The D.C. Interiors Project, A Room With a View v1.1: (03/06/19)
Removes the out of date Duplicate D.C. Interiors Combo Edition .bas archive. (Use the new one included with The D.C. Interiors Combo Edition Project v2.9.2)
Up-dated scripts and messages for compatibility with The D.C. Interiors Combo Edition Project v2.9.2
I know this post is a bit old, but I'll put this here for others, because I spent some time trying to figure it out myself. The purifier mesh doesn't exist. The object in xEdit points to a file that (I assume) used to be in the DC Interiors bsa, but it's not there anymore. I opened the bsa and checked every folder in case it got moved around somewhere, but nope, it's gone. I even checked the older versions on the DC interiors page. No mesh. No texture either, for that matter.
EDIT: I found the mesh, sort of. Go to the TTW Interiors Project page (on New Vegas Nexus), download that, open up the BSA, find meshes/ttwinteriorsmeshes/clutter/waterpurifier/waterpurifier09.nif. Copy it, go back to your location for this mod, create the folder meshes/dcintmeshes/waterpurifier/, drop it in there and rename it to waterpurifier09b.nif. It flickers a bit due to some texture mismatching, but at least it's visible and working. ;)
Kanzei's comment makes perfect sense to me. Kain, if you're proficient enough to fix problems with mods then bully for you, but that's of no help to the majority of players who lack those skills. So you've fixed it for yourself - bully for you. But frankly, all you're doing here is bragging and unnecessarily criticising - and I've read several other messages of this nature made by you elsewhere. If you want to help others by posting fixes please do. Otherwise take your elitism and shove it where the sun don't shine.
Well, he might have meant folk can auto-clean it with FO3edit which, ok, isn't hard if you're on PC and familiar with it. But I was a bit irritated because he didn't say so, didn't even bother to link FO3edit, and didn't say whether he'd done so himself & whether it proved safe (a few mods shouldn't be auto-cleaned, nor manually). So he came across as nothing more than point-scoring/trolling.
Btw, in addition to issues stated by others below, when I played TTW (3.2) this place turned out to be an integrated part of TTW Interiors. You couldn't get to spend nights for free in the ship's hotel any more after helping that kid - no, you get this ridiculous huge bridge palace - bigger and more featured than the rest of the ship's entire quarters and facilities combined! In fact so unbalanced & silly it was one of the reasons (along with FNV health, 65 ammo types & crafting, companion wheel) I left TTW and returned to FO3.
Okay I know this is a bit old now, last update was in 2015 and as others have said it looks good and sounds like a good idea, but I don't understand why or how this player home in Rivet city is and was made in such a way that it would conflict with Megaton & Tenn penny homes? neither are even in the same cell and the cells don't even come close to each other. I only ask this here now because I'm putting my game back together and I will be reinstalling the most recent version of DC interiors.
I'm not at all positive on this, but I think it's 'cause he uses assets from mods that alter either of the vanilla homes and then further alters them for this one; since they're now shared assets, the changes would apply to those homes as well. I think. Possibly. Or something else.
Yes that would make sense, or maybe a quest that is tied to either of the player homes is injected in to this mod, making it reward for completing a quest to get either of the vanilla houses ?
IIRC Chuck sets up the player homes to "mirror" each other if you own them all. So bobbleheads and the gnomes will populate all three, etc. So any other home mods would conflict with his mod due to that aspect.
Could yes, but it's about "which" home do you display the bobbleheads and Gnomes? This way they're shown at all three. At least that's the "why" I think it is. That would be my why. There may be more to it than that, but I've haven't found anything else myself
Very true, that is the only real WHY in-regards to the question of conflicts. Been away from all this for far to long and having to RE-learn things all over again.
I like that explanation more than mine, and I guarantee that if chuck hadn't set up the mirroring as he did, there would be an outraged fuss from some about NOT being able to see their bobbleheads in every home they have; IOW, Welcome to the Nexus.
This looks really good. I like the view and location, as well as the décor and layout. It is a well balanced look and not too "Over the top", decoratively speaking. Too bad that it conflicts with modded Megaton/Tenpenny houses, as there are mods for both of them that I REALLY want to use. Well, from what I see in the pics, it looks great, so, Good Job and nice work.
I have the same issue: Bobblehead can't interact with the player home display stands if one uses FWE. I've also made a post about it over here: http://forum.step-project.com/topic/9619-cant-use-bobblehead-collectors-stand-in-the-megaton-house/
In my rush to make a release on this I seem to have made a mistake. You may be encountering increased spawns when traveling from PP to Rivet City! this was not intentional an only happening because I forgot to delete some duplicate NPC's and creatures. I just fount out about this because it was reported in the TTW version. I fixed it there and will have an update soon for anyone interested.
In my rush to make a release on this I seem to have made a mistake. You may be encountering increased spawns when traveling from PP to Rivet City! this was not intentional an only happening because I forgot to delete some duplicate NPC's and creatures. I just fount out about this because it was reported in the TTW version. I fixed it there and will have an update soon for anyone interested.
Is this why there is a lone Crow (no pack brahmin or guards) and almost no inventory standing at the side of the ramp at rivet city? I had to come back here when I found him as a placed NPC (references TTW viewed in FO3Edit, so I thought I might have downloaded the wrong one or something, but It doesn't look like it, only one version here).
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EDIT: I found the mesh, sort of. Go to the TTW Interiors Project page (on New Vegas Nexus), download that, open up the BSA, find meshes/ttwinteriorsmeshes/clutter/waterpurifier/waterpurifier09.nif. Copy it, go back to your location for this mod, create the folder meshes/dcintmeshes/waterpurifier/, drop it in there and rename it to waterpurifier09b.nif. It flickers a bit due to some texture mismatching, but at least it's visible and working. ;)
DCInteriors Project A Room With A View_Missing Mesh
^^ Linking this for future users.
Btw, in addition to issues stated by others below, when I played TTW (3.2) this place turned out to be an integrated part of TTW Interiors. You couldn't get to spend nights for free in the ship's hotel any more after helping that kid - no, you get this ridiculous huge bridge palace - bigger and more featured than the rest of the ship's entire quarters and facilities combined! In fact so unbalanced & silly it was one of the reasons (along with FNV health, 65 ammo types & crafting, companion wheel) I left TTW and returned to FO3.
But that brings me to a question, couldn't that done without mirroring? So that each would be independent of each other.
There may be more to it than that, but I've haven't found anything else myself
Too bad that it conflicts with modded Megaton/Tenpenny houses, as there are mods for both of them that I REALLY want to use.
Well, from what I see in the pics, it looks great, so, Good Job and nice work.
Is this why there is a lone Crow (no pack brahmin or guards) and almost no inventory standing at the side of the ramp at rivet city?
I had to come back here when I found him as a placed NPC (references TTW viewed in FO3Edit, so I thought I might have downloaded the wrong one or something, but It doesn't look like it, only one version here).