First of all, I love using this mod! I finally found how to get the buses in the Exploding version of the mod to explode. 1) Load the mod in Fo3Edit. 2) Go to the DOOR records and find the five Bus doors. One has 1300 Health, the other four have 10400 (this explains why they "never" explode - they just take lots of damage). 3) Edit the Destructible, DEST - Header, Health field. Vanilla FO3 uses 325 for cars while Busworld changes cars to 1000 or 1300 so they're more durable. Vanilla buses are set to 420 Health, so using the 1300 Health car as a baseline, I changed bus Health from 10400 to 1680.
So, now you can blow them up after clearing them, or leave them in place as a place to rest. I noticed that they do not catch fire when getting close to blowing up, so just be careful as there is not as much warning before they explode.
I really like this mod since it gives you more (small) areas to explore and the occasional surprise attack. However, I cannot get the exploding version to work, so the buses never explode. I would like to explode them once I;m done looting the bus. Is there a flag I can set via FO3Edit?
I'm positive this mod isn't being looked into, but just in case, is there a possibility of making this mod compatible with enhanced weather? It'd be nice to duck into a bus to escape from the radiated rain without ending up in a gray limbo area or something...
To the best of my knowledge, that is not a conflict between the two mods. There appear to be a few bus doors that lead to the "grey limbo". I have never gotten around to looking at this mod in the G.E.C.K., but that could be caused by the arrival transition point being placed in the wrong area, like below the bus (or subway car) interior. As annoying as it might be, I suggest saving your game before you enter a bus, boxcar or subway car (the tram cars are safe, if I remember). That way, if you end up with a bad transition, you can reload the save.
You could also use a mod called CASM, here on the FO3 Nexus. It is an autosave utility that you can configure quite a bit, including whenever you use a door/transition point.
As it sits, no, this does not work with FNV. You would have to build a completely new ESP file, using the assets from the original Busworld. Mind you, if you are considering using this in a TTW game, I think that there is a converted version on the TTW site. If not, there are instructions for doing the conversion yourself.
Strange problem. I get a crash when i exit the game. How do i notice that you may ask.. Well, the VS debugger pops up, prompting me whether i want to debug the program. It is happening with either version and i have also checked the patch with DC interiors.
Crash on exit is a rather common issue with FO3. It seems to be related to the number of mods installed in your game, and it varies from game to game. It is annoying, but, to the best of my knowledge, does not seem to cause any in-game problems.
Strange problem. I get a crash when i exit the game. How do i notice that you may ask.. Well, the VS debugger pops up, prompting me whether i want to debug the program. It is happening with either version and i have also checked the patch with DC interiors.
97 comments
1) Load the mod in Fo3Edit.
2) Go to the DOOR records and find the five Bus doors. One has 1300 Health, the other four have 10400 (this explains why they "never" explode - they just take lots of damage).
3) Edit the Destructible, DEST - Header, Health field. Vanilla FO3 uses 325 for cars while Busworld changes cars to 1000 or 1300 so they're more durable. Vanilla buses are set to 420 Health, so using the 1300 Health car as a baseline, I changed bus Health from 10400 to 1680.
So, now you can blow them up after clearing them, or leave them in place as a place to rest. I noticed that they do not catch fire when getting close to blowing up, so just be careful as there is not as much warning before they explode.
Open bus with flickering signs......
https://www.nexusmods.com/fallout3/mods/24361
Make sure you install the base Busworld mod , too. Bus World and Bus World English Translation go together.
You could also use a mod called CASM, here on the FO3 Nexus. It is an autosave utility that you can configure quite a bit, including whenever you use a door/transition point.
As it sits, no, this does not work with FNV. You would have to build a completely new ESP file, using the assets from the original Busworld. Mind you, if you are considering using this in a TTW game, I think that there is a converted version on the TTW site. If not, there are instructions for doing the conversion yourself.
Crash on exit is a rather common issue with FO3. It seems to be related to the number of mods installed in your game, and it varies from game to game. It is annoying, but, to the best of my knowledge, does not seem to cause any in-game problems.
They do indeed! Which might be why critters have moved into some of them.