[RELz] Busworld - Better English Translation

Post » Sat Feb 19, 2011 7:07 am

Hi, while traveling the wastelands for places yet to visit, I've come across http://img193.imageshack.us/img193/3407/screenshot1br.jpg in http://img822.imageshack.us/img822/345/screenshot2t.jpg. And a lot more in the same area. The right should be like http://img806.imageshack.us/img806/3648/screenshot3c.jpg

Now, even with only the fallout.esm and your new esp on (have installed all resources... from original bus world) I get that. By pointing the mouse in the red points I get codes like "sandbag" (2a06da4a) and similar others. But by looking in the images I see no difference in the sandbags... Looked, and 've found nothing in FO3Edit... related to the above code. So... any help would be appreciated. Plus, can someone reproduce the problem? (just to be sure it's nothing from my install...)
If it matter, even saying that the problem happens even only with this mod on, here goes my load order.
Spoiler
= Check ModsThis is a report on your currently active/merged mods.=== Active Mod Files:* 00  Fallout3.esm* 01  Anchorage.esm* 02  ThePitt.esm* 03  BrokenSteel.esm* 04  PointLookout.esm* 05  Zeta.esm* 06  Unofficial Fallout 3 Patch.esm  [Version 1.2.0]* 07  CRAFT.esm* 08  CALIBR.esm  [Version 1.3]* 09  Project Beauty.esm* 0A  FO3 Wanderers Edition - Main File.esm* 0B  Mart's Mutant Mod.esm* 0C  Enhanced Weather - Rain and Snow.esm* 0D  Xepha's Dynamic Weather.esm* 0E  StreetLights.esm* 0F  DCInteriors_ComboEdition.esm* 10  Unofficial Fallout 3 Patch - Operation Anchorage.esp  [Version 1.2.0]* 11  Unofficial Fallout 3 Patch - The Pitt.esp  [Version 1.2.0]* 12  Unofficial Fallout 3 Patch - Broken Steel.esp  [Version 1.2.0]* 13  Unofficial Fallout 3 Patch - Point Lookout.esp  [Version 1.2.0]* 14  Unofficial Fallout 3 Patch - Mothership Zeta.esp  [Version 1.2.0]* 15  LessRocks.esp* 16  DarNifiedUIF3.esp* **  Project Beauty- Broken Steel.esp* **  Project Beauty- Point Lookout.esp* 17  QuickerMessages.esp* 18  QuickerMessagesOA.esp* 19  QuickerMessagesPITT.esp* 1A  QuickerMessagesBS.esp* 1B  QuickerMessagesPL.esp* 1C  BatteriesPlusV1_2.esp* 1D  StreetLights - Wasteland.esp* 1E  CASM.esp* 1F  CRAFT - Activation Perk.esp* ++  GeneratorSound.esp* 20  GalaxyNewsRadio80[M].esp* 21  Existence2.0.esp* 22  UPP - Pack 1.esp* 23  UPP - Pack 2.esp* 24  UPP - Experience Perks.esp* 25  UPP  - Quest Perks.esp* 26  Cyber-Enhancements.esp* 27  Double Perks.esp* 28  D.C. Confidential with Glow.esp* 29  Treasure Maps_A Fist Full of Caps.esp* 2A  BusworldV1.05d.esp* 2B  NoKnockedOverComments.esp* 2C  MTC Wasteland Travellers.esp* 2D  MTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp* 2E  DCInteriors_DLC_Collectables.esp* 2F  ClutterFreeWorld.esp* 30  FO3 Wanderers Edition - Main File.esp* 31  FO3 Wanderers Edition - DLC Anchorage.esp* 32  FO3 Wanderers Edition - DLC The Pitt.esp* 33  FO3 Wanderers Edition - DLC Broken Steel.esp* 34  FO3 Wanderers Edition - DLC Point Lookout.esp* 35  FO3 Wanderers Edition - DLC Mothership Zeta.esp* 36  FO3 Wanderers Edition - UFP Support.esp* 37  FO3 Wanderers Edition - Alternate Travel.esp* 38  FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp* ++  FO3 Wanderers Edition - Optional Restore Tracers.esp* 39  FO3 Wanderers Edition - Optional VATS Halftime.esp* ++  FO3 Wanderers Edition - Optional Worn Weapons.esp* 3A  Refurbish [OA] - FWE.esp* ++  FO3 Wanderers Edition - Project Beauty.esp* ++  FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp* 3B  Refurbishes [ALL].esp* 3C  WeaponModKits.esp* 3D  WeaponModKits - FWE Master Release.esp* ++  WeaponModKits - FWE Optional Worn Weapons.esp* 3E  WeaponModKits - OperationAnchorage.esp* 3F  WeaponModKits - ThePitt.esp* 40  WeaponModKits - BrokenSteel.esp* 41  WeaponModKits - PointLookout.esp* 42  WeaponModKits - Zeta.esp* 43  EVE.esp* 44  EVE Operation Anchorage.esp* **  EVE - FWE Master Release.esp* ++  EVE - FWE Master Release (Follower Enhanced).esp* ++  EVE Anchorage - FWE DLC Anchorage.esp* ++  EVE - FWE with WeaponModKits.esp* ++  VanishingPiles.esp* 45  Less Useless Karma Gifts 2.0.esp* **  Water Bottles 3000.esp* 46  Mart's Mutant Mod.esp* 47  Mart's Mutant Mod - DLC Anchorage.esp* 48  Mart's Mutant Mod - DLC The Pitt.esp* 49  Mart's Mutant Mod - DLC Broken Steel.esp* ++  Mart's Mutant Mod - DLC Point Lookout.esp* 4A  Mart's Mutant Mod - DLC Zeta.esp* **  Mart's Mutant Mod - Project Beauty.esp* 4B  Mart's Mutant Mod - FWE Master Release.esp* ++  Mart's Mutant Mod - Project Beauty + FWE.esp* 4C  Mysteriouswoman_dressncoat.esp* ++  T3T_MiscItemIcons.esp* 4D  DLM_FFOutcastsQuest(FWEEd).esp  [Version 1.10]* ++  DLM_FFOutcastsQuest_Override-DLC.esp* 4E  Useful Wasteland Clipboards.esp* 4F  Attentater's Wasteland Economy.esp* 50  NoTheftComments.esp* 51  ShellRain.esp* 52  AMPUTATE!.esp* 53  Announcer.esp* 54  dD-Less Blood Time, Larger Blood.esp* 55  FO3 Wanderers Edition - More Gore.esp* 56  FO3 Wanderers Edition - More Gore Zeta.esp* 57  FO3 Wanderers Edition - More Gore The Pitt.esp* 58  FO3 Wanderers Edition - More Gore PointLookout.esp* 59  megalight.esp* 5A  Enhanced Weather - Radioactive Rain and Snow Plugin.esp* 5B  Enhanced Weather - Weather Sounds in Interiors.esp* 5C  Realistic Interior Lighting.esp* 5D  Realistic Interior Lighting - BS.esp* 5E  Realistic Interior Lighting - OA.esp* 5F  Xepha's Dynamic Weather - Main.esp* 60  Xepha's Dynamic Weather - Anchorage.esp* 61  Xepha's Dynamic Weather - The Pitt.esp* 62  Xepha's Dynamic Weather - Broken Steel.esp* 63  Xepha's Dynamic Weather - Point Lookout.esp* 64  Xepha's Dynamic Weather - Experimental Green Tint Remover.esp* 65  Xepha's Dynamic Weather - Rain (OA).esp* 66  Bashed Patch, 0.esp

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^~LIL B0NE5~^
 
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Post » Sat Feb 19, 2011 3:59 am

First of all: I'm no modder, and know nothing of what is necessary to be in a mod or not. Bug reporting is the max that i allow myself to do. Little time to play, learn to mod and to actually mod then... Then sorry if I tell already known issues or say something dull.

For the earlier pointed problem, looked a bit - trial and error - what I could remove from the mod in FO3EDIT, to find the culprit (I really liked this feature) and have come to this: Worldspace > The Mall > Block 0-1 > Sub block 2-2 . Almost all the temporary's in there are sandbags, wood planks and hollow blocks. By removing the sandbags of all temporarys in that sub block I stop seeing the red marks in sandbags, they satrted to look like with the mod off (what the screenshots didn't show was that there was red marks in all sandbags of the area, tons of them). For now, know not what the wood planks and hollow blocks do, but still have done no harm visually.

Of course, can't discard that it can be only in my install that the issue ocurred, maybe my combination of meshes/textures from various mods could've affected this one? But always in mind that this one was the last loaded, and that with only this mod working the bug was there.
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Wayland Neace
 
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Post » Sat Feb 19, 2011 3:17 am

Hmmm - I guess you cleaned this too as I only found 2 deleted records.

I found Busworld very buggy in my last game, but may try this out soon.

thanks


I followed Summel's advice and deleted the Brotherhood of Ghoul quest's, scripts, activation points etc. and also anything related to the puzzel box. After that was done made a bsa for the meshes & textures. So far i haven't had any crashes other then when exiting, i changed the esp to an esm and that seems to fix the crash on exit.
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Mario Alcantar
 
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Post » Sat Feb 19, 2011 2:26 am

Good to know.

I'm very involved in a few other games right now but check in every once in a while for updates so that I don't have to do the dreaded reinstall - knowing I will be back to bethesda soon anyway.

I'd like to know if others found this to be true.
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Eoh
 
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Post » Sat Feb 19, 2011 7:08 am

That sounds great!
It would indeed be worth the trouble if it was the remedy to its instability.:)
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Kayleigh Mcneil
 
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Post » Fri Feb 18, 2011 10:09 pm

Good to know.

I'm very involved in a few other games right now but check in every once in a while for updates so that I don't have to do the dreaded reinstall - knowing I will be back to bethesda soon anyway.

I'd like to know if others found this to be true.


After 15 1/2 hours of play it has not crashed on me yet. So I think we can say for some certainty that Summel's suggestions did indeed fix the stability issues.

Thanks Summel for a great and now stable mod. :)
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adam holden
 
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Post » Fri Feb 18, 2011 9:51 pm

Upload? Permissions granted that is?
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Meghan Terry
 
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Post » Sat Feb 19, 2011 3:38 am

Upload? Permissions granted that is?


I sent summel a pm to see if it is ok for me to upload it to the nexus. I dont know if he was working on an updated release or something but the last time i checked the busworld page was not viewable.
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Laura Samson
 
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Post » Sat Feb 19, 2011 4:34 am

summel has uploaded a base file and hopefully pintocat can create a new update. This is one mod that i dont want to see dropped.
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LittleMiss
 
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Post » Fri Feb 18, 2011 10:02 pm

Pintocat and I will be reviewing the new changes within the next few days and start to revise changes for the planned update. As viewable at http://www.fallout3nexus.com/downloads/file.php?id=13064, there are quite a few planned changes. Including access panels, items, and fully reworked health for buses (and possibly cars) to allow them to last much longer under fire.

This isn't dead at all, it was just on hold until summel updated his files for us. I too am looking forward to getting back on this project.
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butterfly
 
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Post » Sat Feb 19, 2011 6:28 am

Going over the new file a bit tonight, with luck we could have it out this long weekend yet.

We should have the above-ground monorail cars enterable.. well at least, some of them, initially. summel added one so far.

Beyond the changes Gribbleshibit mentioned, there are new collision meshes (should be more system-friendly than the old collision box method), the quest removed, and some other things that summel has done.

There are.. well, a lot of changes so far. We need to go through some testing.


:bowdown: summel
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Samantha hulme
 
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Post » Sat Feb 19, 2011 10:33 am

I've been using Robber804's version (he sent me IIRC) it is an esm as he described - it works well.

Is the new version going to be an esm or esp?
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Sami Blackburn
 
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Post » Fri Feb 18, 2011 11:23 pm

New version uploaded. It's an esp... but that can be changed in FO3edit or Wrye Bash. I haven't had a chance to test it completely yet.
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Tom Flanagan
 
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Post » Sat Feb 19, 2011 3:40 am

Well may wait for others to jump on this - I've playtested a lot in the last few days. But if I continue with the stability I have then will clean save and try this version.

One thing though that I meant to ask about that I keep seeing in the previous versions is that there are times When I enter in one side of a bus and exit the same door and am on the other side of the bus.
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laila hassan
 
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Post » Fri Feb 18, 2011 7:49 pm

The buses themselves are doors because movable, so you can't just stick a normal door over the doorway on the outside. For buses, the exit should be on the passenger-side forward... door. For metro cars, you can't really tell which way is forward, but if one car is oriented in a direction, the rest are usually also the same, so will exit on the same side.

If there is anything really weird like entering one bus and exiting outside a different one, let me know.

Are there any buses where it's putting you on the driver side?
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Star Dunkels Macmillan
 
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Post » Sat Feb 19, 2011 6:32 am

Ahh OK about the doors.

Well going ahead to tackle this but confused.

Is there a difference between Busworld Base and the last mod by Summel? If so what is the install order?

Why not just combine all the parts into one package. Which is what I'm doing once I figure out what overwrites what. I see Summel's last mod has sound files but the Base does not.

I think I have it as use the last Summel mod resources, but overwrite textures and meshes with those from the base then overwrite the meshes again from this release then pick which esp.

correct?

Oh and thanks so much for releasing cleaned esp - very much appreciated.
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Nathan Barker
 
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Post » Sat Feb 19, 2011 8:15 am

I need to get with summel to combine properly, the language barrier and the fact we both work a lot has been a problem :banghead:

1) Install "Busworld Base", the main file on Busworld. http://www.fallout3nexus.com/downloads/download.php?id=74439
2) Install Busworld Better English Translation (either exploding or non exploding) http://www.fallout3nexus.com/downloads/file.php?id=13064


Here's hoping this release works alright. I'm not entirely sure what all summel changed. It's kind of crazy, the mod has been worked on by 3 (4 if you count robber804, but that is now a dead fork of the code) people... it's kind of crazy.
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Elisabete Gaspar
 
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Post » Fri Feb 18, 2011 10:21 pm

So the sound files from the original are not needed?

Then also you might want to change the nexus page where right at the top it says:
Busworld 1.05d is required, just overwrite the .esp with this one.


Then also the actual name of the esp is: BusworldV1.05d.esp not 1.06 - not terrible, but bound to cause confusion.

[edit] no the sound file is needed as according to FO3edit the puzzlebox sound is used in the latest version.

So that is what I did - created BAIN package with Summel's last then overwrote with Base
Then created 2 more subpackages with the 2 versions you offer.

May get to it tonight - will let you know, but I know I need to go slow with adding mods too.
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Heather beauchamp
 
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Post » Fri Feb 18, 2011 11:13 pm

Yeah, I didn't change the actual filename so that it would just drop in to existing load orders.

To be honest there is still a little work to be done and the file naming should probably change, but I wanted to get something out there.

Thanks for noting the esp... his base no longer has one. I'll update the description.

I put the version at 106 since a lot has changed, but because summel had the version in the actual filename it's going to be a headache :P It'll get fixed.


I don't mean to use everyone as guinea pigs by any means, but there's only so much testing a single guy can do.
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Tanya
 
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Post » Sat Feb 19, 2011 8:16 am

No problem just trying to be helpful.

Why not just call it 'busworld.esp' - Having version numbers attached is a pain for those who upkeep BOSS and besides that is what the description field is for.
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Javier Borjas
 
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Post » Fri Feb 18, 2011 9:52 pm

Yeah, I'm going to remove version from the file name, will probably be a day or two for a fresh release.
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Andres Lechuga
 
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Post » Fri Feb 18, 2011 10:46 pm

Initial tests are positive. I've been in 3 buses so far.

I loaded this prior to house mods (early). I have http://www.fallout3nexus.com/downloads/file.php?id=1904 installed and installed the non explodable version and try as I might cannot blow up a bus, so they work together even with Destruction loading later and with bash tags.

One interior made no sense (near the raider fort east of Nuka Cola factory) - it was all computers and sparks flying - on a city liner? Huh?

Anyway - Look forward to more.

Idea - make a (very) few into make shift house interiors you could move into. With a few safe containers and hints to let you know that there would be no respawn and the containers are safe. It would be a neat idea for having a few stash points around the wasteland.
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Luna Lovegood
 
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Post » Sat Feb 19, 2011 12:02 am

There are a few house-y ones, if you look in geck for ones with "camp" in the name. If you find any other buses (ie, one whose interior could be swapped with that one near the raiders), let me know. I'd switch doors, but I don't feel so much like making more new interiors :P
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luis ortiz
 
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Post » Fri Feb 18, 2011 11:02 pm

I found a couple buses that always crash on exiting them in the mason district.
FormID: 00077a99 ... and another one with this number 0005ce98

Originally I thought it was due to a conflict with DCInteriors and http://www.gamesas.com/index.php?/topic/1118852-dcinteriors-project-dupont-circle-fairfax-ruins/page__view__findpost__p__16444486 looking at it (sorry CevSteel) - anyway these two only crash if you enter them then exit - that I can avoid.

This is true even without DCInteriors active.
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Ross Zombie
 
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