D.C. Interiors Project, Takoma Park

Post » Thu Oct 07, 2010 3:05 am

The D.C. Interiors Project

11/30/09

Have you ever thought about scabbing the DC wastes, even though, the super mutants may horrifically and violently rip your heart out? Have you said to yourself "D*** the torpedoes, I am going Downtown anyway", only to find once you arrive that 99% of the shops and houses are all boarded up? Have you ever seen a building on the horizon, thinking you'll head there, just to find nothing of interest, nothing worth investigating? If so, this mod is for you!

Just opened in the beautiful Downtown D.C. Waste, Georgetown District.

A Cuppa Joe,
Floyd's Barbershop,
Robinson's Robots,
Mama Dolce's Outlet Store,
The US Army recruitment Center,
the Nuka Cola Soda Shop,
and two abandoned townhomes.

Just opened in the Lovely Downtown D.C. Waste, Mason District.

D.C.P.D. 15th Precinct,
Drunkin Donuts
Lincoln Savings,
Majority Whip's Ice Cream,
No Exit,
Tinker's Toys,
Tanto's Indians,
US Post office,

Just opened in the wonderful Downtown D.C. Waste, Seward Sq.

5th St Automat,
4077 Pharmacy,
Alice's Diner,
Capital City Savings and Loan,
Dr. Smith's office,
Family Classics Video,
the Gothem Bus Co,.
Munster's meats,
Nortons Plumbing,
Otis's Fine Liquors,
Penny's advlt Books,
The Radiation King Superstore,
the Red Racer Shop,
Robco Terminal Sales and Service,
Rutter's Newborn Store,
Queen Victoria's Little Secret,
Family Classics Video,

and 21 Townhouse and Apartment Buildings.

"original Thread 1"

http://www.gamesas.com/bgsforums/index.php?showtopic=959952

"original Thread 2"

http://www.gamesas.com/bgsforums/index.php?showtopic=1034094

Download and screenshots:

Planetfallout

http://planetfallout.gamespy.com/mods/237/...teriors-Project

Fallout Nexus
http://www.fallout3nexus.com/downloads/file.php?id=5573
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Johnny
 
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Post » Thu Oct 07, 2010 5:27 am

Just went through the Georgetown area for the first time, and happened to have installed your mod beforehand. Good job, I would never have known those buildings weren't part of the original game.
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kelly thomson
 
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Post » Wed Oct 06, 2010 3:46 pm

A couple of questions from a Fallout mod newbie.

1: Textures added by this mod flicker erratically in-game between various (incorrect) textures, although display just fine in the GECK.

2: Although probably not related to this mod, the mod appears to 'de-check itself' in the Data Files list after exiting the game. Is this normal, or do I have to manually recheck it each time? If so, presumably there's some kind of fix for that?

Any help appreciated. :)
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Kat Stewart
 
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Post » Wed Oct 06, 2010 8:53 pm

A couple of questions from a Fallout mod newbie.

1: Textures added by this mod flicker erratically in-game between various (incorrect) textures, although display just fine in the GECK.

2: Although probably not related to this mod, the mod appears to 'de-check itself' in the Data Files list after exiting the game. Is this normal, or do I have to manually recheck it each time? If so, presumably there's some kind of fix for that?

Any help appreciated. :)



Grab a copy of FOMM, It sounds like you need to hit the Archive Invalidation to get the textures to show properly. Also it is just a better way to manage your mods than using the Data files list. (Although I'm not sure why it would be unchecking itself for you.)

Here is the link to FOMM

http://www.fallout3nexus.com/downloads/file.php?id=640
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Jonathan Montero
 
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Post » Wed Oct 06, 2010 9:28 pm

Grab a copy of FOMM, It sounds like you need to hit the Archive Invalidation to get the textures to show properly. Also it is just a better way to manage your mods than using the Data files list. (Although I'm not sure why it would be unchecking itself for you.)

Here is the link to FOMM

http://www.fallout3nexus.com/downloads/file.php?id=640



The plugin manager in the FO3 launcher is just screwy, and the unchecking thing is just one of its bugs. Dispense with it entirely, as it is unreliable and can't even alter load order. The only thing of use in the launcher besides installation is graphics settings alterations and regenerating an INI file.
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Colton Idonthavealastna
 
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Post » Wed Oct 06, 2010 7:02 pm

I've heard good things, and it looks great. Downloading now.
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Tamika Jett
 
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Post » Wed Oct 06, 2010 11:27 pm

Now that the holidays are over I hope to get back to work on Takoma Park soon.

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
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Amy Melissa
 
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Post » Wed Oct 06, 2010 7:38 pm

Now that the holidays are over I hope to get back to work on Takoma Park soon.


This set is another one of those 'must haves' for me - I can't wait to see what you'll do with Takoma. Keep up the good work!

Cheers,

Coleen.
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NIloufar Emporio
 
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Post » Wed Oct 06, 2010 5:30 pm

Thanks, that did it, and thanks for the advice on the launcher.

And I'm glad to see this is still in progress. Makes DC a much more fulfilling location, as it should be.
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luis ortiz
 
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Post » Wed Oct 06, 2010 6:29 pm

Trying to find the vault key for the Capital City Savings & Loan is driving me nuts. I probably missed it somewhere obvious.
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Hussnein Amin
 
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Post » Wed Oct 06, 2010 3:56 pm

Trying to find the vault key for the Capital City Savings & Loan is driving me nuts. I probably missed it somewhere obvious.


You could try the hole in the vault wall. ;)

Or is there another bank besides the Seward Square one?
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Jhenna lee Lizama
 
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Post » Thu Oct 07, 2010 4:04 am

cevsteel you rat b@stard lol making us play such good mods you and the other modders make so enjoyable ^_^

cant wait for the new stuff =)
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Killah Bee
 
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Post » Thu Oct 07, 2010 7:26 am

I've uploaded the Glass Window version of all districts. the interiors that now have scenic views of lovely downtown D.C. ruins are,

Gerogetown,

Floyd's Barbershop,
Mama Dolice's Outlet Store,
the Nuka Cola Soda Shop,

Mason District,

Drunkin Donuts,
Tinker's Toys,

Seward Sq.,

Nortons Plumbing,
the Red Racer Shop,
Robco Terminal Sales and Service,

The newest update needs FO3edit Master update to run properly.
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Sakura Haruno
 
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Post » Thu Oct 07, 2010 3:37 am

I have some weird things going on after I activated two of the DC-interiors. (George Town and Mason)

Today I revisited the VaultTec building in Vernon Square and there were still some robot wrecks I had shot a long time ago. But now these wrecks were all standing upright like weird floating statues. After I unchecked the two DC-interiors and loaded the savegame again, the robot-wrecks all fell to the ground.

Maybe a compatibility bug with those robot-toys in your mod CevSteel?

EDIT: Sorry. It wasn't your mod. I reactivated them and the robots are still funky after reloading. Must be one of the DLC's or one of the Unofficial Patches...
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SHAWNNA-KAY
 
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Post » Thu Oct 07, 2010 2:30 am

I have some weird things going on after I activated two of the DC-interiors. (George Town and Mason)

Today I revisited the VaultTec building in Vernon Square and there were still some robot wrecks I had shot a long time ago. But now these wrecks were all standing upright like weird floating statues. After I unchecked the two DC-interiors and loaded the savegame again, the robot-wrecks all fell to the ground.

Maybe a compatibility bug with those robot-toys in your mod CevSteel?


Unlikely. They were probably just physics glitches.
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asako
 
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Post » Thu Oct 07, 2010 5:37 am

I guess this counts as the latest release thread.

In updating to the newer glass version of the combo model I notice a folder called 'LODSettings'

The readme does not explain what it is for. Feels like you miss a couple weeks of updating mods and something brand new appears.

What do I do with this folder and its contents?

also - one thing I've noticed others do to be able to access more info is post the addy for the threads here on the nexus page.

And regarding the other thread - I totally support and ESM format - especially if this project will continue to develop and grow as it has. totally justified.

thanks
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Rachael Williams
 
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Post » Thu Oct 07, 2010 6:16 am

I guess this counts as the latest release thread.

In updating to the newer glass version of the combo model I notice a folder called 'LODSettings'

The readme does not explain what it is for. Feels like you miss a couple weeks of updating mods and something brand new appears.

What do I do with this folder and its contents?

also - one thing I've noticed others do to be able to access more info is post the addy for the threads here on the nexus page.

And regarding the other thread - I totally support and ESM format - especially if this project will continue to develop and grow as it has. totally justified.

thanks


I'm totally sorry about the readme oversight. I forgot to update the install info. Guess I got a little excited about putting new stuff out.

The LODSettings folder needs to be in the data folder also you may notice in the mesh and texture folders there are new folders called landscape. these need to be installed too.

the reason for the new folders is I've built interiors out of worldspaces to get the views these contain all the info the game needs to render everything properly.


As for the esm conversion, I'm testing it now. I may upload later tonight or sometime tomorrow. I still have to run around with some followers to double check there actions but I'm hopeful that I won't run into any issues.

I'll also fix the info in the readme before uploading.

thanks for the heads up.
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Kelvin
 
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Post » Thu Oct 07, 2010 5:57 am

Sorry if this has been covered, but is there any sort of known conflicts list? I'm particularly curious about Seward Square (where my Big Blue House is).

Also, are you proceeding with your idea to make it so you don't need FO3edit Master Update?
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Brian Newman
 
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Post » Wed Oct 06, 2010 9:56 pm

Sorry if this has been covered, but is there any sort of known conflicts list? I'm particularly curious about Seward Square (where my Big Blue House is).


the only conflict I know of is with the (I think its called) SP Destruction mod, not completely sure because the trouble reports on the nexus have never given me the real name. They just keep saying this distruction mod and DCInteriors together cause an exit crash.

I tested your Big Blue house shortly after I put out Seward Square, I had used the building before I knew you already had. Your mod override mine with no issues crashes and whatnot. I'll test again because there has ben some major changes to Seward since I tested last.

If there is an issue I can kill the house I placed (I don't even think it is one of my best), to maintain compatibility.

I'll test it a gain and get back to you.

Also, are you proceeding with your idea to make it so you don't need FO3edit Master Update?


Yes, after the discussion on the other thread I've ben working on converting my mod to esm's. I was reading other threads trying to figure a solution, master update just seemed to be easy. I didn't realize master update could cause issues with other mods.
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Tyrel
 
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Post » Thu Oct 07, 2010 12:26 am

the only conflict I know of is with the (I think its called) SP Destruction mod, not completely sure because the trouble reports on the nexus have never given me the real name. They just keep saying this distruction mod and DCInteriors together cause an exit crash.

I tested your Big Blue house shortly after I put out Seward Square, I had used the building before I knew you already had. Your mod override mine with no issues crashes and whatnot. I'll test again because there has ben some major changes to Seward since I tested last.

If there is an issue I can kill the house I placed (I don't even think it is one of my best), to maintain compatibility.

I'll test it a gain and get back to you.



Yes, after the discussion on the other thread I've ben working on converting my mod to esm's. I was reading other threads trying to figure a solution, master update just seemed to be easy. I didn't realize master update could cause issues with other mods.

Awww, I could hug you!

:hugs:

Oh snap! I did!
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Michelle Serenity Boss
 
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Post » Thu Oct 07, 2010 6:40 am

Awww, I could hug you!

:hugs:

Oh snap! I did!


I don't need to take over the entire world, just as much of it as I can get my grubby little hands on.
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Eve(G)
 
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Post » Thu Oct 07, 2010 1:32 am

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?
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lauren cleaves
 
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Post » Wed Oct 06, 2010 6:57 pm

princess_stomper,

I ran through your big blue house with the newest version of DCinteriors_SSq activated, (The unreleased .esm version), as before I had no issues, crashes or, conflicts. (Well I had some issues but they didn't come from your mod!) I'm assuming we're all good but, if you hear of any trouble please tell me and, I will fix the compatibility. For now I'm just going to leave the cell I added unless others have problems, as it doesn't seem to get in the way of your work. Those who use your mod will be happy and, those who don't, will probably never know. :facepalm:

I go out of my way to maintain compatibility, with mods like, the Broadway Cinema, CEI - CaesarrulezExcessiveInteriorsEN, Takoma Bank, YevicsUrbanTownhome, and many others! I always post the next district I'm working on in the hopes other modders will tell me there working on something in the vicinity so I can avoid it.

When I first released Georgetown I sent a bunch of PM's out trying to get other people who were working on interiors to at least talk so we wouldn't do the same locations. As you could imagine, communication was spotty at best. I kind of gave up but, I want to keep my mod as compatible as possible with others if I can. That is the reason I broke it up into modules, insuring the user could still use some aspects of my mod even if they wanted to use another mod that conflicted.

After the 1.5 bug and I finally released Seward Sq., PoHa, told me of your house so I tested it to see if we had any issues. We seemed to play well together (and from what I can tell, we still do!). My game is not as heavily modded as others, I'm only running 25 to 30 mods at a time, with none of the major overhauls installed. ( I do test with them on occasion for compatibility sake but, I enjoy a simpler emersion based game myself. (not to knock mods like Fook2, MMM, FEW and, whatnot.) there just not my cup of tea!)
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George PUluse
 
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Post » Thu Oct 07, 2010 5:06 am

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?


I'm sorry your having issues! I've ben making some major changes to the way my mod works. Please give me a day or to with any luck I'll have it all sorted out.
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Charlotte Henderson
 
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Post » Thu Oct 07, 2010 8:37 am

Alright, thanks. :D
Can't wait to get back to exploring.
Edit: Yes! I got it working. I just made it load first in the mod manager. Yay!
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Roanne Bardsley
 
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