D.C. Interiors Project, Takoma Park

Post » Thu Oct 07, 2010 7:00 am

As soon as you finish the combined package, I'll download it. This series of mods is fantastic. I can't wait to you start doing The Exterior Areas of DC, and Maybe the Wasteland. Woo.
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Sarah Evason
 
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Post » Wed Oct 06, 2010 5:30 pm

I love the mod, but it stopped working for me. It was fine at first, but when I went to The Mall to look around, the game crashed when I activated the door. I tried again, and it crashed again. I then tried turning off autosave, and it let me through. I tried to save when the area loaded, and when I did it crashed the game. I unchecked the mod and tried saving and it didn't crash. Is there anyway to fix it?


Did you run MasterUpdate?
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Nichola Haynes
 
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Post » Thu Oct 07, 2010 3:01 am

I like the concept of the glass windows. Too bad the interior-windowframes don't match the exterior windowframes.

And I found a nasty bug in Mama Dolce's outlet store in GeorgeTown. When I travel to the basemant and then back to the store, I'm back in an old non-glass-window version of Mama Dolce without an exit to George Town. I have to activate the door to the basemant again to get back to the new Mama Dolce's.
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Lisa
 
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Post » Wed Oct 06, 2010 7:27 pm

I like the concept of the glass windows. Too bad the interior-windowframes don't match the exterior windowframes.

And I found a nasty bug in Mama Dolce's outlet store in GeorgeTown. When I travel to the basemant and then back to the store, I'm back in an old non-glass-window version of Mama Dolce without an exit to George Town. I have to activate the door to the basemant again to get back to the new Mama Dolce's.



I know why I'll take care of it soon.

Sorry.

Edit: this is odd I just ran a quick test and couldn't recreate the bug. I thought I must have forgot to switch a teleport, I'll have to look into this some more.
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Amy Melissa
 
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Post » Thu Oct 07, 2010 5:42 am

I should add, that I first installed the DC-GeorgeTown-Glass stand-alone and then the DC-MasonD-Glass stand-alone. I did not install the combo version. Maybe the Mason-district stand-alone has some old references left in it that overrule dc-georgetown?

EDIT: No, that isn't it. I just tested with only GeorgeTown installed, and the bug is still there.
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SexyPimpAss
 
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Post » Wed Oct 06, 2010 5:43 pm

I solved it. It was because of the fact that I had been in the basemant before in the old version of your mod. The door was already open in that savegame, and therefore I could walk right into the main store ( that apparently doesn't have a portal to Georgetown ).

So I just uninstalled DC-Georgetown. Did a savegame. Reinstalled DC-Georgetown. Now the savegame's "memory" of that open door was gone and I can no longer walk into the old main store anymore.
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Jonathan Braz
 
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Post » Wed Oct 06, 2010 6:18 pm

Good to hear, I was starting to drive myself nuts trying to figure out what could cause it. Never would have thought of the save file.
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Dale Johnson
 
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Post » Thu Oct 07, 2010 12:44 am

You might want to force that basemant door shut, because everyone who has been there before will encounter this problem....
But why didn't you remove that useless old part of the store?
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Emily Graham
 
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Post » Wed Oct 06, 2010 9:51 pm

You might want to force that basemant door shut, because everyone who has been there before will encounter this problem....
But why didn't you remove that useless old part of the store?



I was just being lazy! I'll clean it out for the next update.
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Spencey!
 
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Post » Wed Oct 06, 2010 7:36 pm

I found another bug in the Mason District Police Department building.
When I take the elevator to the holding-cells, there is an active turretsystem.

After I destroy the turret I can sleep on the beds in there.
But when I disable the turret after hacking that computer, I can't sleep because "there are enemies nearby". BUT, the turret does not show as a hostile on my compass anymore...

Weird.
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Jesus Lopez
 
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Post » Wed Oct 06, 2010 7:31 pm

Another bug in Mason District. Hacking and then shutting down the turret-system in the Postal office doesn't work. One of the turrets still shoots me.
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Sophie Louise Edge
 
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Post » Thu Oct 07, 2010 7:32 am

Another bug in Mason District. Hacking and then shutting down the turret-system in the Postal office doesn't work. One of the turrets still shoots me.



thats by way of design the second terminal to shut it down is broken.

I can't seem to figure a way to get the beds to let you sleep in them after you shut the police department turrent down. It is truly odd.
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Siidney
 
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Post » Wed Oct 06, 2010 11:52 pm

I have a strange phenomenon in that US Post Office. When I enter the office for the first time, both turrets behave normally. but when I save inside the post office, and later reload that savegame, the turret in the back is making noises and shaking like a spastic maniac. (until I destroy it)
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jeremey wisor
 
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Post » Wed Oct 06, 2010 11:01 pm

I have a strange phenomenon in that US Post Office. When I enter the office for the first time, both turrets behave normally. but when I save inside the post office, and later reload that savegame, the turret in the back is making noises and shaking like a spastic maniac. (until I destroy it)



could be its not lined up with the base properly, they can act odd if not put together right. I'll check it out.
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lilmissparty
 
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Post » Thu Oct 07, 2010 6:45 am

I'm finishing up a conversion to .esm's, eliminating the need to run FO3edit Master update with my mod, because some users have shown some reluctance to use it and, I've become aware that it can cause issues with other mods that use a master with slave .esp's.

This conversion will fix many minor (annoying) issues like the collectables falling through the floor, and I've also ben going through each district fixing many other glitches.

All future updates of DCInteriors Project will come in the .esm format. (Sorry for any inconvenience.)

I should have it up in a day or so. The only drawback is when switching from .esp's to .esm's the game will think it is a new mod and reset all of my cells you've already explored. Causing you to loose the loot you've already collected, forcing you to go back and re-collect what you want or, need.

I think I have most of the minor texture issues taken care of in the last update but, if anyone sees anything odd or, not working properly please let me know soon. I would love to have this update as close to perfect as possible so I can get back to Takoma without worries.

Thanks for your input, User help is always appreciated.


Now to the fun stuff, Takoma Park.

I've ben working on it for some time, got distracted by the holidays and, adding the new style cells to the rest of my world.

I've got some big plans for the district, some of the things you'll find are.

A pawn shop,
A currency exchange,
yet another Cornucopia's Fresh grocers,
Again, another Acuppa Joe

There is a large tower building that dominates the district which, I've already opened up three floors and may do one or, two more. It is going to be a sprawling, destroyed apartment complex leading you up to the penthouse which is an upscale restaurant looking down on the entire district in one of my worldspace interiors.

I'm also thinking of adding a photo/porm studio reminiscent of FO2. (For all who don't want advlt content on there computer, I have no intent of adding actual porm but, only implying something seedy is going on, Like the brothel I added in Seward Sq.)

I would also love to an a music store, If anyone knows of a modders resource that could give me musical instruments to use, please let me know.

I'm also kicking around the idea of a dry cleaners and, maybe an Air Force or, Naval Recruitment center.

Again, if you guys have any ideas on what type of shops, buildings you would like to see please speak up.

thanks again for all of your support.
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Campbell
 
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Post » Wed Oct 06, 2010 11:26 pm

This mod becomes more and more amazing as the time goes by. I really hope you will continue working on it in the future.
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Micah Judaeah
 
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Post » Wed Oct 06, 2010 7:21 pm

...All future updates of DCInteriors Project will come in the .esm format. (Sorry for any inconvenience.)

Fine with me. Looking forward to it.

Now to the fun stuff, Takoma Park.
...I've got some big plans for the district, some of the things you'll find are.
A pawn shop,
A currency exchange,
yet another Cornucopia's Fresh grocers,
Again, another Acuppa Joe
There is a large tower building that dominates the district which, I've already opened up three floors and may do one or, two more. It is going to be a sprawling, destroyed apartment complex leading you up to the penthouse which is an upscale restaurant looking down on the entire district in one of my worldspace interiors.
I'm also thinking of adding a photo/porm studio reminiscent of FO2. (For all who don't want advlt content on there computer, I have no intent of adding actual porm but, only implying something seedy is going on, Like the brothel I added in Seward Sq.)
I would also love to an a music store, If anyone knows of a modders resource that could give me musical instruments to use, please let me know.
I'm also kicking around the idea of a dry cleaners and, maybe an Air Force or, Naval Recruitment center.

Sounds great!
if you guys have any ideas on what type of shops, buildings you would like to see please speak up.

How about a gun shop? (with suitable protection that would explain why it hasn't been completely cleaned out after 200 years)
A mortuary (ghoul playground)?
Police station?
Creepy mental hospital?
Toy store?
Pet shop?
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Misty lt
 
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Post » Thu Oct 07, 2010 4:23 am

Yes, a mental hospital and/or psychiatrist sounds fun. For those good citizens who want to rid themselves of disturbing evil Communist thoughts.

And a school or kindergarten to teach the kids how to properly report their parents' non-patriottic behaviour.

A dentist. Special radiation-treatment makes the teeth shine brightly like never before!!!

A Fire department (I want to start a flame in your heart....)

A private detective. You DO want to know when your wife/husband has certain Chinese 'friends', don't you?!

A Taylor. Always look your best.
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NEGRO
 
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Post » Thu Oct 07, 2010 11:20 am

Yes, a mental hospital and/or psychiatrist sounds fun. For those good citizens who want to rid themselves of disturbing evil Communist thoughts.

And a school or kindergarten to teach the kids how to properly report their parents' non-patriottic behaviour.

A dentist. Special radiation-treatment makes the teeth shine brightly like never before!!!

A Fire department (I want to start a flame in your heart....)

A private detective. You DO want to know when your wife/husband has certain Chinese 'friends', don't you?!

A Taylor. Always look your best.


All of these are fantastic suggestions. Especially the mental hospital and private detective's office with some fun notes. That would be fantastic.
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Raymond J. Ramirez
 
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Post » Thu Oct 07, 2010 9:32 am

I'm finishing up a conversion to .esm's, eliminating the need to run FO3edit Master update with my mod, because some users have shown some reluctance to use it and, I've become aware that it can cause issues with other mods that use a master with slave .esp's.


Ahh, this is great news to me :dancing: I really wanted to try out this mod, but I really am not ready to do the whole Master Update just yet. Seems there is nothing stopping me now! Thank you :dance:
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Misty lt
 
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Post » Thu Oct 07, 2010 12:33 am

I'm exploring L'Enfant Plaza now. Couple of hickups so far:

- In Suds 'n Bubbles Laundry: Invisible wall between the restroom and 'easy breezy' poster.
- In the townhome next to the metro (the one with the ladder to the attic): Watersound is not coming from the broken waterpipe. And one of the beds is called 'my bed'. (intentional?)
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Joey Avelar
 
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Post » Thu Oct 07, 2010 10:56 am

Great mod, can't wait for Tokoma!

A few shop ideas -

Kitchen supply/cutlery/knife store
Head shop (for use with better living through chemistry)/tobacco shop
gun store (hidden/hard to find)
Pet shop
optometrist

Love the idea of a seedy pormo studio!
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Rusty Billiot
 
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Post » Thu Oct 07, 2010 8:54 am

I'm exploring L'Enfant Plaza now. Couple of hickups so far:

- In Suds 'n Bubbles Laundry: Invisible wall between the restroom and 'easy breezy' poster.


I can't seem to find the missing wall can you post a screen? There are two 'easy breezy' posters and in my game and the GECK the walls are where they should be. Someone else reported a missing wall in another cell, I couldn't find that one ether. Maybe when I upload the the .esm version it will fix this for everyone.

- In the townhome next to the metro (the one with the ladder to the attic): Watersound is not coming from the broken waterpipe. And one of the beds is called 'my bed'. (intentional?)



Totally unintentional I've fixed it.

thanks for your help
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Joe Alvarado
 
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Post » Thu Oct 07, 2010 4:23 am


I've finished glass windows versions of all existing districts and plan to upload them soon. I'm having one minor issue though, when I try to do the combo edition I keep getting an out of memory error.

I'm not sure exactly why I'm getting this because I have tones of RAM. I've always used FO3Plugin to do the combo, I have also tried to use FO3Edit but, it tags all districts as masters for some reason, not making a standalone version.

If anyone has any suggestions on how to get the combo back on track I would appreciate the help and advice.

thanks

I have tryed to use both version, the two independent versions and the combo version, i now only use the two independent's as the combo cause's lag

on an other issue the toy robots in the toy shop when i get them back to my megaton house I can place them ok but on the next load-up
they are gone, I have 3 motor bike toys in a safe (megaton house safe mod) and they have stayed there while the other disappear, just thought you should know :)


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


Just read the original thread and what what you said about a waistland version, I have a request,
PLEASE PLEASE PLEASE do that large house near TP Tower it bugs the hell out of me, as there are
Raiders near it could be there base and once you clear them could it be a Player home (in the style of a more moder day home)
Im sick to death of player home that are vault (even the really good ones, sorry guys), maybe add a wall around it with mini gun to
stop the Raider re-inhabiting it (or not, just make it non reset would be good to) even if the raider go in if you have been away
for a while, what ever you choose I bet would be good (based on you prev. work), just please include this in it!!!


Rec :)
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Emmanuel Morales
 
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Post » Wed Oct 06, 2010 10:54 pm

Wow Im using a really old version of this I think, I believe mine only added a dozen little stores but I loved them.

After reading this thread, Ill wait for the upcoming patch and upgrade the whole thing. Thanks alot for the hard work.
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Sammygirl500
 
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