I believe it's actually in the same place, so you are probably right. Should be a fairly easy thing to patch though, just move the door of one of them to another location.
I really like the idea, and both building and their interioris are masterfully done. But...
Without NPC's, this somehow makes Canterbury Commons look even more of a run-down ghosttown then before.
I can only hope that Sidekick is still planning to do more work on this mod and bring it to logical conclusion, though this hope looks rather slim at the moment.
I've just tried the mod and I like what you've done with CC. The interiors are fitting well to the game, especially the locked area. Scanned it with Fo3edit, seems clean and stable. Good "little" mod, definitely endorsed and in my must have list. Thanks alot, kudo and well done sir
On issue I found is that ffRadioCache03 (for the drainage chamber associates with Broadcast Tower KB5) is used in this mod, which makes the sewer grate for the drainage chamber no longer operable. You can toggle it open or closed, but it never actually "opens" for you. Had to disable this mod to get in there for the items inside. This turned up as "identical to master" in FO3Edit, with Fallout3.esm and this mod being the only two using that item ID. Since he mentions sewers, I wonder if he put it in and changed it to not work until he got the sewers working? And that caused the only other incidence of it to also not work... Just a guess...
And here I though I had found a good mod for the Canterbury area... lack of NPCs not withstanding.
I like this mod, I am doing another play thou of Fallout 3 and found this mod & gave it a try. I am running Fallout 3 - v1.7.0.3 commercial version here are the problems I have found. 1.Uncle Roe has no conversation about Scott Wollinski 2.Radford has no conversation at all except for “How can I help you.” 3.I have not seen any new NPCs in the area.
Other than those this mod is great for the improvements that it does provide.
Spoiler Alert (sort of):
You can find the door key in the Robot Repair Depot.
56 comments
https://www.nexusmods.com/fallout3/mods/21046?tab=posts
Thought I would come here and endorse as well... excellent mod...
I did try moving things around but my modding "skills" are awful and I made a complete mess of it.
I'll figure it out one day.
Without NPC's, this somehow makes Canterbury Commons look even more of a run-down ghosttown then before.
I can only hope that Sidekick is still planning to do more work on this mod and bring it to logical conclusion, though this hope looks rather slim at the moment.
Thanks alot, kudo and well done sir
This turned up as "identical to master" in FO3Edit, with Fallout3.esm and this mod being the only two using that item ID.
Since he mentions sewers, I wonder if he put it in and changed it to not work until he got the sewers working? And that caused the only other incidence of it to also not work...
Just a guess...
And here I though I had found a good mod for the Canterbury area... lack of NPCs not withstanding.
I am running Fallout 3 - v1.7.0.3 commercial version here are the problems I have found.
1.Uncle Roe has no conversation about Scott Wollinski
2.Radford has no conversation at all except for “How can I help you.”
3.I have not seen any new NPCs in the area.
Other than those this mod is great for the improvements that it does provide.
Spoiler Alert (sort of):
You can find the door key in the Robot Repair Depot.