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Adonis VII
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Metro Carriage Interiors

I have made a conversion of Metro Carriage Interiors by WastelandLoner.  It adds interiors to all the metro cars throughout DC.  While it does not cover busses like Busworld, it is of significantly higher quality.  You enter metro cars through actual doors, and each interior is set to match the exterior both with placed objects and its spacial orientation (e.g. if a car is leaning sideways with rubble, the interior is at the same angle)

The original mod is located here: http://www.nexusmods.com/fallout3/mods/19988/?

My conversion is located here: http://www.nexusmods.com/newvegas/mods/58110/?

I converted it using the script, then manually forwarded changes from the fixes patch.  All worldspace names are brought in line with TTW.  I also manually changed .32 and shotgun ammo to their new types depending on what shotgun was nearest.  I changed all placed skill books to NV Magazines equivalent for balance.  This can be used with a certain version of Busworld edited for compatibility with TTWInteriors and this mod.  Let me know if you find anything that I missed.

 

EDIT: Removed file. Download from Nexus to save bandwidth for this site.

TTW Version Compatibility: 

v2.7

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Edited by: Adonis VII on 08/02/2015 - 03:06
RoyBatty
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I think you forget to add the

I think you forget to add the file? =]

:EDIT:

Thanks for uploading it here too.

improvman
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Is the busworld here the

Is the busworld here the cited version?  https://taleoftwowastelands.com/content/busworld

If so what needs to be done to make them work together?

"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham

Adonis VII
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So they work together by

So they work together by default, but you can enter both mods Metro's.  What I did was take that Busworld mod, and remove all the references to the metros.  I haven't released it yet as I haven't talked to him. I also have HD textures for all the Busworld interiors.

ElliotS
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I hope you get permission the

I hope you get permission the release that. I'll be playing with just this until then.

kraag
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So I've had this key on my

So I've had this key on my person for a long while now, hoping I'd just stumble across whatever it opens... no dice yet. Anyone got any hints?
Apparently the carriage is very close to where you find the key. I just can't remember where I found the key! :(


OK the reason I missed the carriage is because 3dnpc overwrites the changes made by metro carriage interiors.

Calbeck
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Thanks much for this mod, I'm

Thanks much for this mod, I'm really enjoying the extra immersion, not to mention the attention to detail.  I actually got a tinge of vertigo in one of the cars!  Very well done, not overpowered, and frankly it seems like something the original game should have included to begin with.

RoyBatty
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Hey Adonis, you probably need

Hey Adonis, you probably need to re-do this and turn off set Z to -30000 when undeleting records. It causes the singularity problem in at least one cell.

anstand
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What is a singularity problem

What is a singularity problem?

RoyBatty
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Junknado, or player =

Junknado, or player = blackhole. Every moveable static in the cell teleports to the player in a singularity event.

Adonis VII
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Yea alright. I was planning
Yea alright. I was planning on not touching the conversion since I'm working on my own mod that would replace this, but I'll see if I can get around to fixing this in the meantime.
CxR2262
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Unfortunately it looks like

Unfortunately it looks like this topic hasn't seen much action in quite some time.

 

I wanted to take the time to commend the original author, and your own conversion, because this is a mod I consider a must-have in all future playthroughs of the game. Its a small change on the player's end but it really feels like something that should've been in the game to begin with. All those subway cars that have been constantly screaming "GET IN ME" finally can be get-ed in.

layton452
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Hi there. I'd just like to

Hi there. I'd just like to post about a strange issue I've been experiencing - with the mod installed, I can see the doors to enter the new carriages on the Local Map, but when I approach one, no prompt to enter appears. This seems to happen irrespective of the position of the .esp in my load order. 

I was just wondering if anyone might have any greater knowledge on this issue? I haven't seen it mentioned anywhere else so it seems that its just me affected. I have a limited knowledge of NVEdit but I managed to apply a conflict filter and didn't notice anything untoward with the carriages. 

EDIT: I re-activated my mods one by one and now it works. Odd!