Metro Carriage Interiors

Mod releases and conversions.
Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

Metro Carriage Interiors

Post by Adonis VII » Wed Feb 04, 2015 1:44 am

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.


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RoyBatty
Posts: 4756
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

I think you forget to add the

Post by RoyBatty » Wed Feb 04, 2015 1:57 am

I think you forget to add the file? =]


:EDIT:


Thanks for uploading it here too.


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improvman
Posts: 50
Joined: Sat Jun 14, 2014 10:27 am

Is the busworld here the

Post by improvman » Wed Feb 04, 2015 4:57 pm

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
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

So they work together by

Post by Adonis VII » Thu Feb 05, 2015 12:27 am

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
Posts: 47
Joined: Thu Jan 08, 2015 9:07 pm

I hope you get permission the

Post by ElliotS » Thu Feb 05, 2015 6:04 pm

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



kraag
Posts: 68
Joined: Mon Jul 06, 2015 7:02 pm

So I've had this key on my

Post by kraag » Sun Jul 19, 2015 8:39 pm

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! :(




[collapsed]

Cell: AAJuryCar7

[/collapsed]


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



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RoyBatty
Posts: 4756
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Hey Adonis, you probably need

Post by RoyBatty » Wed Sep 07, 2016 5:49 pm

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.


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anstand
Posts: 211
Joined: Tue Feb 11, 2014 10:41 am

What is a singularity problem

Post by anstand » Wed Sep 07, 2016 7:16 pm

What is a singularity problem?



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RoyBatty
Posts: 4756
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Junknado, or player =

Post by RoyBatty » Wed Sep 07, 2016 8:22 pm

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


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Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

Yea alright. I was planning

Post by Adonis VII » Wed Sep 07, 2016 8:41 pm

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.

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