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Starting Smaller


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I realized my previous project was a bit to grand in scale for a "first mod", so I've taken a step back, and I'm going to do smaller "learning projects" start to finish, instead of running into brick walls, that stall the larger projects from being completed.

 

For my first little project, I'm expanding an existing interior cell. My chosen location is Madame Jealle's. For anyone who doesn't know where that is, there is a shop door, hiding in a back alley in L'enfant Plaza. Bottom of the hill, in the southwest corner of the accessible world space, there is a tripwire, passing the trip wire to get behind the buildings, the door is on your left. It is on the back side of the barber shop, across from the diner. The interior, is a single room, basement clothing shop. There's a counter, a computer, and a safe, and assorted clutter.

 

What I've done, is slide the shelves behind the counter over to the side, and added a door, into a back room. This would have been the store room/office area of the shop, originally. In the time of Fallout, it's been taken over, renovated a little, and fixed up into a livable space. The previous owner is presumably dead, most likely killed by the nearby super mutants a few blocks away. If I expand the project further, to include some back story, I may put some notes on the computer, or a journal, to reflect some of that. As it sits now, it is simply another downtown "player home" with a bit of flavor(trying to fit the style of the area and original building) while managing to include the basic ammenities. I've left the shop itself, mostly untouched, just moving the shelves aside, the safe to be under the counter, instead of on the back wall, and moved the computer terminal, into the back room, on the desk.

 

The back room itself, contains shelves, storage, in the form of metal boxes, lockers, the desk, a fridge, a first aid box, labeled metal cabinets, a cooking stove (NPC's in sandbox mode will walk over and do cooking idles, but it is not a container) a workbench, chemistry set, infirmary, and a mostly functional bathroom(toilet you sit on, not drink from, standard sink, and a bath tub that does nothing but sit there and hold stuff you may drop in it). There's also a queen sized bed. There also light switches, one for the back room itself, and a separate one for the bathroom. This turn all of the lights, except for the desk lamp, and glow of the computer screen on and off.

 

The questions still floating around my head...

 

Is it cluttered enough? How much is too cluttered. Someone cleaned it up and was living there, they should have some stuff lying around. Is the randomly generated content of the containers enough to reflect that?

 

Is my navmesh done properly? I took a SCC companion in there and told them to make themselves at home. Before I was done putting crap on the shelves(in game not in geck) they'd vanished. Was that the navmesh walk into a corner til you glitch off the map thing or is my navmesh bad?

 

How much is enough storage? I've used the metal cabinets with a door on one side,and 4 exposed shelves on the other side, for a combination of open "clutter" and out of the way container storage. Should I go back and toss a couple metal boxes onto the annoying to clutter(in game) lower shelves of those?

 

As this is a very basic, only vanilla resources used, mod, I'm going to go ahead and attach my current version of it to this message, and let people play with it and give their feedback here, as opposed to a full "release" in the files section.

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I've already gone back and done a couple tweaks. I know the bathroom door clips through the wall when open, but.. I can't find a decent way to fix that, unless I just remove the door entirely, which I don't particularly want to.

 

I also added a couple of dog idling spots, in case people have dogmeat and decide thay want him to "live there".

 

Also, I'm not sure if sandbox mode even can, or if something else is causing it., but I've had a few SCC companions wander out of a different mod's house, via the front door before, so I ticked the "ignored by sandbox" on the entrance door to the cell.

 

Here's the newest version, I changed the compression from "best" to "normal" this time. I don't know if that will make any difference.

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Already got a little feedback, from someone helping me test, via messenger...

 

The missing nif in the bathroom, is the toilet. If you've downloaded that "resource" pack, you'd have it. I'll include it in the "release" since it's just the toilet mesh extracted from the BSA files.

 

 

Or if I need to do another beta with more tweaks here, before then. I'll see if it will fit in the zip.

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