken that doesn't leave any room for future mods. I think you should leave a proportion of buildings in each location free, to give other modders some options and avoid future mod conflicts.


The thing is that no one can do it as well as he can. Given the choice between Cev's stuff and something else that may conflict, I'll take Cev's any day. I've tried a few other interior mods and dropped them because they just didn't have the same quality as Cev's work does. Hell, I was even starting work on the same Wasteland buildings he's now working on, but I rather that he do it. If he were to be too concerned about conflicting with someone else's stuff, then he would never do anything, since sooner or later someone else will add something in those areas as well.
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Laura Elizabeth
 
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Post » Wed Dec 07, 2011 10:06 pm

If they're new interiors, and therefore likely modded access doors, wouldn't later loading mods overwrite just those doors and take you to the second mod's interiors anyway?
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Ben sutton
 
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Post » Wed Dec 07, 2011 6:33 pm

If they're new interiors, and therefore likely modded access doors, wouldn't later loading mods overwrite just those doors and take you to the second mod's interiors anyway?


Apparently not. I was told that if two mods provide access to new interiors through a modded door, then both doors will be active in the game. I haven't actually tried it in order to confirm that though.
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Keeley Stevens
 
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Post » Wed Dec 07, 2011 1:52 pm

Yeah, you're probably right. I'd imagine that both mods would have to replace the existing door, not just change it's teleport data...so one couldn't overwrite the other.

Maybe provide a list of door IDs so that the one you don't want can be disabled.
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Sarah Edmunds
 
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Post » Wed Dec 07, 2011 12:53 pm

I hope no one thinks I'm simply trying to take over the world, I've had an open call out to all other modders, "If you want a building simply ask and, I will avoid it like the plague!". I've gone out of my way to play nice with other modders, I've ben in direct contact with People like "Pucemose" and, other influential modders to avoid mod conflicts.

Many others wouldn't even give a second thought about the ideas of others. If anyone comes to me saying, "I was working on a mod in "Whatever district" even If I've already filled in the interior I will kill it or, move it somewhere else. I've even gone as far as to change preexisting cells to accommodate other wishes.

Snabbik, just reported that MMM's increased spawns has trouble with my tight interiors in Takoma Park, I was thinking I should probably create new forms to stop the issue. Would MMM's creator say, I should try to make my mod compatible with DCInteriors. Maybe but, I don't expect the fast response. (no offense to Mart.) He's doing his thing, just as I am.


Belanos,

I have to say thanks for the textures you've provided me. I've ben using them a lot and you will be getting a big smily face credit with my next update. :celebration:
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Stephanie Nieves
 
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Post » Wed Dec 07, 2011 5:23 pm

If they're new interiors, and therefore likely modded access doors, wouldn't later loading mods overwrite just those doors and take you to the second mod's interiors anyway?



Apparently not. I was told that if two mods provide access to new interiors through a modded door, then both doors will be active in the game. I haven't actually tried it in order to confirm that though.


Sorry, this wasn't meant to be a double post.

All of this really depends on if the doors were on the same plane, if one door was in front of the other you wouldn't have access to the other. I think it was "MsSparkles Big Bleu house" which I've tested and, it did overweight my cell in Seward Sq.
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Colton Idonthavealastna
 
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Post » Wed Dec 07, 2011 11:33 am


I have to say thanks for the textures you've provided me. I've ben using them a lot and you will be getting a big smily face credit with my next update. :celebration:


No problem. If you want any more combos just let me know and I'll do them up for you. I haven't been doing much with Fallout for awhile as I got a bit burnt out of the game, but I wouldn't mind an excuse to do some more modding. I noticed a short while ago there's a brown and white tile pattern in the Vault 101 cafeteria that would probably convert quite well to a Wasteland home interior.
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Marnesia Steele
 
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Post » Wed Dec 07, 2011 8:29 pm


Snabbik, just reported that MMM's increased spawns has trouble with my tight interiors in Takoma Park, I was thinking I should probably create new forms to stop the issue. Would MMM's creator say, I should try to make my mod compatible with DCInteriors. Maybe but, I don't expect the fast response. (no offense to Mart.) He's doing his thing, just as I am.




Perhaps the new in game MMM config menu will have this configurable. I've had D.C.Interiors in my load order for quite some time but have only recently got around to exploring properly all the added areas. You've done a great and very professional looking job, it looks much more like what you'd expect interiors to look like especially with the destruction inside some areas.
Fallout can get a bit depressing at times with all the death and destruction, maybe in the Wasteland edition a bit of relief from that, just a little though. That's just an idea anyway, I'm sure whatever you come up with will be as good as your other project.
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ANaIs GRelot
 
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Post » Wed Dec 07, 2011 8:39 pm

I hope no one thinks I'm simply trying to take over the world, I've had an open call out to all other modders, "If you want a building simply ask and, I will avoid it like the plague!". I've gone out of my way to play nice with other modders, I've ben in direct contact with People like "Pucemose" and, other influential modders to avoid mod conflicts.


I certainly wasn't suggesting that! I was just concerned that you can only accommodate mods that exist or where the planners know that they want to use a particular building - and you are clearly going out of your way to do that. Obviously, though, you can't plan for future mods. If you leave a few buildings untouched in each location then at least there's the potential to avoid mod conflicts.
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Kelvin
 
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Post » Wed Dec 07, 2011 10:20 pm

If you leave a few buildings untouched in each location then at least there's the potential to avoid mod conflicts.


He has already done that. Even in the areas he's already worked on, there's still lots of empty buildings that someone could do as well. They're mainly the large offices and warehouses mind you, but at least there's still plenty of them around. There's far more buildings in the game than any one person can possibly take care of on their own. There's certainly no danger of Cev making it impossible for anyone else to add their own touches to the game.
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Ashley Hill
 
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Post » Wed Dec 07, 2011 10:30 am

As far as I can gather Mart changes his mod to suit areas that behave strange. I am guessing here, but pretty sure if asked to not make it to tight around cev's work he would bang out an update...well at least in the stage of making his rc6 that is.. afterwards it becomes the new standard because its to hard to change his work, so most folks end up changing theirs.

Anyone know if Ripple has been around? He/She doesn't seem to be doing anything with canterbury commons.....off topic, sowwy.

New idea for your wasteland:

Sierra's Dungeon of Delights - Sierra has found a bunker and she happens to have been a chemist from some well to do place. She ran away, sort of. More like she had freedom in the sense, that no one thought she'd walk off without having her collar explode. But she was able to make a key to take it off. At any rate. Her skill sets allowed her to research pheromones that were harvested from some strange ants from who knows where. She concocted a stable mixture that made her own glands secrete a potent, on demand pheromone to entice both males AND females. There by making them her slaves....without a collar. After awhile she ended up having her "slaves" carve out a nice little den of delights. You (the player) have come around and found her den. She will allow you your freedom so long as you will do her bidding....or just walk away when you appease her in conversation and said conversation is done lol. But doing her bidding will get you a few nice things perhaps. She has a safe that only she has a the key to. What is in it? Only by doing her.........bidding, shall you find out.......Or a few shotgun shells later....whichever you choose ^_^

Thoughts? Cev.
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Vicky Keeler
 
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Post » Wed Dec 07, 2011 9:47 pm

Just chiming in to say this mod is awesome, again.
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Mariaa EM.
 
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Post » Wed Dec 07, 2011 8:59 am

As far as I can gather Mart changes his mod to suit areas that behave strange. I am guessing here, but pretty sure if asked to not make it to tight around cev's work he would bang out an update...well at least in the stage of making his rc6 that is.. afterwards it becomes the new standard because its to hard to change his work, so most folks end up changing theirs.


Correct me if I'm wrong, I haven't tested with MMM since I was working On L'Enfant Plaza but, wouldn't it be simpler and better in the long run If I went through DCInteriors and changed all my encounters to custom DCInt forms. Most of my cells are to small for increased spawns anyway. (in my opinion) and, doing this would avoid MMM affecting my interiors.

If you guys think its a good idea I'll do it for the next update and, Mart can simply go on his mary way. :laugh:

Anyone know if Ripple has been around? He/She doesn't seem to be doing anything with canterbury commons.....off topic, sowwy.


I talked to Ripple about a month ago, after someone on the Nexus tried to put out a bastardized version of my mod which included cells that were ripped from several other mods including Ripples Canterbury Commons Interiors. He/She replied to my PM but, fortunately I had already forced the person to remove all of the stolen work from the nexus.

I'm assuming Ripple is still around and, working because He/She was as concerned about the fact that our work was being violated.


New idea for your wasteland:

Sierra's Dungeon of Delights - Sierra has found a bunker and she happens to have been a chemist from some well to do place. She ran away, sort of. More like she had freedom in the sense, that no one thought she'd walk off without having her collar explode. But she was able to make a key to take it off. At any rate. Her skill sets allowed her to research pheromones that were harvested from some strange ants from who knows where. She concocted a stable mixture that made her own glands secrete a potent, on demand pheromone to entice both males AND females. There by making them her slaves....without a collar. After awhile she ended up having her "slaves" carve out a nice little den of delights. You (the player) have come around and found her den. She will allow you your freedom so long as you will do her bidding....or just walk away when you appease her in conversation and said conversation is done lol. But doing her bidding will get you a few nice things perhaps. She has a safe that only she has a the key to. What is in it? Only by doing her.........bidding, shall you find out.......Or a few shotgun shells later....whichever you choose ^_^

Thoughts? Cev.


I like the Idea a lot, The one thing I would change is that I think I would have Sierra's Dungeon Of Delights a boarded up building until you free the slaves from Paradise Falls. Once you complete that quest she would move out into the waste to find a place to set up shop. This would explain why she doesn't simply slave you (the Player) out, You freed her after all. She'll still ask you for favors, even using her charm to influence your decisions. For example in dialogue you may only get choices which end up with you saying yes to her requests.

The building she has chosen could have ben a brothel before the war. That happened to have a large multi room bomb shelter in the basemant. (someone had to try to protect the prosttutes after all, knowing that they would be a valuable commodity after the war. :drool: ) She sent her slave out to bring back all kinds of scientific equipment and turned it into her lab, then went to work on perfecting her pheromone.

Thoughts?


Cev
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Farrah Barry
 
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Post » Wed Dec 07, 2011 10:48 am

Correct me if I'm wrong, I haven't tested with MMM since I was working On L'Enfant Plaza but, wouldn't it be simpler and better in the long run If I went through DCInteriors and changed all my encounters to custom DCInt forms. Most of my cells are to small for increased spawns anyway. (in my opinion) and, doing this would avoid MMM affecting my interiors.

In the long run, that's probably the safer choice. (Although some places did fine like Dine and Dash. Which was hellishly crazy when I went up to the "DIne and Dash 3nd Fl.".)
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*Chloe*
 
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Post » Wed Dec 07, 2011 8:20 pm

In the long run, that's probably the safer choice. (Although some places did fine like Dine and Dash. Which was hellishly crazy when I went up to the "DIne and Dash 3nd Fl.".)


I'll definitely fix up Takoma Parks USO club and, The Cornucopia's Fresh Grocer. I knew they were a little tight for the mutants I added there but, I didn't think about what would happen when used with MMM.

I know many people love that mod and, I don't by any means want to kill your shooting fun :gun: but, I do want to make things work well, with the most playability.

I think there may be a cell or two in Seward that I should also fix, If you see any other cells that need some help please let me know.

cev
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Bethany Watkin
 
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Post » Wed Dec 07, 2011 5:54 pm

So that would open up the areas or...? I'm a little confused on that MMM thing you mention. Before I give an answer I would rather be more clear on what I am answering hehe =)

I think on same topic. I did notice a police like station was packed to the brim with mutants, in the dc area. It quickly became a nut house guns blazin zone. I had 3 slave companions and like 12 or more mutants in cramped quarters. It would have been hilarious if my system hadn't almost froze up on me. Luckily it didn't and I huddled in a corner face turned to the floor for the fps to lower. while my slaves killed everything off lol was still funny. Just cramped.....if it has nothing to do with the topic. Ignore it =)

--------------

on Rip; Glad to here. To bad people rip off folk's work and all, but on the bright side everyone keeps at it. Water off a ducks back.

--------------

The idea is on a role =)
If it is something you want to make up. I'm certain it will be a place I'll casually find one day and go....huh, looks familiar lol
Not saying you have to, just throwing this out there. I would have a smile on my face if scrolling to the bottom and seeing something to the effect of Credits: WackaMacka for a few idea's he added to the mix. Assuming you add anything from me. No offense taken what so ever if nothing added. I'll still use your work and praise it ^_^

(lil off topic further) Some folks when I was modding Morrowind would totally go nuckin futs over anything I'd mention >_<
Glad most people take the ideas people give out as constructive and either disregard it or think about it, round these parts ^_^
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Khamaji Taylor
 
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Post » Wed Dec 07, 2011 5:17 pm

(The idea is on a role =)
If it is something you want to make up. I'm certain it will be a place I'll casually find one day and go....huh, looks familiar lol
Not saying you have to, just throwing this out there. I would have a smile on my face if scrolling to the bottom and seeing something to the effect of Credits: WackaMacka for a few idea's he added to the mix. Assuming you add anything from me. No offense taken what so ever if nothing added. I'll still use your work and praise it ^_^

(lil off topic further) Some folks when I was modding Morrowind would totally go nuckin futs over anything I'd mention >_<
Glad most people take the ideas people give out as constructive and either disregard it or think about it, round these parts ^_^


WackaMacka,

Your idea is a good one and, maybe I'm not your standard modder but, I'm always reaching out to my users, fans, asking what would you like to see! I'd only go "totally go nuckin futs" if you told me that you wanted to see a silenced 10mm pistol that shoots mini Nukes, along side of a super cache of overpowered armor. :brokencomputer:

Open discussions about ideas can only be a good thing, as long as were on the same page. :twirl: If not I'll simply tell you to go "totally go nuckin futs" yourself. :drool:

I also try to credit everyone who contributes to DCInteriors no matter how small the contribution is. (Not saying I haven't missed a few but, I try. It is important to give credit where credit is dew.)
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Rachel Eloise Getoutofmyface
 
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Post » Wed Dec 07, 2011 7:13 am

hehe ^_^

I noticed a little something when in arwens newer tweaks. When I stolen a magazine and read it. It was now considered "read" and could be sold off. Its off topic I know. But it left me with a idea of a news stand and a guy that hangs around outside of either megaton and/or rivet city. He could have a camera in hand(not sure if possible). And glasses, to nerd him up a little bit. Sells high priced magazines and can offer a few bits of into for the people that talk to him. For a price he can even tell you about specific areas not "just casual chitchat". The topics could be about your changes in game, but from a perspective of a sleazy car sales man.

"Hey man, whatcha need is what I gots here, know what I'm saying? Keep yer crap in line and yer head on yer shoulders lil bit longer. Cuzzin them there wastes, its all about how to cover yer assets, am I right or am I right? *sleazy grin*
"Heres whats on the menu, Tips are free. Where not to go is chump change. But the hot stash spots(where you can ad lib to what and where in your changes are now ^_^), Those are where I make my bread and butta. Whatcha need?"

Thoughts?
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Manuela Ribeiro Pereira
 
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Post » Wed Dec 07, 2011 10:27 pm

I'd rather not see any characters that have a dialogue with this mod series. I don't use sub-titles so having someone that can only use text speech would be totally useless to me. And I really don't see something like that fitting in with the overall function of this mod. It's supposed to be about adding interiors, not creating some minor quest or adding NPCs.
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John Moore
 
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Post » Wed Dec 07, 2011 7:24 am

I agree, if there are going to be quests based on DCInteriors locations it would be better off as a separate mod.
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Richard Thompson
 
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Post » Wed Dec 07, 2011 10:49 am

I'd rather not see any characters that have a dialogue with this mod series. I don't use sub-titles so having someone that can only use text speech would be totally useless to me. And I really don't see something like that fitting in with the overall function of this mod. It's supposed to be about adding interiors, not creating some minor quest or adding NPCs.



I agree, if there are going to be quests based on DCInteriors locations it would be better off as a separate mod.



Ok guys, I truly hope this doesn't come off as rude but, all me and WackaMacka have ben doing is to simply toss ideas around. As I've said, brainstorming is always a good thing, even if nothing ever comes of it.

Next, as I'm sure you all know, I try to kick things up with every installment. I'm not just doing the same safe thing over and, over. If I ever do decide to add an NPC with some sort of a quest type thing or, dialogue, They will be fully voiced, you all know the attention to detail I put into DCInteriors. I want to learn new things, techniques, to enable me to expand my mods, not just pump out the same crap over and, over.

That would get boring for me and I would quit. I think of this mod as a living entity, which keeps growing and, expanding with every update.

I've already gotten some side quests going, what would be so wrong with me adding a full on quest?
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Miragel Ginza
 
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Post » Wed Dec 07, 2011 10:14 am

I've already gotten some side quests going, what would be so wrong with me adding a full on quest?


I trust you and your instincts. Your work is wonderful and, in an area that is often riddled with errors and problems, I've never had any issues with your mod. Besides, since that first building of yours that I walked into I've loved your vision and would love to see what you could do with a quest. You might consider making any quest optional, however. That way players who feel strongly that they don't want quests associated with expansions won't be upset and those of us who look forward to new adventures can enjoy them.

:) llama
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Alycia Leann grace
 
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Post » Wed Dec 07, 2011 4:35 pm

I trust you and your instincts. Your work is wonderful and, in an area that is often riddled with errors and problems, I've never had any issues with your mod. Besides, since that first building of yours that I walked into I've loved your vision and would love to see what you could do with a quest. You might consider making any quest optional, however. That way players who feel strongly that they don't want quests associated with expansions won't be upset and those of us who look forward to new adventures can enjoy them.

:) llama


I'd most likely build any quest mod as an addon with the DCInteriors combo being the master but, my real point was that someone wanted to bounce ideas off of me. I was receptive because, ideas are good. even if I don't like or, use them I could build off of them in some way.

Perfect example. The encounters in L'Enfant change depending on how far along you are in the main quest. I hadn't thought about having buildings open up after you finish other quests, If the slaves from paradise falls go out into the waste then there should be new buildings to explore with new vendors or, NPC's.

Maybe after you finish the molerat quest you could sell the repellent stick to someone who would go out and start there own extermination business.

I don't know, these are only random thoughts. :brokencomputer:

could be fun though.
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Trey Johnson
 
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