[REL] Canterbury Commons Interiors

Post » Sat Feb 19, 2011 8:49 am

When I loaded this mod into the GECK by accident, I got an error message saying it was changing some reference, some door IIRC. Is this anything to be worried about? I removed it just in case but I figured I may as well ask if this is something that's known.


It's fine. In order to "open up the buildings", so to speak, I had to replace the boarded up doors with "usable" ones that link to the interior cells I built for the "inside of the buildings", and also ensure the areas around the doors are properly navmeshed for NPC followers. The changes to CC are minimal. You can verify them in FO3Edit.
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I love YOu
 
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Post » Sat Feb 19, 2011 7:59 am

It's fine. In order to "open up the buildings", so to speak, I had to replace the boarded up doors with "usable" ones that link to the interior cells I built for the "inside of the buildings", and also ensure the areas around the doors are properly navmeshed for NPC followers. The changes to CC are minimal. You can verify them in FO3Edit.


It's odd then that I'm getting that message. I'm working on something that does the same thing and I never get it. What exactly is the process you're using, maybe there's something else you can do? I'm currently opening up all those buildings in Big Town, and I don't get a peep from the GECK when I load the mod.
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Greg Swan
 
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Post » Sat Feb 19, 2011 4:55 am

It's odd then that I'm getting that message. I'm working on something that does the same thing and I never get it. What exactly is the process you're using, maybe there's something else you can do? I'm currently opening up all those buildings in Big Town, and I don't get a peep from the GECK when I load the mod.


Instead of deleting the non-usable doors and the door barricades in the GECK, which may cause CTDs if the player has another mod in their load order that references those statics, I used FO3Edit to disable them instead. See section "5.2.3 Un-deleting and Disabling References" in Miax's Tome of FO3Edit for more info on this.
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Julie Serebrekoff
 
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Post » Sat Feb 19, 2011 5:20 am

The guards need to be a little more confined atop those towers. mine keep jumping off and getting killed by stuff...or randomly end up naked and dead lol
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x a million...
 
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Post » Sat Feb 19, 2011 6:38 am

The guards need to be a little more confined atop those towers. mine keep jumping off and getting killed by stuff...or randomly end up naked and dead lol


There are no added guards in CC Interiors.
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April D. F
 
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Post » Fri Feb 18, 2011 9:51 pm

Opps, sorry, meant your other one =/
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Jamie Moysey
 
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Post » Sat Feb 19, 2011 9:46 am

Opps, sorry, meant your other one =/


In my game, the guards in CC Guards have never fallen off the watch towers, so I don't know what to tell you. I navmeshed the towers in such a way that there is no way for any creatures to go up there (so I don't know why the guards would be dead in your game) or for the guards to come down (for RP purposes, we'll just imagine they know how to climb when the player is not looking...). Although there might be a possibility they might fall off like the NPCs in Megaton, I suppose (but I've never seen it), but then they should definitely not be naked. Are you using the DTO alternative plugin? It seems like you've had this mod installed for a while. When did this start happening? What other mods have you installed since? Another thought: are you using Mizuno Takarai's CC Overhaul? Because I don't know about the changes that he made to integrate all the CC mods. I'd have to see your load order I guess.
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Georgia Fullalove
 
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Post » Fri Feb 18, 2011 10:04 pm

Sure thing, have a look:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
DCInteriors_ComboEdition.esm
lonewandererbrooke.esm
RI_Core.esm
ArefuExpandedByAzar.esm
Mothership Crew.esm
TSC Air Support.esm
RoadWardens.esm
Mart's Mutant Mod.esm
TalonExtraArmor.esm
FNNCQ.esm
Ebb conversionsv1.esp
EBBstockarmorvdlc1_6.esp
skimpystockarmorDLC.esp
FatherandNun.esp
dD-Larger Blood.esp
dD-More Gore.esp
dD-More Gore-BrokenSteel.esp
dD-More Gore-The Pitt.esp
dD-More Gore-PointLookout.esp
dD-More Gore-Zeta.esp
dD-Smaller Spatters.esp
More Moriarty's Customers.esp
ArefuExpandedByAzar-Radio.esp
Citadel Crane Fix.esp
SuperDuperMart.esp
CanterburyCommonsInteriors.esp
CantaburyCommonsGuards.esp
MovinOnUp3.0.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-Zeta.esp
Fellout-PointLookout.esp
Fellout-pipboylight.esp
Realistic Interior Lighting.esp
Realistic Interior Lighting - OA.esp
Realistic Interior Lighting - BS.esp
megalight.esp
KillableKidsNormalHealth.esp
RI_Base3.esp
RI_FOSE.esp
RI_DoctorCost.esp
RI_PNeeds2S.esp
RiPnO CorePatch.esp
RiPnO 5 DLC Merged.esp
Hi-Res Weapons & Ammo Textures.esp
AlienPowerCellReplicator.esp
NightvisionGoggles(Powered).esp
TSC Air Support.esp
Explosive Entry.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Geckos.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
RI_CrippledEffects.esp
CP - RiPnO [MMM] Meats.esp
FemaleEnclaveSoldiers - Broken Steel.esp
Compatibility Plugin00 TalonCo & Marts.esp
RoadWardens.esp
KelseyCompanion.esp
JessiCompanion.esp
X_Infiltratorsixtended.esp
MTC Wasteland Travellers.esp
MarkB50K_Wasteland_Patrols.esp
FNNCQ_Mesmetron.esp
Robotics Expert.esp
Neunens Axes.esp
EVE.esp
EVE Operation Anchorage.esp
Destructibles.esp
DarNifiedUIF3.esp
RI_PrimaryNeeds_DUI_Plugin.esp
WeightAmmo.esp
DAV_weighted_ammoweight.esp
DisplayedAmmoWeight.esp
Bornagain BOS.esp
BornAgain Outcast V2.4.esp
Bornagain snowcombat.esp
BornagainTribal!.esp
Bornagain Enclave V2.esp
Bornagain Tesla.esp
Responsive Kill Reactions.esp
Arwen_Realism_Core.esp
Arwen_Hard-Core.esp
Arwen_Encumbrance.esp
Arwen_MMM_Patch.esp
Arwen_EVE_Patch.esp
Arwen_RiPnO_Patch.esp
Auto Aim Fix v1.1.esp

Total active plugins: 105
Total plugins: 109


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

I don't think I have need for the plugin, when I don't use that dragon thing mod, forgot its name. =/
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Danielle Brown
 
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Post » Sat Feb 19, 2011 10:10 am

The guards should not leave the tower, ever. Try this: disable CC Guards, load game, save, exit, enable CC Guards, load game. The guards should be back. Now shoot at one of them. When they start firing at you, run away from the town, then come back. The guards should still be on the towers (although I think attacking them -should- flag you as an enemy to everyone in town). There is only one guard on the ground, which is the sentry outside of the town hall (not including the idling caravan guards I placed near the trading square in previous versions of CC Guards...can't recall if I removed them or not). If the guards on the towers jump off to chase you or something, then something is wrong. In that case, load up FO3Edit and see if any other mods are conflicting with it.

Also, this is from the CC Guards readme:
If you are using my "Canterbury Commons Interiors" mod, load it after this mod.


You did read the readme, right? :rolleyes: Although this shouldn't be the cause of what you describe.

Naked guards....that I can't explain. I assume they were all dressed and on the tower last you saw them alive? I don't think MMM - hunting and looting made NPCs loot their kills...certainly not their armours...I could be wrong, it's been a while since I played FO3 and my MMM is definitely out of date. But then nothing should kill them to begin with. As I recall, the only enemies that went near CC were scorpions, death claws, and ghouls, and none of those have range weapons (which is why I put the guards on towers rather than patrolling the parameter like Machete and what's-his-name).
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Reanan-Marie Olsen
 
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Post » Sat Feb 19, 2011 1:47 am

To the topic of DC wasteland currency, It seems logical to me that pre-war money would still be a viable currency since it would be impossible to make more. Nevermind the fact that its 200 years later and in our world paper money would have degraded into dust, this is the Fallout world we're talking about and in that world ammo never goes bad, food never spoils, and paper and wood do not degrade. As to who backs the paper money, the caravaners, who are the life blood of many of the DC wasteland's settlements, needing to establish some form of standardized currency to assign monetary value to goods and services decide that the old paper money is what they'll use. Alternatively, they chose bottlecaps because Uncle Roe has a nuka cola addiction.
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sam westover
 
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Post » Sat Feb 19, 2011 3:40 am

To the topic of DC wasteland currency, It seems logical to me that pre-war money would still be a viable currency since it would be impossible to make more. Nevermind the fact that its 200 years later and in our world paper money would have degraded into dust, this is the Fallout world we're talking about and in that world ammo never goes bad, food never spoils, and paper and wood do not degrade. As to who backs the paper money, the caravaners, who are the life blood of many of the DC wasteland's settlements, needing to establish some form of standardized currency to assign monetary value to goods and services decide that the old paper money is what they'll use. Alternatively, they chose bottlecaps because Uncle Roe has a nuka cola addiction.


Thanks for reading my late night rant from a few months ago :) My point was that there should be no currency for the DC Wastelands at all, since there are no central banking institutions or authority in the DC Wasteland to back the currency. Economcs in the the post-apocalyptic Westland should regress into pre-feudal trade and barter systems of 'raw' supply and demand where Crazy Wolfgang's scrap metal might be highly valued in Megaton but completely worthless in Rivet City. One of the central function of currency is to peg some consistency to the pricing of goods in order to standardize/facilitate trade. The original Fallout designers had sufficient knowledge in economics to flesh out something resembling a post-war economy. In FO1, the currency for the West Coast Wasteland was bottle caps (it could not be reproduced in post-war environment, thus could not be devalued as a result of 'printing more'). While bottle caps had value in some communities on the West Coast because it was backed by the merchants of The Hub and recongized/used by the communities that traded with them, enclosed vaults and tribal villages that were more or less self-sufficient, did not need/see much trade with other settlements did not recognize them and had little use for them for obvious reasons.

In the DC Wastelands, currency might be used within communities but they would have no value outside of these communities unless what was used as currency were also commodities (eg. if a settlement was using ammunitions as a currency). Logically, the only people who might still use pre-war money as a form of currency would be The Enclave, and possibly The Underworld, the first being an organization that (in some sense) pre-dates the war (since it is a reminant of the US government) and the latter being a community consisting of people who were 'alive' since before the war, and only because it was an inherited practice rather than any kind of belief that paper money has any intrinsic value other than being firewood and toilet paper. For everyone else, it would be more like trading with the Outcasts--you bring them what they want/is in demand by their community, in exchange for what they have in abundance/produce.

As a matter of 'realism', It is more likely that a well-rounded traveller like the player character would have to carry around multiple types of currency, one for Megaton, one for Rivet City, one for The Underworld--all the trading hubs in the DC Wasteland, and one for Dave's Republic (because you know Dave must insist on his own currency...clay carvings made by his kids with his regal visage, maybe), unless these trading hubs had any bilateral or multilateral agreements to standardize their currency (a la the European Union). I don't think anyone else would have any use for currency, other than the travelling caravans of course, because trade is their livelihood, and if anyone was pushing for standardize currency in the DC Wastelands, it would be them,

But as you say, this is a game. The primary function of any sort of trading in this game is so the player can liquidate 'loot.'
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Matt Fletcher
 
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Post » Sat Feb 19, 2011 4:52 am

DOH ! >_<

Yeah I read the readme but I read the thing more than likely at a time when I was half asleep. Basically the time I have when finishing up other projects or work related stuff. But yeah....interiors goes AFTER guards. Going try that out. Thanks dude! ^_^
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Philip Rua
 
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Post » Sat Feb 19, 2011 2:46 am

I've gotta agree that the currency really shouldn't be caps. The Hub backed caps until the NCR's minting of new money put an end to the demand for caps...on the west coast. I doubt that Pre-War currency would be supported simply due to the fact that the Mint's HQ was in DC. Too much risk of someone like Talon blasting their way in, patching things up, and printing up enough money to buy up everything.

I'd honestly expect that either CC or Rivet City would be producing something that is used as writs of exchange, while Enclave sites use Pre-war currency, and more updated Enclave currency (The $4 bill - dike Richardson!). Megaton would likely use whatever CC uses, since that appears to be the only place Megaton really trades with.

Hrm, this is definately a concept worth fleshing out (at least to me).

More on topic, though, and not being very original I'm afraid, Fallout 2 gave us some interesting buildings. Boxing arena/gym, movie studio (they used it for porm, but what do you expect in post-apoc Reno?), bathhouse was there too (side-jobbing as a brothel as well, but it's Klamath...only other thing to do there is get drunk on moonshine), still-shack out away from the other buildings (in case it explodes), functional hotels, dojos...and BoS bunkers. I know the East Coast BoS hasn't been here that long, but I still marvel that neither they nor the Outcasts have stationed even one solitary observer in Brotherhood Combat Armor in the three major settlements. I'd love to see a BoS/BoS Outcast bunker, in classic BoS style, with a single hardened veteran there to protect its technology, and to trade things to the residents for more tech. Additionally, he could trade other things for supplies like food and water to ship to the Citadel.
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Alada Vaginah
 
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Post » Sat Feb 19, 2011 3:07 am

Got the guards to stay up in their perches. So now they stay put and snipe away at critters. Its a lot nicer around town =)

Thanks again Rip.
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Robert DeLarosa
 
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Post » Sat Feb 19, 2011 3:18 am

More on topic, though, and not being very original I'm afraid, Fallout 2 gave us some interesting buildings. Boxing arena/gym, movie studio (they used it for porm, but what do you expect in post-apoc Reno?), bathhouse was there too (side-jobbing as a brothel as well, but it's Klamath...only other thing to do there is get drunk on moonshine), still-shack out away from the other buildings (in case it explodes), functional hotels, dojos...and BoS bunkers. I know the East Coast BoS hasn't been here that long, but I still marvel that neither they nor the Outcasts have stationed even one solitary observer in Brotherhood Combat Armor in the three major settlements. I'd love to see a BoS/BoS Outcast bunker, in classic BoS style, with a single hardened veteran there to protect its technology, and to trade things to the residents for more tech. Additionally, he could trade other things for supplies like food and water to ship to the Citadel.


Some very interesting suggestions. The only thing is that I am not a modeller, so I can't do my own meshes (eg. punching bags, boxing ring), and I don't want to use DLC contents since that would invariably make this mod dependant on DLCs. I'll have a look around for any open source objects that I can use for the mod. The clinic is almost done, and it seems a bathhouse is in demand. I am still intent on adding some more buildings to wrap up this project, hopefully before New Vegas is released. I just lost interest at some point and got hooked on Mount and Blade: Warband. :P
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Roberta Obrien
 
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Post » Sat Feb 19, 2011 9:03 am

Some very interesting suggestions. The only thing is that I am not a modeller, so I can't do my own meshes (eg. punching bags, boxing ring), and I don't want to use DLC contents since that would invariably make this mod dependant on DLCs. I'll have a look around for any open source objects that I can use for the mod. The clinic is almost done, and it seems a bathhouse is in demand. I am still intent on adding some more buildings to wrap up this project, hopefully before New Vegas is released. I just lost interest at some point and got hooked on Mount and Blade: Warband. :P

Warband rules - check out the mod 1257 AD. You might see me there.
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xemmybx
 
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Post » Sat Feb 19, 2011 1:06 am

Yup yup, bath house = awesome ^_^

People running around naked and stuff.....sorry, but it IS a bath house XD

I would like to see a japanese public bath. Build has one main entrance-->Once inside it has two doorways; Left=female side / Right=Male side--> There is actually a person(male or female) that takes money in the middle.--> Once in either side. You have either shelves or lockers to hold your stuff.--> then its a wall of showers(no curtains or borders; Everyone can see eachother). and each side has a big open bath where everyone can hop in typically towards the back of the room and as equally large as the room. Its huge lol
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Etta Hargrave
 
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Post » Sat Feb 19, 2011 1:50 am

Warband rules - check out the mod 1257 AD. You might see me there.


I've read good things about 1257 AD. When I am tired of looking at uniformed knights I'll download it and give it a try. Right now I am running the Open Source Project + an assortment of miscellanous mods and script tweaks. After a month of playing I've finally gone ahead and started my own kingdom...and boy does everyone bloody hate me. I am well aquainted with the marshall of every single faction, who are constantly laying siege to the few holdings I have--except the Swadians, because they only have one city left and King Harleus is apparently holding a non-stop rave at Praven.

Yup yup, bath house = awesome ^_^

People running around naked and stuff.....sorry, but it IS a bath house XD

I would like to see a japanese public bath. Build has one main entrance-->Once inside it has two doorways; Left=female side / Right=Male side--> There is actually a person(male or female) that takes money in the middle.--> Once in either side. You have either shelves or lockers to hold your stuff.--> then its a wall of showers(no curtains or borders; Everyone can see eachother). and each side has a big open bath where everyone can hop in typically towards the back of the room and as equally large as the room. Its huge lol


Sorry, you'll have to provide the naked people yourself. :) I am trying to keep this mod PG-13. But aren't Japanese bath-houses coed? Or is that only hot-springs? A friend of mine was telling me about this. Maybe she was just playing with me.
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Sammykins
 
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Post » Sat Feb 19, 2011 8:40 am

The japanese have many versions. Big fans of the bath =)

Onsen=outside bathing areas. The ones that can be enclosed with bamboo walls or entire regions of which are like the side of a mountain...seriously. The enclosed ones are often segregated but many are also coed. The larger ones are typically coed and as odd as it seems to some cultures people walk around completely naked in droves. The bigger ones is like a theme park of naked people. Rather funny actually.

Public bath= The inner city and pretty much any where really. These are typically family owned. These are often segregated. Some still are coed though. These are similar to what I described already. Except the amusing aspect is that the person taking the money is inside not outside. Able to see both sides as they undress. So some one always get a nice show. They also barter/sell you small items like food and drink. Typically milk or tea from a cooler or small fridge. =)

The reason for these are simple. The culture likes bathing. But they also have a architecture reason also. Homes are often not equipped with bathing areas or sometimes even a kitchen. When you get a room, you literally just get a room lol It could be viewed similar to renting a hotel room for a night...except in japan that is your apartment 0_0

Lastly concerning the naked people XD
I didn't mean that in a put naked people into the game by default. I meant, have npc's in game be taking a bath. So they would be in fundy undies in vanilla and for the rest of us with nvde mods. They would be au-naturale ^_^

Would seem strange if it wasn't populated and used =/

Even though you don't want to fudge up the outside. There are plenty of spots where you could add an optional extra guard tower and have a walled off onsen(outdoor coed bath) connected to the bath house building. =)
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Daniel Holgate
 
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Post » Fri Feb 18, 2011 5:58 pm

Would seem strange if it wasn't populated and used =/


Yes it would. My thought was to put some bathing packages into some NPCs' AI schedule, so when they close shop they will head on over to the bathhouse for an hour or two. Otherwise it would just be your character and your companions using the this place. The thing is, even though I haven't looked at the GECK for a while, I am pretty sure there is no package to get the NPCs to undress. Fallout NPCs are so uptight they won't even remove their cloths and their armours when they sleep.
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Yama Pi
 
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Post » Sat Feb 19, 2011 5:10 am

Strange....Not just for nudity, but for immersion. Seems odd they cannot remove the stuff they wear =/

Instead of the npc's then through out town. Maybe add some extras already in the bath house? Then at least they would be giving the illusion of people using the bath.

Or some how make a new race and do something similar to how the player character can give/take from an inventory of companions mods? With jessi and kelsey companions they can strip,use inventory clothes and remove them etc by the player when asking about their stuff.

I'd probably prefer people already inside though. Easiest way....darn shame the npc's already in town can't use them without blowing the immersion =/

"Hey Ralph hows it goin?" *hops in bath in power armor* omg XD

I should point out that Jessi and Kelsey companions are over on the nexus. But my point is, they have another feature called "strip" Maybe you could grab the mods and see what that function is linked to, in order to find a similar solution? Just brain storming. =)
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Elizabeth Davis
 
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