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File Name: Interiors for NV

File Submitter: A.J.

File Submitted: 21 Mar 2014

File Category: Modders Resources

 



Description:

These are some of the interiors I used and still use, merged in a single ESP. Some are better cluttered than other ones (new ones are usually better), but generally they're not that "empty" since I like cluttering. They can be used for different purposes / modified / whatever you want, just read permission.

Maybe in the future I'll add more of them, but for now there are only 35 fully navmeshed cells, essentially:

- Two basements
- Two big buildings: 2 floors and 3 floors
- Three "dungeon" kinds: a heavy cluttered shopping center with a main hall and 3 separated cells, a shop that leads to a cave, a dark lab / slaughterhouse with a good quantity of gore
- Fourteen houses: different tilesets, various kinds (houses/rooms/motel rooms), some vanilla recluttered, some new shapes, some classy and some dirty
- One utility / industrial kind
- Three shacks (one with a cave below on a separate cell)
- Three shops (two made by two separated cells)
- A train station interior


Technical:

- All the cells are prefixed with aai + name/category + number, their names contains a small description
- The lights are as I liked them, maybe they're not for everyone's taste, they're balanced for vanilla. Emittance should be setted (I didn't check if it kept it after the copy)
- Doors are not linked, even the ones to the sub-cells, so you can use only a part of them.
- Full navmesh > needs to be finalized when linked
- I removed scripts, activators, markers, audio markers and thousands unique IDs, replacing with vanilla, I hope I didn't miss anything, in case let me know
- Even if I changed all the unique assets with vanilla ones, the cell called aaIBuilding01 still needs an extra tile to fill a small gap. To notice it, you must climb the stairs and watch over your head at the end of these. I included the mesh in the archive, but I didn't create a new ID so that everyone will call it as he prefer concerning his mod. That tile should fit good snapping the grid

- Since I modified them to be vanilla compatible, to copy an interior inside your ESP you just need to:
>>> Load your ESP and this one, flag your ESP as active.
>>> Don't touch anything, just load the new cells in the render window and take a look, choose the one you like.
>>> Duplicate that cell, rename it as you wish, save.
>>> Reload your ESP all alone now: it should contain the new renamed cell inside.


COC:

I didn't include COC Markers. If you still want to take a look ingame, you probably will land on the ceiling. Anyway, these are the names of the cells to COC:
aaiBasement01, aaiBasement02
aaiBuilding01, aaiBuilding02
aaiDungeon01, aaiDungeon02, aaiDungeon02a, aaiDungeon02b, aaiDungeon02c, aaiDungeon03
aaiHouse01 to aaiHouse14
aaiIndustrial01
aaiShack01, aaiShack02, aaiShack02a, aaiShack03
aaiSoph01, aaiSoph01a, aaiSoph02, aaiSoph02a, aaiSoph03


Permissions:

If you want to use something for a plugin which will be released only here, no need to credit or contact me. If you are going to release your plugin in other sites, please contact me first and wait my answer.

 



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Oh.  Well.  You can see how much I paid attention to that little tidbit.  FWIW, I did control + f for "resource" before posting, but I guess that it only searched my post.

 

I'm going to go sit in corner and think about what I've done.  :blush:

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