I just added some images. And big thanks to Ch1mpanZey for a bunch more!
AWOP Patch - I found one conflict with my mod. AWOP says it is compatible with DCInteriors but does not mention AIM. I saw possible conflicts when scanning through things in FO3Edit, but have not done anything yet to check on those.
Let me know if you encounter anything, and I will try to make my patch also resolve any conflicts with AWOP and DCinteriors and AIM. Meanwhile, I am playing it too, but I don't like having followers, and navmesh issues usually impact NPCs and followers.
Actually theres plenty of information available to support the theory of Jet being pre war as well as post war. When we see it in Fallout 2, the Chosen One can even question Myron directly about it. He very well may have come up with his own formula but that doesnt define Jet as post war only. Plus this game is after Bethesda acquired the Fallout IP so there might be some retcons here and there.
Probably - look, a great many mods like this will make use of assets from all the DLC. But which DLC do you not use? Most folks would want Broken Steel and Point Lookout anyway. Anchorage and The Pitt you can just decide not to undertake. The only one that auto-starts on you (whether you like it or not) if you get too close is Zeta but there's a mod to disable that called Zeta No Abduction. So you can still have all these DLC installed for other mods that require their assets, but not actually do the DLCs themselves.
Of course, Broken Steel essentially auto-starts too but only when you finish the main game (just before which point, you could maybe deactivate that DLC - or just stop playing after the containment chamber scene ends and before waking up again weeks later).
I kept Broken Steel, Point Lookout and reluctantly Oper Anch as it is always an empty world space, The Pitt and Mothership are a drag.so I dropped them. I use an older but selective UOP. If this mod just uses the BSA then I can add them in.
You don't need to play the DLC, dude. Just have them checked so the mod can use whatever resources from them. It's an old game that has been sold with all the DLC included for years. Mods are going to use the assets from them.
I was really surprised to see the looks of this mod installed; there is no doubt the amount of effort put into it. The details are beyond of what I expected. From now on, this is one of my favorite mods. GREAT MOD., THANKS.
Installed today and I'm loving the attention to detail. Wish FO3 had settler mode to rebuild this town.
Some issues, tho: Some of the interiors crash upon exit and I lost two saves, due to not being able to go around this. (Fairfax Hotel, Tattoo Shop are the ones problematic, so far...)
Never happened to me. Note a crash on exiting a cell is more likely a problem with where you're going, not the cell you're leaving. Could be one of any number of causes but assuming you installed everything ok it's likely a load-order issue or a mod conflict.
If all DC was like this I'd sympathise, but it's not unrealistic to imagine one little area survived reasonably intact. Odd little pockets do survive city-wide destructions due to a number of one-off factors. But raiders are near anyway so try to rationalise it as a convincing enough honey trap they maintain to lure unsuspecting wastelanders - who head for the restaurant only to find they're on the menu!
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AWOP Patch - I found one conflict with my mod. AWOP says it is compatible with DCInteriors but does not mention AIM. I saw possible conflicts when scanning through things in FO3Edit, but have not done anything yet to check on those.
Let me know if you encounter anything, and I will try to make my patch also resolve any conflicts with AWOP and DCinteriors and AIM. Meanwhile, I am playing it too, but I don't like having followers, and navmesh issues usually impact NPCs and followers.
Kudos & endorsements.
Are you considering making a TTW version?
EDIT: Nevermind I just saw someone made one already. Ty for your mod <3
Of course, Broken Steel essentially auto-starts too but only when you finish the main game (just before which point, you could maybe deactivate that DLC - or just stop playing after the containment chamber scene ends and before waking up again weeks later).
It's an old game that has been sold with all the DLC included for years. Mods are going to use the assets from them.
So now the haters don't have to hate. Thank you for the open permissions to allow this.
Wish FO3 had settler mode to rebuild this town.
Some issues, tho: Some of the interiors crash upon exit and I lost two saves,
due to not being able to go around this.
(Fairfax Hotel, Tattoo Shop are the ones problematic, so far...)