D.C. Interiors Project, Takoma Park

Post » Thu Oct 07, 2010 2:24 am

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.


No, all the walls are visible. It's just that I seem to bump into something invisible and I have to walk around it. It's in the back of the store.
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Catherine Harte
 
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Post » Wed Oct 06, 2010 11:43 pm

After spending hours of watching the upload screen do nothing last night, and thinking to my self dose the nexus hate me? the new update is finally up.

This is kind of a big one! Switching from .esp's to .esm's. This update will no longer require FO3 edit master update and, fixes many issues, everything from stability to the collectables falling through the floor.

with any luck, I shouldn't have to update until I finish Takoma.

but please let me know if you find any glitches.
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Steve Bates
 
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Post » Thu Oct 07, 2010 12:47 am

Great job, I was waiting for that. Can't wait to check it out, thanks a lot! :)
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Toby Green
 
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Post » Thu Oct 07, 2010 7:09 am

Oh! Congrats on the new update :dance: I can download this mod now, but I can't play just yet, I am waiting for a few other mods first to complete the type of game I want. This will fit right in perfectly! Thank you for all of your hard work so far, it really looks amazing.
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Alada Vaginah
 
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Post » Thu Oct 07, 2010 12:04 pm

I've ben sitting her all day holding my breath! How dose the new patch feel? Is it working properly?

I keep checking in expecting a bug report.

thanks
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sw1ss
 
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Post » Thu Oct 07, 2010 12:24 am

I've currently got a previous combined version that I really enjoyed immensely! I was waiting for Takoma Park to update and do it all over again with the single combined version, but I'm wondering if I should just go the piecemeal route? What do you suggest? I guess it would make sense to use the separate area files so I can pick and choose which I want to use as the mod eventually expands beyond the downtown ruins.
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clelia vega
 
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Post » Wed Oct 06, 2010 10:45 pm

I've currently got a previous combined version that I really enjoyed immensely! I was waiting for Takoma Park to update and do it all over again with the single combined version, but I'm wondering if I should just go the piecemeal route? What do you suggest? I guess it would make sense to use the separate area files so I can pick and choose which I want to use as the mod eventually expands beyond the downtown ruins.


The Takoma Park edition won't be finished for some time. I got a little distracted by figuring out how to make the glass windows work properly, and of course the holidays always get in the way! I would say just download what you want or need and have fun until I finish the next district.
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Charles Weber
 
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Post » Thu Oct 07, 2010 8:38 am

If you like Yevics Urban Apartment, I've uploaded a DCInteriors compatible version. (With his permission of course.) it can be found at http://www.fallout3nexus.com/downloads/file.php?id=10772
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Kelli Wolfe
 
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Post » Thu Oct 07, 2010 6:39 am

Thanks for the update cev, I look forward to exploring all the awesome new areas you opened up. I'm testing what mods I want to keep in my F3 so I'll be definately checking your combo pack!

Also thanks for the compatible version of Yevic's Apt, it fits well with the other places you opened up in the area.
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Julie Ann
 
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Post » Thu Oct 07, 2010 11:00 am

I love being able to look out of windows while in some of the buildings. One thing i have been pondering, is it possible to replace some of the shattered glass doors with ones that you can look out of? Or even more interesting, can you make them so you can look into the shops?
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Tiffany Carter
 
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Post » Wed Oct 06, 2010 10:16 pm

I love being able to look out of windows while in some of the buildings. One thing i have been pondering, is it possible to replace some of the shattered glass doors with ones that you can look out of? Or even more interesting, can you make them so you can look into the shops?


Into the shops! I'm sorry but, no. Out of is something I'm working on.

I'm trying to figure out how to retexture the windows so I can have some of the windows busted and, even have the doors somewhat clear.

unfortunately, looking into the shops would cause so many issues, you wouldn't even want to use this mod.

cev.
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Michelle davies
 
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Post » Thu Oct 07, 2010 3:17 am

Into the shops! I'm sorry but, no. Out of is something I'm working on.

I'm trying to figure out how to retexture the windows so I can have some of the windows busted and, even have the doors somewhat clear.

unfortunately, looking into the shops would cause so many issues, you wouldn't even want to use this mod.

cev.


Looking into the shops seemed like a good idea :)
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Ross Zombie
 
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Post » Thu Oct 07, 2010 2:41 am

Hi Cev I ran into a slight glitch which may or may not be associated with DC Interiors and thought to give you a heads up in case.

I went to Seward Square using the last version released, the ESM 1.9 combo version, and I noticed that the textures on each side of A Cuppa Joe flicker and distort a tiny bit. The majority of the building looks fine but the side walls seem to have this problem. I know that A Cuppa Joe is not one of the opened buildings but, aside from the Broadway Cinema mod, I have nothing else I know edits Seward Square.

Of course it may just be some sort of conflict with another mod 100 cells away or something but I figured to let you know if this is related to DC Interiors.

Thanks for making this excellent mod it breathes much more exploration into the wasteland.
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Alisia Lisha
 
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Post » Wed Oct 06, 2010 10:01 pm

Looking into the shops seemed like a good idea :)


It would be cool, its just the way the building are designed. Also there is a difference in scale between the exterior and, interior peaces that make it practically impossible.


I went to Seward Square using the last version released, the ESM 1.9 combo version, and I noticed that the textures on each side of A Cuppa Joe flicker and distort a tiny bit. The majority of the building looks fine but the side walls seem to have this problem. I know that A Cuppa Joe is not one of the opened buildings but, aside from the Broadway Cinema mod, I have nothing else I know edits Seward Square.


Thanks, I took a look and, I'm not seeing it, it must be coming from some other mod 100 cells away. :(
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koumba
 
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Post » Wed Oct 06, 2010 11:09 pm

Looking into the shops seemed like a good idea :)


robber804, I think I HATE you!!!!! :swear:

Instead of simply telling you that it just couldn't be done and, moving on, I took it as a challenge, no one else has done this so I should! I just spent all day playing around and, coming up with some creative uses for static collections and retextures. I figured a way to almost make it work.

I'm having one major problem, I can't figure out how to get rid of the black void you see when you look into the broken window sections. Its not textured so, I can't simply remove the texture. It is built into the .nif and, I don't know enough about 3D modeling to remove it.

As I said I think I HATE you, now I'm so close but, just can't pull it off! :nothanks:

Thanks for pushing me a little to try to push the envelope. I'm going to keep playing around and see if I can figure this out.

Cev
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kitten maciver
 
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Post » Thu Oct 07, 2010 7:42 am

robber804, I think I HATE you!!!!! :swear:

Instead of simply telling you that it just couldn't be done and, moving on, I took it as a challenge, no one else has done this so I should! I just spent all day playing around and, coming up with some creative uses for static collections and retextures. I figured a way to almost make it work.

I'm having one major problem, I can't figure out how to get rid of the black void you see when you look into the broken window sections. Its not textured so, I can't simply remove the texture. It is built into the .nif and, I don't know enough about 3D modeling to remove it.

As I said I think I HATE you, now I'm so close but, just can't pull it off! :nothanks:

Thanks for pushing me a little to try to push the envelope. I'm going to keep playing around and see if I can figure this out.

Cev


One thing I have noticed is i dont know if anything is impossible. There HAS to be someone here who knows enough about modeling that can help you, just think this may also help you with the other issue you were having with how to look through the broken windows. This is one of those small things that I think would really make things much more immersive. I also didn't you you had an obsessive/compulsive personality :). So who here could help Cev?
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Isabel Ruiz
 
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Post » Thu Oct 07, 2010 12:11 am

just think this may also help you with the other issue you were having with how to look through the broken windows.


It actully has, I've gotten an idea of how to use part of the buildings exterior textured into the window to reflect the exterior.

I also didn't you you had an obsessive/compulsive personality :).


You didn't know I was an obsessive compulsive? Just take a look at my mod again, the sheer amount of detailing just screams OCD! :ahhh:
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suzan
 
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Post » Thu Oct 07, 2010 11:32 am

just an off the wall question here, but are you thinkingo n expanding to the blocked off sections in the Pitt? you know that giant town blocked off by a stupid fence? If you are ive got alot of ideas for it, and even more for areas in the capital wasteland
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Marquis T
 
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Post » Thu Oct 07, 2010 1:36 am

just an off the wall question here, but are you thinkingo n expanding to the blocked off sections in the Pitt? you know that giant town blocked off by a stupid fence? If you are ive got alot of ideas for it, and even more for areas in the capital wasteland



I may at some point but, for now, I've still got allot to do downtown. I'm only one man after all, the team consists of me and my cats! And, There really not all that helpful.
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Nina Mccormick
 
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Post » Thu Oct 07, 2010 5:21 am

I just pictured a cat looking at the G.E.C.K. then looking at you like "wtf am i supposed to do?" :D

Anyhow im sure you could get help if you asked unless its one of those "Its my baby and I dont want a friend teaching it bad habits" deal in which I could see why you want to work only with your cats. :rofl:
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[Bounty][Ben]
 
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Post » Wed Oct 06, 2010 11:16 pm

It actully has, I've gotten an idea of how to use part of the buildings exterior textured into the window to reflect the exterior.



You didn't know I was an obsessive compulsive? Just take a look at my mod again, the sheer amount of detailing just screams OCD! :ahhh:


Well since I have my own OCD the detail seemed ok to me, a lot of mods I think are lacking, or that things just dont fit, like raiders in super mutant area's or other such similar things. So you seemed perfectly normal to me :D
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MISS KEEP UR
 
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Post » Thu Oct 07, 2010 1:37 am

Well since I have my own OCD the detail seemed ok to me, a lot of mods I think are lacking, or that things just dont fit, like raiders in super mutant area's or other such similar things. So you seemed perfectly normal to me :D


I guess we're on the same page then! :facepalm:

Thank you!!! I always wondered why anyone would put raiders inside of a mutant controlled district. How did they get there? Were they there before the mutants moved in and, just got stuck? Wouldn't the mutants just come in and, eat there brains? lastly, when they found they couldn't get out, wouldn't they have starved to death or, at least resorted to cannibalism?
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Dylan Markese
 
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Post » Thu Oct 07, 2010 5:38 am

just an off the wall question here, but are you thinkingo n expanding to the blocked off sections in the Pitt? you know that giant town blocked off by a stupid fence? If you are ive got alot of ideas for it, and even more for areas in the capital wasteland

It is a little offtopic in this thread, but I think I am working on a quest mod in that area that you describe here. It's in my sig 'Welcome to Bingham St.'. Btw. it's not so giant as you think.
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Chris Ellis
 
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Post » Thu Oct 07, 2010 12:55 pm

It is a little offtopic in this thread, but I think I am working on a quest mod in that area that you describe here. It's in my sig 'Welcome to Bingham St.'. Btw. it's not so giant as you think.



it will be some time before I get out of downtown D.C. but, if your worried I may trample your mod send me the link. I go out of my way to not be a hog, yes I like to do one district at a time but I try to avoid over righting other mods.

I don't want to take over the entire world, only the parts I can get my grubby little hands on first. :rock:
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Marina Leigh
 
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Post » Wed Oct 06, 2010 11:59 pm

it will be some time before I get out of downtown D.C. but, if your worried I may trample your mod send me the link. I go out of my way to not be a hog, yes I like to do one district at a time but I try to avoid over righting other mods.

I don't want to take over the entire world, only the parts I can get my grubby little hands on first. :rock:


No problem. I know the area is a lot of work (navmesh, interior, ...) and I did most of it already. The mod isn't ready for download yet (the full description with pictures is in my sig) because my planned quests are a lot of work. The enslaving system that is needed for the quests is nearly completed (FNNCQ) so I can begin to work on the Bingham St. quest series again shortly.
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Peter P Canning
 
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