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

Post » Wed Dec 07, 2011 3:52 pm

I can't help but notice all that barren land out around the south west corner area. Like one lone large building full of ghouls and there is nothing else? Seems the perfect spot to start plunking down some more stuff to me =)

Don't forget. Just because the edges of the game tell you cannot go beyond that point. Does not mean you cannot plunk down a building you can enter. The door can be with in the border as then you would go inside an interior anyway. ^_^
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Wed Dec 07, 2011 10:47 pm

as for the diner, I never really thought anyone would be obsessed with collecting bottles. I used them as generic clutter.


I also collect empty bottles. Thanks to FWE. To refill in the river or my super-clean sink at home. I currently have just over 200 bottles of purified water in my fridge. I guess I'm a Purified Water Dealer :P
Most clutter items I use at the workbench to Craft other things. Personally, I love the cluttered buildings in Seward Square. I usually hoover up everything not bolted down, then the clutter I really don't want (burnt books, lamps, telephones, typewriters, etc) I stuff in a cabinet/desk/oven on my way out. Don't laugh! :laugh:
Also if I go through the area again it helps to remember where I've been, as I don't think places like Victoria's Little Secret and the Vault Tec Registration building, for example, ever respawn. Unless I'm just not staying away long enough :shrug:

The Sugarbomb Factory...well, thanks to a little retexture of that item, for me it'll be the Uncle Toby's Oats & Honey factory on the inside :lmao:

Anyway, this is one of my favourite mods, so am looking forward to updates :)
User avatar
michael flanigan
 
Posts: 3449
Joined: Thu Jun 14, 2007 2:33 pm

Post » Wed Dec 07, 2011 2:36 pm


If I could just make myself see all the stuff as background material instead of stuff to collect and sell I might be okay, but for now it's too overwhelming (I haven't completed a FO3 game completely yet anyway with vanilla).



Well I hate to say it Cev but I would have to agree with Showler here. While your building layouts are brilliant, I feel you put way too much clutter in them. It's the one thing I don't like about your work, and on a few occasions I've spent alot of time going through your mod getting rid of stuff, only to give up in frustration. It's not even realistic much of the time. For instance, going into Dr. Smith's office I'll walk out with something like a dozen or more scalpels. Now how many of those things is a private practitioner actually going to have lying around? Two, maybe three at the most. A local doctor isn't going to be doing much in the way of surgery, that's what hospitals do.
User avatar
luke trodden
 
Posts: 3445
Joined: Sun Jun 24, 2007 12:48 am

Post » Wed Dec 07, 2011 12:15 pm

Well I hate to say it Cev but I would have to agree with Showler here. While your building layouts are brilliant, I feel you put way too much clutter in them. It's the one thing I don't like about your work, and on a few occasions I've spent alot of time going through your mod getting rid of stuff, only to give up in frustration. It's not even realistic much of the time. For instance, going into Dr. Smith's office I'll walk out with something like a dozen or more scalpels. Now how many of those things is a private practitioner actually going to have lying around? Two, maybe three at the most. A local doctor isn't going to be doing much in the way of surgery, that's what hospitals do.


Actually a dozen would be about, just because it is doc smiths office doesnt mean he is the only one that practices there. A local doctor would do things like remove deep splinters (dont laugh my father had to get one removed like that it went too far into his hand to pull out) ingrown toe nails, lance boils etc.. There are actually a number of things they may do with a scalpel and they don't stay sharp forever. As for the clutter i think it represents 200+ years of people eating and drinking everything around before they die and someone else comes along and finishes it off. The only thing I haven't seen is someone who tried to use the books as a fire to either keep warm or roast a mole rat.
User avatar
Antonio Gigliotta
 
Posts: 3439
Joined: Fri Jul 06, 2007 1:39 pm

Post » Wed Dec 07, 2011 7:23 pm

Book burning would be logical when most people would be illiterate. Makes sense that there are no more schools. Look at america. average highschool student graduates at a 5th grade level these days. Can you imagine how stupid people would be without any schools at all?? 0_0
User avatar
maria Dwyer
 
Posts: 3422
Joined: Sat Jan 27, 2007 11:24 am

Post » Wed Dec 07, 2011 12:42 pm

Nice Idea robber,

Belanos,

On some levels I do agree that several of my cells are over cluttered. In my defense, as this mod has progressed I've tried to cut back and, to add more and more custom clutter. My early cells are the ones that have to many bottles or, tin cans.

When you start to try to take on a project on the scale I've attempted, you soon find that there really isn't that much unique clutter to be left laying around. I wanted the buildings to feel dirty, abused and, left in a disheveled condition. I use what I have on hand, if sometimes that means too many burnt books, to many scalpels, possibly tones of empty whisky bottles, well that's just the way it has to be. I don't want shelves, desks to be simply empty of clutter. When you come up with a concept for a cell, then realize there is nothing new to add, what do you do?

Would you rather enter a cell and, see nothing laying around or, see "GOD" caches of valuable weapons, loot? I say No! I'm not going to waste my time going back to delete an excessive use of soda bottles when I can better spend my time updating a cell with new items or, content. When given the choice of building a unique environments to be explored or, cleaning an existing cell to be a little more realistic, I say, I can live with the minor issues.

As far as realism goes, this is a game! If I wanted realism I'd be trying to deal with my life not playing in an altered reality. :facepalm:

I hope my reply doesn't come off as rude, I do appreciate the critique. To be honest I appreciate a critical critique more than one that only blows sunshine up my A**! I was really only trying to let you know that these are things I'm aware of and, think about as my little mod moves forward.

Cev
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Wed Dec 07, 2011 8:39 pm

..., think about as my little mod moves forward.


Cev that's the understatement of the year ;) . SCNR
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Wed Dec 07, 2011 7:21 am

Cev that's the understatement of the year ;) . SCNR


I call it my little mod because I never expected the response I've gotten from the community. Give me a break I'm trying to be humble here, and user feedback is so important to me. :drool:
User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Wed Dec 07, 2011 4:22 pm


On some levels I do agree that several of my cells are over cluttered. In my defense, as this mod has progressed I've tried to cut back and, to add more and more custom clutter. My early cells are the ones that have to many bottles or, tin cans.



Well at least you're aware of the issue. I haven't really been to any of your newer areas, I'm just basing my judgment on on the earlier interiors. As for going into an area and seeing empty shelves etc., I don't think that would be an unreasonable thing to expect after having people scavenging those abandoned areas for 200 years. I would think there wouldn't be too much of anything in the Wasteland after all that time, certainly not items like surgical scalpels. Not only can they be used for medical purposes, but they would probably be fairly useful as a weapon as well.
User avatar
Avril Churchill
 
Posts: 3455
Joined: Wed Aug 09, 2006 10:00 am

Post » Wed Dec 07, 2011 12:41 pm

As for going into an area and seeing empty shelves etc., I don't think that would be an unreasonable thing to expect after having people scavenging those abandoned areas for 200 years. I would think there wouldn't be too much of anything in the Wasteland after all that time, certainly not items like surgical scalpels. Not only can they be used for medical purposes, but they would probably be fairly useful as a weapon as well.

Allow me to disagree- in this case this mod will be not needed at all. No sense to open barricaded doors to reveal empty places.
I am not against a sense of proportion, but from both sides :)
User avatar
Emily Graham
 
Posts: 3447
Joined: Sat Jul 22, 2006 11:34 am

Post » Wed Dec 07, 2011 5:09 pm

Allow me to disagree- in this case this mod will be not needed at all. No sense to open barricaded doors to reveal empty places.
I am not against a sense of proportion, but from both sides :)


I agree 10000000% with delamer's opinion. I especially appreciate the way somewhat valuable items (post-war money, mentats, etc.) are sometimes strategically placed among the clutter, so there is a small reward for those of us who have the patience to search...

IMHO, if the existence of these small shops and the clutter within them seems too much or overwhelming, the solution is simply NOT to enter ! As with several other places in fallout, they can be skipped without affecting the Main Quest, and while adding to the gameworld are optional for those anol gamers (myself included) who want to explore EVERY part of it...

By the way, my personal strategy is that I completely avoid entering these shops and homes the first time I go through the DC area, and I leave them for a second run-through when the baddies in the area have respawned :)
User avatar
Anthony Rand
 
Posts: 3439
Joined: Wed May 09, 2007 5:02 am

Post » Wed Dec 07, 2011 11:56 am

IMHO, if the existence of these small shops and the clutter within them seems too much or overwhelming, the solution is simply NOT to enter ! As with several other places in fallout, they can be skipped without affecting the Main Quest, and while adding to the gameworld are optional for those anol gamers (myself included) who want to explore EVERY part of it...

I do that with a couple of places, like the laundromat and radio shop* in Seward Square and the motorbike shop in Mason District. I know what's already in there - lots of stuff I have no use for.

* That reminds me. That radio shop in Seward Square. I think it's near the metro and Enclave drop zone. When you walk in every single radio and jukebox is turned on and every single one in the room is blaring out both the Enclave station and GNR. I don't loot that place. I spend more time running around turning off radios and jukeboxes. Then finding out some of them I probably turned on rather than off <_<
So, I just don't go in there as often, instead.
Normally it probably wouldn't matter, but I've replaced GNR's old-fashioned music with my own and one or two tracks I haven't converted correctly, it stutters so it's hard to move around quickly or do much of anything.
User avatar
Lilit Ager
 
Posts: 3444
Joined: Thu Nov 23, 2006 9:06 pm

Post » Wed Dec 07, 2011 7:00 am

I never noticed the radio shop :) you're right - it gets quite difficult to move in there with all those soundwaves cluttering up the space :) Perhaps it could be changed in a future version ?
User avatar
CArla HOlbert
 
Posts: 3342
Joined: Wed Feb 21, 2007 11:35 pm

Post » Wed Dec 07, 2011 7:07 pm

http://www.fallout3nexus.com/downloads/file.php?id=4709

Reneer's Radio Mod. One of the things the current version does is default all radios to off. Next version is supposed to randomize them.
User avatar
Charity Hughes
 
Posts: 3408
Joined: Sat Mar 17, 2007 3:22 pm

Post » Wed Dec 07, 2011 10:14 am

http://www.fallout3nexus.com/downloads/file.php?id=4709

Reneer's Radio Mod. One of the things the current version does is default all radios to off. Next version is supposed to randomize them.


Excellent mate !!! Thanks a bunch :)
User avatar
Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Wed Dec 07, 2011 7:53 am

Another thing about the amount of clutter, As I see things, Downtown should be fairly un-scavanged in the first place. When the bombs were falling people would be rushing off to there Vaults or at least trying to find shelter. After it was over the survivors would be trying to get out of the hot zone, not hanging around to grab personal belongings or, board up there shops, houses.

By the time it was safe enough to go back the mutants had already moved in and the area was even more unsafe than when it was simply irradiated. I don't see Mutants picking through buildings to take all the bottles and junk.

This is also one reason I'm having a little difficulty working on "Dupont Circle". It is a raider district and, should be fully scavenged, which means I'm having to try to force myself to think quit differently about furnishings and, clutter. In other DC districts I would build an interior fully furnished as I thought it should be before the war, then I got to trash the place. Now, I'm finding I need to think about what the place originally was and, how 200 years of occupation could have changed it.

MystykStar, bendiwolf,

Are you saying all the music is killing your frame rate? I never had any issues with it, but yes it was meant to be a little funny and annoying at the same time. :dance:
User avatar
Jennie Skeletons
 
Posts: 3452
Joined: Wed Jun 21, 2006 8:21 am

Post » Wed Dec 07, 2011 9:09 pm

Are you saying all the music is killing your frame rate? I never had any issues with it, but yes it was meant to be a little funny and annoying at the same time. :dance:


It's definately funny, definately quite annoying, and AFAICT it is hurting (I wouldn't say "killing") my framerate...
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Wed Dec 07, 2011 1:41 pm

Yesterday, I was given permission to use the Models from http://www.fallout3nexus.com/downloads/file.php?id=14402 by, toxa01. I've just gone through all of DCInteriors and added these cute little guys.

I've reworked many of my encounters and, added rats in place of several generic radroach, Bloatfly spawns.

I'm so happy with the way things turned out I just wanted to promote the "RATS" mod and, let all of you know there will be many new encounters in the upcoming update.

cev
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Wed Dec 07, 2011 4:38 pm

Yesterday, I was given permission to use the Models from http://www.fallout3nexus.com/downloads/file.php?id=14402 by, toxa01. I've just gone through all of DCInteriors and added these cute little guys.


What's an RPG without rats? :D
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Wed Dec 07, 2011 6:56 pm

MystykStar, bendiwolf,

Are you saying all the music is killing your frame rate? I never had any issues with it, but yes it was meant to be a little funny and annoying at the same time. :dance:

No, normally it wouldn't be a problem, but as I use my own music and haven't converted one or two tracks correctly I get this thing where it stutters bad instead of playing that song.
I think Reneer's Radio Mod would be good, thanks Showler. Although there's a truck somewhere out in the wasteland with all these jukeboxes in the back. What do I do when I see it? Turn them all on <_<
I would like Agatha's on my radios and GNR only in my pipboy. Enclave doesn't matter as I always switch those off. Maybe that question should go in the Mod Detectives thread.

It's fine, I'll fix these music files so they're the correct type and will actually play through a radio without a problem :)
User avatar
Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Wed Dec 07, 2011 12:36 pm

What's an RPG without rats? :D

And without sewers :laugh:

MystykStar
Enclave doesn't matter as I always switch those off.

We so different in many ways.
I enjoy President's speech :)
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Wed Dec 07, 2011 6:40 pm

Yesterday, I was given permission to use the Models from http://www.fallout3nexus.com/downloads/file.php?id=14402 by, toxa01. I've just gone through all of DCInteriors and added these cute little guys.

I've reworked many of my encounters and, added rats in place of several generic radroach, Bloatfly spawns.

I'm so happy with the way things turned out I just wanted to promote the "RATS" mod and, let all of you know there will be many new encounters in the upcoming update.

cev


That's great news. The rats look great; I have it in my game already. They are an excellent and much needed addition.
User avatar
Ownie Zuliana
 
Posts: 3375
Joined: Thu Jun 15, 2006 4:31 am

Post » Wed Dec 07, 2011 10:29 am

Just grabbed RATS myself. Have yet to play test it though. I wouldn't mind seeing in MMM either. But it makes sense in your mod also =)

As for all the clutter. What you really need is a nice modeler to bang out some miscellaneous items like I requested in another thread a long time ago. Bet if anyone could post a request and get a few items on this board its you Cev.

Personally would like to see these just for a few:

-Nails, rusted bent/not bent
-Toilet Paper; naturally....I mean, sure most of it would have burnt up. But if books didn't, why not right?
-Broken Glass; Various shards of alcoholic beverages (I know....if I ever get around to this I'll give you them myself......assuming I ever find the darn blasted time lol). Also from windows burnt shard, various sizes too.
-Phone books; Nothing elaborate. My grandparents had some from back in the 50's. They were pretty bland. Actually I just googled it and found one in gray, and black letters "Telephone Directory" pretty much it.
-Table Saw; This one would be pretty tough perhaps. But by the same token the modeler could also bang out some circular blades to then allow others to make into a throw weapon lol / Yeah....not as big perhaps but just reminded myself of Half Life 2. Using the magnet weapon thing gun to pick up a giant blade and vivisect your enemies ^_^

I could go on an on but unless anyone asks me for more ideas I digress for now =)
User avatar
Charlotte X
 
Posts: 3318
Joined: Thu Dec 07, 2006 2:53 am

Post » Wed Dec 07, 2011 7:32 pm

That's great news. The rats look great; I have it in my game already. They are an excellent and much needed addition.


I've changed them up a little from the original mod. I've made DCInteriors rats only a little stronger than radroaches but, there are a lot of them. :drool: There in almost every cell that has molerats and, in the cells that only have them they are plentiful.

They are meant to be a minor annoyance, easy to kill and only giving one experience point.

but they are so damn cute and need to be in this game so much, this is one addition I've severely missed from FO1 and FO2 that was somehow excluded from FO3. :twirl:

cev
User avatar
Bitter End
 
Posts: 3418
Joined: Fri Sep 08, 2006 11:40 am

Post » Wed Dec 07, 2011 11:46 am

Just grabbed RATS myself. Have yet to play test it though. I wouldn't mind seeing in MMM either. But it makes sense in your mod also =)

As for all the clutter. What you really need is a nice modeler to bang out some miscellaneous items like I requested in another thread a long time ago. Bet if anyone could post a request and get a few items on this board its you Cev.

Personally would like to see these just for a few:

-Nails, rusted bent/not bent
-Toilet Paper; naturally....I mean, sure most of it would have burnt up. But if books didn't, why not right?
-Broken Glass; Various shards of alcoholic beverages (I know....if I ever get around to this I'll give you them myself......assuming I ever find the darn blasted time lol). Also from windows burnt shard, various sizes too.
-Phone books; Nothing elaborate. My grandparents had some from back in the 50's. They were pretty bland. Actually I just googled it and found one in gray, and black letters "Telephone Directory" pretty much it.
-Table Saw; This one would be pretty tough perhaps. But by the same token the modeler could also bang out some circular blades to then allow others to make into a throw weapon lol / Yeah....not as big perhaps but just reminded myself of Half Life 2. Using the magnet weapon thing gun to pick up a giant blade and vivisect your enemies ^_

I could go on an on but unless anyone asks me for more ideas I digress for now =)



Sorry for posting so quicly agan but I just wanted to also respond to WackaMacka,

I've dissected the chemistry set turning it into a dozen separate little peaces you can shoot take home. It's a rare occasion when you can get a good mesher to step up and offer there services, I'm trying to learn how to create custom meshes because of this issue myself.
User avatar
Shiarra Curtis
 
Posts: 3393
Joined: Thu Jan 04, 2007 3:22 pm

PreviousNext

Return to Fallout 3