Fallout New Vegas

About this mod

The last of the BFM Series Mod Resources... Manhattan...

Requirements
Permissions and credits
JC Brags… A Little:
Normally, I’m pretty modest when I come to my work, but in this instance I’m going to boast. This… was a triumph of architectural design as I duplicated a significant amount of Manhattan’s actual buildings in order to create a dystopian futuristic city with a Fallout theme.

Manhattan Entrance:

You can find a Master Fast Travel Doorway in the Goodsprings Graveyard. This doorway will lead you to a hallway which in turn leads to all the exterior cells in the mod.

This File Has A History:
Manhattan, this mod, actually started off as another project roughly 4 years ago, I kid you not, back when I was doing some work for ‘The Journeyman Project.’ Without going into much detail, TJP fell through due to real life issues between all of its staff members simply not having the time or energy to put into the project… and this included me as well, for those who think that I am blaming others. However, before the project ended I actually made an effort to figure out Manhattans scale, since Manhattan was suppose to play a role in the mod. If you look at Hells Kitchen in the GECK, you can see lingering fragments of roadway from that process past the cells natural boundaries.

Now, here’s where things get weird. Manhattan is a key example as to why you do not see many people building cities in the GECK. As some of you might know, the problem with building cities is the cell load, the memory used by the game as it processes all items in a single 3d horizontal slice of the game world. Once the cell load exceeds 120% the GECK and game become woefully unstable. Thus, what once started off as a single worldcell had to be sliced into 7 worldcells in order to get Manhattan into the game since the buildings themselves consumed so much memory. This is also the main reason why the buildings aren’t collapsing ruins since the act of creating ruined buildings consumes way more cell load than intact buildings built from fewer pieces. Now, this problem can be bypassed by building custom nifs of skyscraper ruins and then stacking them vertically to build ruined skyscrapers, but such an action would mean creating nifs from scratch… and blablabla… enough of this mumbo-jumbo, you get the idea. My point is that this design for Manhattan is a technical limitation more than anything else, built over 4 years, in my spare time from other projects.

Furthermore, by now if you’ve been looking at the content IDs for the BFM series mods, you’ve probably realized that Manhattan, Denver, and San Francisco all use to be one giant mod. For those who don’t understand the scale of this undertaking, it means that between those 3 mods, I’ve built a single mod roughly the same size as all Fallout: New Vegas’s DLC combined, or a single mod roughly 1/3 of the size of New Vegas. But, due to navmeshing errors and er uh… crashing on save due to the mods size, I had to split the giant thing into 3 separate projects. ;)

JC Talks Shop:
Normally, I like to compare city designs to The Pitt when it comes to size, but in this case I’m going to make a brief exception. Manhattan is equal in size terrain-wise to all the navmeshed worldcells of Operation Anchorage combined. There are 7 worldcells and at least 175 skyscraper placeholders in the mod, but… in order to cut down on save crashes I ended up deleting almost all the space consuming SCOLs. Thus, unfortunately, you might not be able to duplicate some of this mods buildings should you wish to take what I’ve done and make numerous alterations to the terrains. Now… there are some other details you need to know about. Namely, you need to know that this mod contains some cell loads pushing 90%, and some low end computers might not be able to process the game worlds that I’ve built for this mod. This… is unavoidable, and you’ll understand why once you start walking around…

How Big is It?
In terms of size… I built 1/4 of all of Manhattan below Central Park. This includes all of the important lore areas for anybody who would want to make a mod of this city. Included in this design are: Times Square, the entire Commercial District, Castle Clinton, Liberty Island, the Empire State Building, Brooklyn Bridge Area, and Hells Kitchen. I had initially intended to also construct China Town, Little Italy, and the UN Building, but… I ran out of time. Sad… but true. Unfortunately, this is as far as I can carry this mod given how close we are getting to Fallout 4’s release date… and the list of other projects on my desktop.

Error Log:
1)    During Cell Finalization I noticed teleportation errors between several of the linked doors. Upon inspecting the doors I noticed that they are indeed correctly linked; however, this does not stop random teleportation to Cottonwood Cove while transitioning through certain doorways between the Manhattan Cells. This is likely some sort of unknown error from cell finalization, but… overall… I didn’t deem it enough of a problem worthy of spending tons of time to correct. In order to bypass the actual problem I recommend using the Manhattan Main Door Cell for your fast traveling purposes.
2)    Misc Errors, mash overlap phasing errors and misc uncovered edges are normal, but overall given the extent of the mods total size I deemed them acceptable in order to place this mod onto nexus. It’s not perfect… but by my standards I give it a pass
3)    LOD meshes and textures errors. Some of these do exist, mainly in the Liberty Island worldcell where I actually hid a significant amount of them. Also, large chunks of the rivers were meant to be initially uncovered by ice, but limitations in GECK LOD generation forced me to pack the ice… which in hindsight was a good thing because it actually improved how it all looked. Also, any and all attempts to create distance landscape LODs resulted in mod bricking. This lead me to eventually give up on certain worldcells due to time constraints with other projects, however, this mainly effects Liberty Island.

LOD and Navmeshing:
This mod is fully navmeshed with a fully generated LOD for all worldcells. Everything… has been completed in preparation for project usage on your end. This includes several custom interiors made specifically for this one single mod. There should be no lingering navmesh errors; however I have noticed some problems with the LOD… most of which I havehidden in the design.

Manhattan Lore: (BY JC)
My lore for Manhattan is that the entire city is one big Talon Company Faction Base with their corporate headquarters being based out of the Twin Towers, World Trade Center. Other areas such as Hells Kitchen and Times Square operate as out-lying settlements. The Empire State Building; however, is the personal home of Talon Company CEO Conrad Wolf.

Requirements:
New Vegas Esm
Dead Money Esm
Lonesome Road Esm
Old World Blues Esm
Honest Hearts Esm
SpeedResource.Esm (http://www.nexusmods.com/newvegas/mods/39551/?)
Talon Company In New Vegas Esp and Contents: (http://www.nexusmods.com/newvegas/mods/35087/?)
Project Reality Contents: (http://www.nexusmods.com/newvegas/mods/42180/?)
Project Reality ESM: (Provided In This Mod Download)
All other materials provided by me in this mod download

Instillation Instructions and Special Permissions: (READ THIS ENTIRE THING)
In addition to downloading and installing everything up above you will need to properly install everything in this packet. The Talon Company Esp and Project Reality Esp do not need to be activated for this mod to actually work. You only require the contents of those mods for this mod.

Namely, you require the meshes, textures, sounds, etc. I have also been granted special dispensation from jic71 to create an Esm of Project Reality so that its contents can be used as a dependency while creating this mod. That, is in the packet you are about to download, and installing it IS necessary for this mod not to crash. The Esm of Project Reality will need to be activated, just not the original Esp, and it should function just like the esp. That having been said, you will need to install Project Reality regardless. 

Numerous parts of Talon Company in New Vegas have been merged into this mod in order to create the city’s atmosphere. I was also granted special permission from ZombieUK before he was banned, but… alas I can no longer find that message in my inbox, and since he’s banned… well… that’s just a double dose of screwed since it prevents me from re-contacting him to get another copy of written consent. So, what I have decided to do is to delete the content from the mod packet and give you a link to his original source material. You will need to install Talon Company in New Vegas, just for everything but its esp, for this mod to have its Talon Company Theme. I’m still technically using it without proof of consent (which I can no longer get), but I’m also forcing a download to his original mod. Technically, I’m in the wrong, but I’m trying to do the right thing for those who care.

I was also granted permission to use the billboards in this mod from burian. Graffik and Zorkins never responded to my inquiry regarding their billboards and it has been over 2 years since I sent it. Since fair use for abandoned content tends to run at 2-3 weeks, I just went ahead and used it. However, should they contact me and ask that their materials be pulled from the mod… then I will take it down.

I have been given special permission to use the statue of liberty from TheCave3.

Regarding the materials created by graffik. They were packaged outside of an existing textures folder so I had to create one and package them inside this mod. I could have required that you follow his instructions for instillation… but… I know that such a thing would just cause problems.

Lastly, it’s not like I didn’t try and get all the permissions for those who want to flag this mod for shits and giggles. I actually went pretty far off the beaten path. In fact, here was a link to the forums asking how best to approach the issue, http://forums.nexusmods.com/index.php?/topic/3211699-permissions-questions/.

Upon request by mod moderators I can and will submit documentation of all materials used in this mod. This means proof of consent, or proof of request for consent, on all materials excluding Talon Company in New Vegas for reasons already sighted.

Credits:
Talon Company In New Vegas: ZombieUK
FNV Project Reality: jjc71
Classic Billboards: Zorkins
New Billboards: Burian
New Billboards NV: graffik
TJP Team: Original Concept Design
SKYZOO: Project Consultant
JCDenton2012: City Designer/ Concept Designer

Terms of Usage:
You MUST list everyone under credits, and in your own project have a link to Talon Company In New Vegas since it is no longer possible to get written consent from its usage. A link must also be provided to Project Reality for its download usage.
As for me… just list me under credits and we’re cool.