I loved this mod. It was well executed, expanding the town without being too much. But on my latest playthrough, the diner has simply vanished. I see under the bugs tag others noting the problem and it seems to be a conflict with the unofficial patch. I guess I have to uninstall it, but it was a great mod while it lasted. After this many years, I very much doubt the mod is supported. But thanks for a great mod while it worked!
vortex tells me the update file for the standalone is for an unknown game and gives a red warning everytime I start the mod manager. I have no idea whats going on there. Also this mod itself doesn't load the diner building at all its not there.
Edit apparently I get the same warning for the original file also not just the update...It thinks its not a valid BSA or not a Fallout 3 BSA. Vortex being jank I guess because the game loads fine with this mod enabled just the missing diner is the only thing stopping me using it.
Mod looks great, but in FO3edit it seems like there would be serious navmesh conflicts with the main module of 3DNPCs, which extensively affects Canterbury Commons' navmeshes as well. Has anyone experienced any significant compatibility problems so far?
Might be worth to point out that a lot of the buildings around CC have been replaced by variants that you can walk into. Guards are positioned there, so navmesh needs to be modified so they can get there. Also the Diner was replaced with another variant with a back door and moved a bit southward.
So if you do use this mod with 3DNPC, it should probably load after (unless other changes makes them incompatible). Don't know for sure as I haven't tried that mod.
Unfortunately that won't fix all navmesh issues. Some places like CC (and also Old Olney) had issues with the vanilla navmeshes that I suspect were patched through the exe. Mods that make navmesh changes there work ok on first visit, but after returning after visiting an interior or travelling elsewhere, the navmesh changes seems to be forgotten (at least partially) for the rest of the session.
The navmesh implementation in FO3 is pretty bugged because it was the first time Bethesda used it (Oblivion used something else). Later it was used in FNV with a lot of fixes that never got backported to FO3.
Needs cleaning, itm: 2, udr: 174 Deleted navmeshes: [NAVM:000728A2] [NAVM:000728A1] [NAVM:00072132] [NAVM:0007211E] Should be fixed now - download link
Aye, the best Canterbury mod, bar none. ENDORSED. I also add the CCI Cafe Only patch (found on the files page). However, when I also tried adding that Canterbury Commons Guards mod it caused serious stuttering. I'm not sure that's really needed though because Canterbury Estates - Some Ideas already has extra gun-toting npcs around. Another thing I always do anyway is resurrect the Mechanist's battlebot and set it, Dom, Machete, Roe and the Dot's diner guy all as essential using console commands. I already have the mod which sets merchant caravans as essential. Otherwise, of course, once you level-up, half of them get killed by more powerful creature spawns.
UPDATE 6th April 2021 - Seemed fine during the early game but now into the late game (Broken Steel) portions and levels 20+ the game developed a noticeable stutter in most places (even far from Canterbury, like outside Olney, or outside Rockland Car Tunnel, or outside the tunnel to the Pitt). At first I assumed it was something else I'd much later added, or a weather mod or some crazy conflict. But after much trial and error I finally discovered that it was being caused by this mod. I don't know if it's a conflict with Broken Steel or something to do with later-game levelling.
UPDATE 7th April 2021 - The problem is mostly fixed by Gazdapaja's kindly provided fixed esm (see his above post), though I'm still getting some apparent late-game conflict but I can't figure it out - a micro stutter in some places far away from Canterbury - which seems only 100% resolved for me by removing this mod. Prob wouldn't consider this mod "a keeper" unless I figure out the issue.
The most stable CC overhaul I've tried yet. None of them are great, frankly. They've all got issues, usually navmesh and far too many npcs. Some are effectively unusable in their current states and will probably never be corrected now, years later. This one isn't too bad for either of those, at least it's a .esm and as result it generally works a bit better than the rest I've tried. Not all the new interiors are navmeshed, and as one might expect some of the buildings will conflict with their use by other mods. That's not a problem for me, all I wanted was a bit more life and purpose in CC.
In general, this is a decent effort. Most of the interiors are navmeshed and it hasn't (as far as I can tell) created any obvious issues elsewhere in the Wasteland as so many of these CC expansion mods seem to. The NPCs by and large, doing what they're supposed to do when they're supposed to do it, although some seem to have minds of their own. If I had one serious criticism it's that there are just too many NPCs - 31 of them I counted in addition to the existing CC npcs, travelling merchants and their bodyguards, and the half dozen or so added by CC Guards, for once you take into account the often hostile mutated creatures, robots and human npcs who come in, that's quite a hefty total population for a small area. Half that number would be more than sufficient. I disabled quite a few of the more generic ones to make the overall number more manageable but there are still too many.
As was mentioned some time ago, there is a navmesh problem with the diner, the npcs will try to walk through the wall. It's not a major issue though. A clutch of them will gather in the entrance when they're supposed to be inside their own structures, which is annoying.
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Edit apparently I get the same warning for the original file also not just the update...It thinks its not a valid BSA or not a Fallout 3 BSA. Vortex being jank I guess because the game loads fine with this mod enabled just the missing diner is the only thing stopping me using it.
So if you do use this mod with 3DNPC, it should probably load after (unless other changes makes them incompatible). Don't know for sure as I haven't tried that mod.
Unfortunately that won't fix all navmesh issues. Some places like CC (and also Old Olney) had issues with the vanilla navmeshes that I suspect were patched through the exe. Mods that make navmesh changes there work ok on first visit, but after returning after visiting an interior or travelling elsewhere, the navmesh changes seems to be forgotten (at least partially) for the rest of the session.
The navmesh implementation in FO3 is pretty bugged because it was the first time Bethesda used it (Oblivion used something else). Later it was used in FNV with a lot of fixes that never got backported to FO3.
Key is in the little safe in the Mechanist's sleeping chamber, and you must enter a code into the workshop door 'key pad'
Deleted navmeshes:
[NAVM:000728A2]
[NAVM:000728A1]
[NAVM:00072132]
[NAVM:0007211E]
Should be fixed now - download link
UPDATE 6th April 2021 - Seemed fine during the early game but now into the late game (Broken Steel) portions and levels 20+ the game developed a noticeable stutter in most places (even far from Canterbury, like outside Olney, or outside Rockland Car Tunnel, or outside the tunnel to the Pitt). At first I assumed it was something else I'd much later added, or a weather mod or some crazy conflict. But after much trial and error I finally discovered that it was being caused by this mod. I don't know if it's a conflict with Broken Steel or something to do with later-game levelling.
UPDATE 7th April 2021 - The problem is mostly fixed by Gazdapaja's kindly provided fixed esm (see his above post), though I'm still getting some apparent late-game conflict but I can't figure it out - a micro stutter in some places far away from Canterbury - which seems only 100% resolved for me by removing this mod. Prob wouldn't consider this mod "a keeper" unless I figure out the issue.
In general, this is a decent effort. Most of the interiors are navmeshed and it hasn't (as far as I can tell) created any obvious issues elsewhere in the Wasteland as so many of these CC expansion mods seem to. The NPCs by and large, doing what they're supposed to do when they're supposed to do it, although some seem to have minds of their own. If I had one serious criticism it's that there are just too many NPCs - 31 of them I counted in addition to the existing CC npcs, travelling merchants and their bodyguards, and the half dozen or so added by CC Guards, for once you take into account the often hostile mutated creatures, robots and human npcs who come in, that's quite a hefty total population for a small area. Half that number would be more than sufficient. I disabled quite a few of the more generic ones to make the overall number more manageable but there are still too many.
As was mentioned some time ago, there is a navmesh problem with the diner, the npcs will try to walk through the wall. It's not a major issue though. A clutch of them will gather in the entrance when they're supposed to be inside their own structures, which is annoying.