While checking out your mod I found it to have many dirty and wild edits. I have fixed that for myself. I then noticed it conflicts quite a bit with DCInteriors Project, specifically the Navmesh records. I have fixed those too by merging the edits of DCInteriors Project into your mod. To ensure this sticks and isn't plagued by the .ESP bug I have ESMified your mod as well. I have further removed the master dependency of DCInteriors Project, not sure why you had that in there (perhaps you can fill me in or make the changes yourself further) but I have since removed the dependency and tested both with and without DCInteriors Project loaded and there are no issues, your cells load fine as well as DCInteriors Project (specifically in Georgetown).
I don't mod myself and haven't ever released any files of my own, as I like to spruce up my game, both for myself and for my fiance and whatever fixes I make are generally for myself so as to avoid any issues for anyone else on my behalf. But as I feel this is quite a major edit I would like to, for once, give back to the community and to you as a modder for all the times I've gotten amazing mods for free.
Feel free to do whatever you like with the modified file, though hoping if it meets your requirements you will host it as an updated version!
If using the mod I do recommend loading it before DCInteriors_ComboEdition.esm, though this shouldn't be an issue as I have merged all changes of DCInteriors Project into your mod as mentioned but it never hurts to be safe!
You can download your modified version of your 1.2 mod here.
AVirtualDuck has tested this and reports that it is crashing for him coming from an outside cell into Georgetown and his cells specifically. I am working on this and will report all findings to AVirtualDuck. I am looking at any faults that may be caused due to not using the UPDATED Unofficial Fallout 3 Patch, as AVirtualDuck does not use them and they do make a lot of changes which many mods rely on as well.
I want to try a new process, different to what I first did, which I believe should make a difference and work even without the UUF3P. Will keep you all updated through AVirtualDuck!
It's an awesome initiative either way ! Best of luck and courage in developing the next modification It's reallt cool to have people like you keeping mods going forward
Thank you for trying to fix AVirtualDuck's mod to remove the dependency on DC Interiors. If you need anyone to test the mod, I will gladly do it. I wasn't able to try the first version with your fixes because your link didn't seem to work for me . It just redirects to the home page of mega.nz.
Thanks, though all credits go to AVirtualDuck for truly making this all happen!! As mentioned to AVD in PM's, I spent several hours trying to recreate the crashes but sadly I couldn't so I would like to think it was a stable edit. Then again, I do use caution when modding in FO3 and stabilize the game with the stutter remover, New Vegas Anti Crash, I use the UUF3P, I use Mod Organizer and of course ENB Boost so I am far less likely to crash than a regular install of just Fallout 3. To each his own though!
AVD did mention they would upload my version as an optional so then it will be more "official". I have offered AVD the option of having me create a compatibility patch and hosting it on my The Wasteland Patch Collection page, so if they are still keen they can let me know and I will gladly make that happen. Else, it is strange the Mega link isn't working as I just tried it myself and it works fine? Anyhow, here is a new upload using File Dropper.
Hi there guys! So soon 10 months would have passed since last I did the modification to "fix" things. To be honest, back then I was just starting to get into modding and conflict resolution and I had a TON to learn. Well, 10 months later and having been working full time on a Skyrim mod since then, I would like to think I have advanced myself tenfold.
As such, I recently got contacted by y2alex who reported some issues with both versions. Booting it up and checking it out in xEdit with my new set of tools and knowledge I realised just how many errors were left behind, and that my fix wasn't truly a fix; rather a miracle if it worked at best. Placebo?
Anyhow, I have now released a "1.3" unofficial "fix" for this mod, a re-working of AVirtualDuck's awesome mod; Georgetown Expansion, to fix the following issues in it:
*2234 identical records removed *Removed 2 unused Package records that had null references. *Removed 30 script references that were unused in the mod. *Removed 48 Worldspace records that were wild edits. *Undid a Worldspace edit that completely removed a navmesh from the Citadel. *Corrected the DefaultPatrolCasual package that was incorrectly edited, thus rendering 228 NPCs (including DLC ones) patrol packages useless. Made a new package with a unique FormID to cater for the only two Georgetown Expansion NPCs that make use of this edited package. *Carried over UUF3P records. (You do not need to have the UUF3P installed). *Resolved several navmesh issues and corrected pathing for them.
How do I know the Worldspace records were "wild edits"? Because they are identical to their master, except for the fact that their Position/Rotation was changed by a mere 0.1 or 0.01 in most cases.
Typical behaviour of picking something up to check it out, and sadly the CK sees that as an edit and marks it as such in the plugin file. :/
This comes in two versions, the standard fixed .esp converted to an .esm to resolve navmesh issues whilst retaining the dependency/enhancement to DCInteriors Project.
The second version is the same as above except that all dependencies have been removed by hand after hours of testing and rebuilding navmeshes, therefore you do not require DCInteriors Project.
Please only choose ONE .esm ONLY! Do NOT use the original .esp from Georgetown Expansion as you will crash and have serious issues.
Feel free to report back if you experience any issues with either versions, though y2alex has already done some beta-testing for me and the issues they experienced before (crashing in several locations) has now apparently been resolved in both my versions.
Feel free to download the file either from Mega (click) or Filedropper (click).
AVirtualDuck: Please feel free to upload this as your own version.
I've downloaded your 1.3 .esm version dependent on DC Interiors and it looks MUCH better in FO3 Edit than the original versions every did. Perhaps AVirturalDuck will upload it to Nexus to make it easier to find. This is such an interesting looking mod but I was afraid to use the original version with all of the conflicts.
Great job, Deadmano! I give you +1000 internet points redeemable wherever internet points are accepted.
The links to Mega and Filedropper are dead ends. The former's page refuses to be opened by Firefox and Chrome for security reasons, the latter just shows the home page of Filedropper without anything to download. I suggest Virtualduck gives Deadmano access to his mod so Deadmano can upload his edits himself. If that's impossible (there's a chance the Duck needs to upgrade his account to 'Supporter' or even 'Premium' to grant someone access to his file(s) ) Deadmano should send the file to Virtualduck so Duck can add it here. Or Deadmano can upload the file as a new mod...
*EDIT*
Crappers. Just saw that both the Duck and Deadmano have been inactive for a while... I guess we're stuck with a half-fooked file then...
Whilst Deadmano may be right, unfortunately using FOMM the "Cleaned Original ESM With DCInteriors Project" file (because it's an esm) won't install after the two Shadows & Dust esp files, and would thus conflict with those two mods. I can only get Georgetown Expansion to load after Shadows & Dust by using the esp version. Just leaving this note here for others falling into the same hole.
Also note, I recently checked the original v1.2 esp I download from here ages ago and it wasn't anywhere near as dirty as Deadmano reported!! I found just one UDR - the Citadel wild edit, as mentioned above. And no ITMs. Though I have now cleaned it, I never noticed a problem in my last two playthrus. And an esp is required if, as AVirtualDuck says in earlier comments, Georgetown Expansion has to load after Shadows & Dust - though they don't say if that applies to just (in my view, the over-egged, horrible) vol 2 asked about, or vol 1 as well.
Early 2023 review: From the get go I must warn potential users that I used "scrubbed" version of this mod from VegasStephen (he also did many cleaned versions for other old and interesting, but very dirty projects) and will judge this mod only on the basis of "cleaned" version. It was good to see some more content and note storytelling in pretty much empty vanilla location. This Georgetown Expansion and "The Girl Of The Violin" from AmaccurzerO are good additions and provide so much needed content in this area. As for the new quests from expansion, they aren't very deep written but give a necessary purpose to better explore new interiors. Don't expect something on the level of D.C. Interiors Project or Fairfax city Interiors, but just little new interiors to not feel bored by only dealing with super mutants spawns in the exterior area of Georgetown. In the end, it's good to have more places to explore and notes to investigate. Should you try this mod in 2023? Yep, it'd be a good choice on your playthrough in combination with new interiors mods that I already mentioned earlier in this review.
ITM are not only a problem. Many dirty edits. And as well seems to me the author used Recompile All Scripts options in the GECK, what it is not a good option.
Simple cleaning in xEdit of this plugin reduces its size from 4,51 MB (4 732 575 bytes) to 386 KB (395 355 bytes) Which should give a thought to how much unnecessary "ballast" has this modification
@AVirtualDuck Treat it as constructive criticism. With the lessons to be learned.
"I don't use the unofficial patches because I find they screw up the base game even more" Only 404372 people disagree with you.
While that may have been true in 2015, and I used to agree with the notion that UUF3P was a godsend, that's no longer quite so true as it was. As time went on they moved from serious bugs and significant errors, to minor bugs & omissions, which yes was still good! But thence onto diminishing returns and ever more pedantic tweaks. To save space I'll put the rest of my reasoning in a spoiler tag:
Spoiler:
Show
UUF3P then progressed more onto how they thought the game should be, restoring content (regardless of the reason it was cut), and then adding in fixes (and goofy ideas) they thought would be cool to back-port from the TTW version. And while some of it was good, they subsequently had to undo some - or add even more loops to get around unintended problems they created (eg, they made the nuka machine chill quantum, totally unasked for, and Sierra wouldn't accept it, nor does it work in recipes. But rather than undo it they've now tweaked her and the recipe).
That kind of meddling is fine if you like it, but the trouble is chops & changes can leave older mods potentially glitched or broken for no really good reason. And while there's some UUF3P patches for some old mods they're all over the shop in terms of both finding them and which version of UUF3P they patch. And many mods aren't up-patched at all - including some of the best like the Librarian series, and some supreme efforts which aren't even on Nexus (eg, like the A Quest For Heaven series).
If you use UUF3P, you can prob stop prior to the TTW backporting. Most modders had moved to TTW/Skyrim/FO4 by then anyway. Of course there will be some updates/fixes you might want. But unless you're a pro with CK or FO3Edit, it starts to become a balancing act of what you can live with in return for what older mods will still work. I'm at UUF3P 3.1.8 and no plan to move up. Frankly, they should've prob just stopped a while ago if they weren't going to keep purely to vanilla fixes.
I picked the version that requires DC Interiors and when I started a new game with FWE, I couldn't leave Vault 101. I also had Vault 101 Revisited installed. There may be compatibility issues here, but I'm not sure. And I don't feel like starting over again without FWE. Btw, I know this mod is to blame because I could suddenly leave the vault once Georgetown Expansion was uninstalled.
I had the same issues with FWE. Check out the post by Deadmano on 5 Jun 2016. Use the provided link to download his latest version (1.3) from another site. All conflicts seem to be resolved and I'm running almost 200 mods. I'm using the .esm version.
I'm not having any luck getting this mod to run. When I start the game with the mod selected, it immediately crashes to the desktop. I'm using version 1.2, have all the DLC's and Archive Invalidation. I don't have any mods that change Georgetown, but the Unofficial Patch 1.8 does add minor fixes to Andale. Could that be it?
I tried the mod without any other mods selected in FOMM and the game still won't start. It just crashes back to the desktop. When I open the mod in either FO3Edit or the GECK it produces a similar error:
This is 1.2 of Georgetown Expansion. I'm not a modder, but it looks to me like the game is still looking for the DCInteriors_ComboEdition.esm master file for GeorgetownExpansion.esp and can't find it, so it crashes. Any Ideas? Edit: I have no idea why those laughing emoticons are there, but I can't get rid of them. Ignore.
CrispySquirrel, if it is looking for DCInteriors mod as a master, the author must have used some resources to have added it as a reference (perhaps to merge changes?) Either way, I suggest you get DCInteriors as it is a great mod to have to open up the DC areas... Grab it here.
Should you NOT wish to use the mod (if not to fix this error and add a ton of content to your game) then load up this mod only in FO3Edit, click the + icon next to GeorgetownExpansion.esp, click on File Header below that then on your left under Master Files find DCInteriors_ComboEdition.esm and in the white space DIRECTLY above its name right-click and choose the Remove option. That should remove it as a master file. Save the plugin and you will be good to go.
HOWEVER, FO3Edit won't let you even edit when it doesn't have the master it needs, kind of silly I know... So you will have to sadly get the mod DCInteriors, make sure you load it BEFORE GeorgetownExpansion.esp, then follow the instructions above.
For simplicity sake I have uploaded the file for you without the master, AVirtualDuck you are free to use this file in replacement of your own. As a bonus I have cleaned all the dirty edits and references (mod works flawlessly).
Hi! Avirtual. I found this mod too easy, you only need to be at level fifty, have at least 200 stimpacks, a TB51 armor,10 Luck, and don't forget to bring as much ammo as you can carry with your Eugene minigun. Endorse. I see a comment on game crashing with this mod, I have Unofficial Patch at it works fine. The problem could be Load Order, install location. It this case the problem is Load Order, DCInteriors needs to be installed and this mod loaded under it, that is because George depends on it.
I would love to try this mod, but looking in FOMM, it says it requires DCInteriors_ComboEdition.esm as one of the masters as well as all the other DLC's. Do I need that too? The mod description and readme doesn't mention needing that file, so I'm a little confused.
41 comments
While checking out your mod I found it to have many dirty and wild edits. I have fixed that for myself. I then noticed it conflicts quite a bit with DCInteriors Project, specifically the Navmesh records. I have fixed those too by merging the edits of DCInteriors Project into your mod. To ensure this sticks and isn't plagued by the .ESP bug I have ESMified your mod as well. I have further removed the master dependency of DCInteriors Project, not sure why you had that in there (perhaps you can fill me in or make the changes yourself further) but I have since removed the dependency and tested both with and without DCInteriors Project loaded and there are no issues, your cells load fine as well as DCInteriors Project (specifically in Georgetown).
I don't mod myself and haven't ever released any files of my own, as I like to spruce up my game, both for myself and for my fiance and whatever fixes I make are generally for myself so as to avoid any issues for anyone else on my behalf. But as I feel this is quite a major edit I would like to, for once, give back to the community and to you as a modder for all the times I've gotten amazing mods for free.
Feel free to do whatever you like with the modified file, though hoping if it meets your requirements you will host it as an updated version!
If using the mod I do recommend loading it before DCInteriors_ComboEdition.esm, though this shouldn't be an issue as I have merged all changes of DCInteriors Project into your mod as mentioned but it never hurts to be safe!
You can download your modified version of your 1.2 mod here.
I want to try a new process, different to what I first did, which I believe should make a difference and work even without the UUF3P. Will keep you all updated through AVirtualDuck!
Best of luck and courage in developing the next modification
It's reallt cool to have people like you keeping mods going forward
Thank you for trying to fix AVirtualDuck's mod to remove the dependency on DC Interiors. If you need anyone to test the mod, I will gladly do it. I wasn't able to try the first version with your fixes because your link didn't seem to work for me . It just redirects to the home page of mega.nz.
Thanks, though all credits go to AVirtualDuck for truly making this all happen!!
AVD did mention they would upload my version as an optional so then it will be more "official". I have offered AVD the option of having me create a compatibility patch and hosting it on my The Wasteland Patch Collection page, so if they are still keen they can let me know and I will gladly make that happen. Else, it is strange the Mega link isn't working as I just tried it myself and it works fine? Anyhow, here is a new upload using File Dropper.
this file has since been added to the file library. If it works for you, feel free to download it.
Yours, AVD
As such, I recently got contacted by y2alex who reported some issues with both versions. Booting it up and checking it out in xEdit with my new set of tools and knowledge I realised just how many errors were left behind, and that my fix wasn't truly a fix; rather a miracle if it worked at best. Placebo?
Anyhow, I have now released a "1.3" unofficial "fix" for this mod, a re-working of AVirtualDuck's awesome mod; Georgetown Expansion, to fix the following issues in it:
*2234 identical records removed
*Removed 2 unused Package records that had null references.
*Removed 30 script references that were unused in the mod.
*Removed 48 Worldspace records that were wild edits.
*Undid a Worldspace edit that completely removed a navmesh from the Citadel.
*Corrected the DefaultPatrolCasual package that was incorrectly edited, thus rendering 228 NPCs (including DLC ones) patrol packages useless. Made a new package with a unique FormID to cater for the only two Georgetown Expansion NPCs that make use of this edited package.
*Carried over UUF3P records. (You do not need to have the UUF3P installed).
*Resolved several navmesh issues and corrected pathing for them.
How do I know the Worldspace records were "wild edits"? Because they are identical to their master, except for the fact that their Position/Rotation was changed by a mere 0.1 or 0.01 in most cases.
Typical behaviour of picking something up to check it out, and sadly the CK sees that as an edit and marks it as such in the plugin file. :/
This comes in two versions, the standard fixed .esp converted to an .esm to resolve navmesh issues whilst retaining the dependency/enhancement to DCInteriors Project.
The second version is the same as above except that all dependencies have been removed by hand after hours of testing and rebuilding navmeshes, therefore you do not require DCInteriors Project.
Please only choose ONE .esm ONLY! Do NOT use the original .esp from Georgetown Expansion as you will crash and have serious issues.
Feel free to report back if you experience any issues with either versions, though y2alex has already done some beta-testing for me and the issues they experienced before (crashing in several locations) has now apparently been resolved in both my versions.
Feel free to download the file either from Mega (click) or Filedropper (click).
AVirtualDuck: Please feel free to upload this as your own version.
Great job, Deadmano! I give you +1000 internet points redeemable wherever internet points are accepted.
*EDIT*
Crappers. Just saw that both the Duck and Deadmano have been inactive for a while... I guess we're stuck with a half-fooked file then...
It was good to see some more content and note storytelling in pretty much empty vanilla location. This Georgetown Expansion and "The Girl Of The Violin" from AmaccurzerO are good additions and provide so much needed content in this area.
As for the new quests from expansion, they aren't very deep written but give a necessary purpose to better explore new interiors.
Don't expect something on the level of D.C. Interiors Project or Fairfax city Interiors, but just little new interiors to not feel bored by only dealing with super mutants spawns in the exterior area of Georgetown.
In the end, it's good to have more places to explore and notes to investigate.
Should you try this mod in 2023? Yep, it'd be a good choice on your playthrough in combination with new interiors mods that I already mentioned earlier in this review.
[Removing "Identical to Master" records done] Processed Records: 4119, Removed Records: 2299, Elapsed Time: 00:00
Many dirty edits.
And as well seems to me the author used Recompile All Scripts options in the GECK, what it is not a good option.
Simple cleaning in xEdit of this plugin reduces its size from 4,51 MB (4 732 575 bytes) to 386 KB (395 355 bytes)
Which should give a thought to how much unnecessary "ballast" has this modification
@AVirtualDuck
Treat it as constructive criticism.
With the lessons to be learned.
"I don't use the unofficial patches because I find they screw up the base game even more"
That kind of meddling is fine if you like it, but the trouble is chops & changes can leave older mods potentially glitched or broken for no really good reason. And while there's some UUF3P patches for some old mods they're all over the shop in terms of both finding them and which version of UUF3P they patch. And many mods aren't up-patched at all - including some of the best like the Librarian series, and some supreme efforts which aren't even on Nexus (eg, like the A Quest For Heaven series).
If you use UUF3P, you can prob stop prior to the TTW backporting. Most modders had moved to TTW/Skyrim/FO4 by then anyway. Of course there will be some updates/fixes you might want. But unless you're a pro with CK or FO3Edit, it starts to become a balancing act of what you can live with in return for what older mods will still work. I'm at UUF3P 3.1.8 and no plan to move up. Frankly, they should've prob just stopped a while ago if they weren't going to keep purely to vanilla fixes.
Btw, I know this mod is to blame because I could suddenly leave the vault once Georgetown Expansion was uninstalled.
I had the same issues with FWE. Check out the post by Deadmano on 5 Jun 2016. Use the provided link to download his latest version (1.3) from another site. All conflicts seem to be resolved and I'm running almost 200 mods. I'm using the .esm version.
GECK:
MASTERFILE: Missing Masterfile: DCInteriors_ComboEdition.esm
FO3Edit:
[00:02] Background Loader: loading "GeorgetownExpansion.esp"...
[00:02] Background Loader: [GeorgetownExpansion.esp] Loading file
[00:02] Background Loader: [GeorgetownExpansion.esp] File loaded
[00:02] Background Loader: [GeorgetownExpansion.esp] Start processing
[00:02] Background Loader: [GeorgetownExpansion.esp] Adding master "Fallout3.esm"
[00:02] Background Loader: [GeorgetownExpansion.esp] Adding master "Anchorage.esm"
[00:02] Background Loader: [GeorgetownExpansion.esp] Adding master "ThePitt.esm"
[00:02] Background Loader: [GeorgetownExpansion.esp] Adding master "BrokenSteel.esm"
[00:02] Background Loader: [GeorgetownExpansion.esp] Adding master "PointLookout.esm"
[00:02] Background Loader: [GeorgetownExpansion.esp] Adding master "Zeta.esm"
[00:02] Background Loader: [GeorgetownExpansion.esp] Adding master "DCInteriors_ComboEdition.esm"
[00:02] Background Loader: [DCInteriors_ComboEdition.esm] Loading file
[00:02] Background Loader: Fatal: <Exception: "GeorgetownExpansion.esp" requires master "DCInteriors_ComboEdition.esm" to be loaded before it.>
[00:09] Background Loader: finished
This is 1.2 of Georgetown Expansion. I'm not a modder, but it looks to me like the game is still looking for the DCInteriors_ComboEdition.esm master file for GeorgetownExpansion.esp and can't find it, so it crashes. Any Ideas?
Edit: I have no idea why those laughing emoticons are there, but I can't get rid of them. Ignore.
Should you NOT wish to use the mod (if not to fix this error and add a ton of content to your game) then load up this mod only in FO3Edit, click the + icon next to GeorgetownExpansion.esp, click on File Header below that then on your left under Master Files find DCInteriors_ComboEdition.esm and in the white space DIRECTLY above its name right-click and choose the Remove option. That should remove it as a master file. Save the plugin and you will be good to go.
HOWEVER, FO3Edit won't let you even edit when it doesn't have the master it needs, kind of silly I know... So you will have to sadly get the mod DCInteriors, make sure you load it BEFORE GeorgetownExpansion.esp, then follow the instructions above.
For simplicity sake I have uploaded the file for you without the master, AVirtualDuck you are free to use this file in replacement of your own. As a bonus I have cleaned all the dirty edits and references (mod works flawlessly).
Download Link
I see a comment on game crashing with this mod, I have Unofficial Patch at it works fine. The problem could be Load Order, install location. It this case the problem is Load Order, DCInteriors needs to be installed and this mod loaded under it, that is because George depends on it.
I would love to try this mod, but looking in FOMM, it says it requires DCInteriors_ComboEdition.esm as one of the masters as well as all the other DLC's. Do I need that too? The mod description and readme doesn't mention needing that file, so I'm a little confused.
Thanks!
EDIT: Fixed it.