Finally I have got around to finishing this mod, please let me know if you run into any issues with it.
Current Plans: Just released my final planned mod for the Redesign series, Underworld Redesign. Check it out here. Also released a final merged version of all my settlement mods called Capital Wasteland Settlements Redesign TTW. Check it out here.
Very cool what you added to the town, the new locations are so good. Could you maybe make a patch for the 3DNPC Bundle? It adds a location opposite of the diner in the garage and makes the garage at the leftmost (of the 2 to the left of the building door) the entrance which gets blocked and unaccessable by an added car. It's just this detail that's blocking a quest. Anyways, thanks for the mod Edit: I guess you can disable this mod (canterbury redesign) and enable it again after the garage stuff (that worked for me), because it's not really an important room besides of the quest stuff. Oh, and it's only there if you use the 3dnpc_fo3.esm (if you use the 3dnpc bundle with multiple plugins) and in the 3dnpc all in one bundle.
Looks really cool great work. One thing i would like to suggest is some more merchants with various goods or random caravans/pack brahmin around if only for flavour. CC is supposed to act as a trader hub so it would make sense for it to have a lot of traffic from routes other then those used by the named caravan's. IIRC the original version of it was supposed to have a sort of open air market or something like that in the cul-de-sac area t before it was cut for time like a lot of F3 locations so looking into that for inspiration might be cool. That part always felt really bare in the base game like there was something supposed to be there. Looking forward to actually getting there myself on this playtrough. Tho i have the same question as "wackyflappybob" , just got into modding fallout so would like extra info on that if its not too much trouble.
I've really enjoyed all of your redesign mods. I'm looking forward to the Underworld one
*Edit* Also I realized playing that I think there is a base-game enemy spawn by the cafe when you fast travel to the town. I'm not sure if its possible, but would there be any way to remove that spawn in a future update?
Suggestion: add at least 1 new merchant, Canterbury is supposed to be an important point for traveling merchants, however we only have the vanillas ones and they are honestly not enough.
Agreed, also think they should have more than just one pack animal. Maybe a few towed carts and some extra guards. Honestly I would expect like 3 towed carts via Brahmin and at least 4 well armed guards. I think a covered area in The circle where they could hang out when its raining or whatever. Have some troughs for the pack animals. maybe clear out the trash in the center of the round about and put some Pic-nic tables and a vendor stand with some one to welcome you and sell you refreshment and direct you to the various regular vendors in town.
Just starting my first TTW playthrough. I'm going to try this out. Not going to install until its time for me to go there. This looks very good. So when I try it I will come back here and tell you my experience with it.
Ok great, let me know if you run into any issues and feel free to post suggestions. My current project is including something which a lot of people requested previously so If any suggestion is good enough I can add it.
Everything seems to work Fine. No conflicts or weird aberrations. So I'm recommending this. What I would like to see is either anew MOD to make the Robot Repair Center a Home Base. Nothing over the top, but maybe clean up The forge area and put crafting Benches and lots of Storage lockers. There use to be a MOD for that (FO3). Maybe make The Robots recruitable so you could put one on guard outside and maybe take one with you on your journey's? I managed to deactivate the security there without having to Nuke the place but The mechanist just disappeared so its intact but useless. I would not mind seeing the Canterbury cleaned up a bit and some repairs to the buildings. Its the Hub of Trade in DC and should look better then the way Bethesda made it look.
Strange, I would have no idea why the file would be flagged. Scanning the file on my end does not detect anything. You can also check the nexus virus scan report to see nothing should be detected.
don't really want to fill your mod section with my comments but issue seems to be on my end, my windows seems to be detecting 'Virues' on a couple other files. very odd.
From what I have seen with other mods, some people have reported files being mislabeled as having viruses if you select download manually. But other than that I would have no idea.
I like what you're doing here. However - It's not quite clear from your pictures exactly WHICH areas you've touched. I'll give it a try nonetheless. I want to see if it conflicts with a player house and two quest mods I've got running in CC. Tested with "Mea Kulpa", "Quo Vagis" and "Canterbury Commons House", which all add to CC. Work flawlessly next to each other. Good work
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Current Plans: Just released my final planned mod for the Redesign series, Underworld Redesign. Check it out here. Also released a final merged version of all my settlement mods called Capital Wasteland Settlements Redesign TTW. Check it out here.
Edit: I guess you can disable this mod (canterbury redesign) and enable it again after the garage stuff (that worked for me), because it's not really an important room besides of the quest stuff. Oh, and it's only there if you use the 3dnpc_fo3.esm (if you use the 3dnpc bundle with multiple plugins) and in the 3dnpc all in one bundle.
One thing i would like to suggest is some more merchants with various goods or random caravans/pack brahmin around if only for flavour.
CC is supposed to act as a trader hub so it would make sense for it to have a lot of traffic from routes other then those used by the named caravan's.
IIRC the original version of it was supposed to have a sort of open air market or something like that in the cul-de-sac area t before it was cut for time like a lot of F3 locations so looking into that for inspiration might be cool. That part always felt really bare in the base game like there was something supposed to be there.
Looking forward to actually getting there myself on this playtrough. Tho i have the same question as "wackyflappybob" , just got into modding fallout so would like extra info on that if its not too much trouble.
*Edit* Also I realized playing that I think there is a base-game enemy spawn by the cafe when you fast travel to the town. I'm not sure if its possible, but would there be any way to remove that spawn in a future update?
Canterbury is supposed to be an important point for traveling merchants, however we only have the vanillas ones and they are honestly not enough.
Tested with "Mea Kulpa", "Quo Vagis" and "Canterbury Commons House", which all add to CC. Work flawlessly next to each other. Good work