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  1. Descryptix
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    If you like this mod, please consider endorsing it. It's a small but nice gesture that makes going through the whole process of publishing the mod and providing support for it feel a little more worthwhile.

    Modlist Troubleshooting Guide

    Spoiler:  
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    First of all, in the following process, don't make new savegames to save time; i.e., after you've repaired a bike, it will be tempting to make a new save so you don't have to repeat the process again, but disabling and re-enabling mods in the middle of a save will introduce new variables, so don't do this. Troubleshooting is always tedious, but ultimately it can save time to approach it "scientifically."

    Now write down the following console commands since you'll need them to repair the test bike:
    Spoiler:  
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    player.additem 00031944 5
    player.additem 000220FB 1
    player.additem 000220FE 2
    player.setav repair 100


    The test procedure will always involve coc'ing to one of the DC Wasteland bike locations from the main menu, repairing it with the additem commands, and testing it from there. If you use tgm at any point, make sure to turn it off before riding.

    1) Double check that you have all of the script requirements (FOSE, Command Extender, etc.), as well as the correct load order (see the Load Order section for more). Then test it. If it works, the problem was a missing dependency or incorrect load order; if not, proceed to step 2.

    2) Make a new test profile in MO/MO2 (or in whatever your mod manager is) and uncheck all of your mods (in the left pane), except MotA and its requirements. Doing this will confirm whether your issues are a mod conflict. If it still has issues, I can only imagine it's a problem with your FO3 installation; if it works fine, we now know that it's a mod conflict, so proceed to step 3.

    3) Make another copy of your original modlist in your mod manager, and get ready to do some work. Using a troubleshooting procedure (apparently) known as Half Splitting, disable roughly half of your modlist (not including the mod requirements, of course) in the left pane of your mod manager. Then test it.

    If the bike works fine
    , you now know that the conflict was somewhere in the disabled half of your list; if it still doesn't work, you know that the conflict is in the enabled half of your modlist. Now make a new copy of your original modlist, and disable half of the conflicted half, and test. Continue to take halves of the conflicted halves in this manner until you pinpoint which mod(s) is creating the conflict, and decide how you'll resolve the problem. Filtering for conflicts in FO3Edit may help illuminate what the problem is with the problematic mod(s).


    Troubleshooting & Known Issues

    Spoiler:  
    Show

    • While riding, the bike moves along at a slow pace: Check that your character isn't carrying over ~500 weight, as decreased bike performance from weight is intentional, to add realism and balance. If it's still moving slowly with little weight, it's likely a mod conflict; follow the "Modlist Troubleshooting Guide" sticky to troubleshoot.

    • Moving forward/backward doesn't do anything after loading into a savegame where you were not actively riding a bike: Remapping the controls fixes this (do it in the Main Menu). To prevent this from happening again, always get off a bike before exiting to the Main Menu/Desktop, as this will allow the script to undo its controls changes.

    • After mounting a bike, it won't move but the bike sounds like it should be working: Make sure you don't have godmode active ("tgm" in the console). Otherwise, it's likely a mod conflict. In my own testing, certain mod-added status effects may conflict, and not allow you to move until the effect wears off.

    • A motorcycle got stuck in an unreachable spot: Read the included note that comes with rebuilt bikes to find out how to go to, or bring to you, a bike you can't see.

    • A duplicate motorcycle appears after updating the mod: Find out which of the bikes has access to storage by activating each one and clicking on "Access Storage" in the bike menu. In the console ("~"), select the bike object that did nothing when you clicked the "Access Storage" button, and enter the following commands without deselecting the bike: "disable" [hit Enter], "markfordelete" [hit Enter]. Now you can deselect the bike in the console.

    • Deactivated bikes due to being salvaged, and maybe also by being destroyed, will remain deactivated even after loading a previous save: The game must be quit and reloaded to return the bike to normal (or maybe just quitting to the main menu is enough; I'm not sure, because my extremely modified FO3 CTDs when I try exiting to the main menu).

    • Going too fast will cause stuttering and pop-in when entering new cells: This is almost certainly a game engine issue, made worse by unoptimized texture mods. It can be replicated without motorcycles by using SetAV to increase your character's movement speed.

    • Evan King at Arefu runs away instead of automatically activating his dialogue upon first entering Arefu, and knocking on the doors of the local folks results in nothing happening, thus getting the quest stuck: Testing indicates that this bug is caused by driving the motorcycle near and up into Arefu, and not simply a personal modlist issue; if this bug happens to you, simply keep the motorcycle elsewhere (e.g., Fordham Flash Memorial Field) and manually walk to the Arefu quest-trigger site to let the quest starting scripts execute appropriately.

    • Testing from whether loading/saving a savegame while actively riding a motorcycle hasn't revealed any strange behavior, but just to be on the safe side I'd recommend not saving or loading while on a bike. Instead, get off the bike before saving, and get off the bike or quit to the main menu before loading into a savegame where you're not riding, to be sure that all the scripts shut down appropriately. Similarly, I also do not recommend using quick save/load while riding (or ever, honestly).
  2. Descryptix
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    v1.30 Patch Notes (Released)
    Spoiler:  
    Show

    Additions:
    - Added new and improved VFX/SFX for different speed levels and states.
    - Added PipBoy radio toggle function (hold 'C' for 1 second to turn on/off).
    - Added variable chances to gib body part(s) on roadkills/run over corpses; blade upgrade dramatically increases gibbing odds.
    - Added weapon fire for equipped weapons while riding. Weapon must be drawn prior to mounting bike.
    - Added comments, section labels, line breaks, and more to most scripts, vastly improving their legibility.


    Changes:
    - Changed damage effects so they all decrease the efficiency factor of the damaged motorcycle, some effects more so than others.
    - Changed damage script area of effect from 2 to 1.  
    - Changed damage script physics formulas to be more realistic.  
    - Changed damage script so teammates are not exempt from being hit by motorcycles.  
    - Changed some values/effects of some damage effects.
    - Changed bikes to have different names, stats, and specialties to make them more unique.
    - Changed deep water access menu so that drowned bikes can be picked up.
    - Changed driving script so bikes have scalable deceleration and fuel consumption rates influenced by their stats.
    - Changed handling model to a more realistic one.
    - Changed kick-off trigger to include player entering a ragdoll state; EKMotAPatch.esp is now obsolete and can be disabled from load orders.
    - Changed bike menu weight display to show its current carry capacity vs. its current maximum.  
    - Changed bike naming scheme to "Motorcycle - [Model Name] ([Modifier])"; e.g., "Motorcycle - Reaper (Armored)".  
    - Changed menu handling while riding so that the following menus will not trigger collisions: Console; Message; Inventory; Stats; HUDMainMenu; Pause; LevelUp; RaceMenu, BarberMenu, and PlasticSurgeryMenu; and Tutorial menus
    - Changed note text found on rebuilt motorcycles to include new information and troubleshooting tips, and to be more immersive.  
    - Changed speedometer message refresh time to be more responsive.  
    - Changed speedometer message to one with a custom (transparent) image.
    - Changed or added more driving, riding, and collision VFX/SFX.
    - Changed unrepaired bike textures to their repaired version's textures.  
    - Changed VFX/SFX handling to improve variety and quality at different states and speeds.


    Fixes:
    - Fixed collision accuracy to reduce false positives (they may still occur, especially at lower speeds).  
    - Fixed collision checks being disabled, image space modifiers not clearing, jump SFX not playing, and in-air movement being enabled when at speed with the engine off.  
    - Fixed the direction the player gets thrown off the bike during crashes.  
    - Fixed player dismounting inside the bike model.
    - Fixed turn animations getting stuck, in most instances.
    - Fixed menus triggering collisions while riding.
    - Fixed certain menus causing player to get stuck in the riding animation/mode even after dismounting.
    - Fixed inaccurate acceleration formula.  
    - Fixed picked-up motorcycles getting stuck as undroppable quest items.  
    - Fixed XP not being awarded for roadkills.
    - Fixed various VFX/SFX handling issues, including doubling and transitions.
    - Fixed backpack slotted items, including Big Guns, from causing the bike to be invisible. Side effect: all Big Guns are not usable while riding. 
    - Fixed holstered weapons sticking out of character body before and after riding.


    Optimizations: 
    - Optimized collision detection, increasing responsiveness.  
    - Optimized damage script, improving responsiveness and legibility.  
    - Optimized driving script, improving performance.  
    - Optimized jump handling, improving responsiveness.  
    - Optimized processing when in-air and upon landing, improving responsiveness and accuracy.  
    - Optimized turn processing (turn rate is still affected by your game's FPS: the less FPS you have, the slower the turn rate will be and visa-versa). 
    - Optimized VFX/SFX handling, increasing responsiveness. 



    Previous releases:
    Spoiler:  
    Show


    v1.23 Update Patch Notes (Released)
    Spoiler:  
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    IMPORTANT NOTES:
    NOTE I: This update introduces a pick-up feature for owned motorcycles that allows you to take them into interiors and different worldspaces, but may not be compatible with saves where a motorcycle has been rebuilt prior to the update's installation. In such cases of incompatibility, when you pick up a bike it will be stuck as a quest object, which then cannot be dropped without a console code. I've spent dozens of hours of my free time trying to figure out why this was happening, but as far as I can tell, MenuMode isn't reporting accurate menu codes for some reason, which breaks the item script. Even so, the update can still be installed and the pick-up feature can be utilized on such savegames--you'll just have to use a console code every time you want to drop the relevant bike back into the world.

    To set a bike stuck as a quest item in your inventory back into a droppable item:
    Spoiler:  
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    1) open the Pip-Boy on Misc items,
    2) open the console ("~") and enter the following command (bold text) for the relevant bike:
    SetQuestItem 0, MotorcycleRemakeItemARMY -> Motorcycle - Army
    SetQuestItem 0, MotorcycleRemakeItemBLACK -> Motorcycle - Black
    SetQuestItem 0, MotorcycleRemakeItemBLUE -> Motorcycle - Blue
    SetQuestItem 0, MotorcycleRemakeItemKPD -> Motorcycle - Police
    SetQuestItem 0, MotorcycleRemakeItemRED -> Motorcycle - Red
    SetQuestItem 0, MotorcycleRemakeItemRUSTY -> Motorcycle - Ol' Rusty
    3) now you can drop the bike like normal (right-click it in the item menu)


    NOTE II: While riding, NPCs will not force greet you, and other automatic scripts may have problems triggering, so ride in unexplored locations (especially interiors) with caution.

    NOTE III: Motorcycles cannot be stored in any containers, nor be sold. This was to prevent crashes (in the case of bartering them), as well as to avoid the unrealism of storing a motorcycle inside a briefcase, lol.

    It is mainly for the first note above that the pick-up feature was removed from v1.22, and made into an optional update. Should I continue to develop MotA, this 1.23 version will be the foundation for future updates.

    Additions:

    - added motorcycle items (see Adjustments below) weighing 450lbs

    Adjustments:
    - motorcycles can now be picked up as items (only one at a time), then dropped into the world to access their features again; this means bikes can be taken to and from, and ridden within, interiors and different worldspaces

    v1.22 Patch Notes (Released)
    Spoiler:  
    Show

    Bug fixes:
    - fixed speedometer messages getting backed up after enough time
    - minor script optimizations

    Adjustments:
    - weight now does not affect a motorcycle's top speed, so they can reach their maximum speed regardless of how much they're hauling

    - acceleration and braking rates are now affected by the total weight of a motorcycle + rider, so bikes will accelerate and brake more slowly as their weight increases
    - reduced the influence player mass has on the collision script's damage to the player by ~75%
    - the sissy bar component has been removed from the Red motorcycle's 3D model, while both the Red and Black motorcycles have had the baggage components removed from their 3D models to help further distinguish them somewhat from other models
    - slightly improved collisions will now throw the player with SetVelEx according to their speed


    v1.21 Quickfix Patch Notes (Released)
    Spoiler:  
    Show

    Bug fixes:
    - fix for crash when collisions kill player

    - fix for broken legs animation issue
    - fix for stuck in riding animation issue

    Adjustments:
    - can no longer get off motorcycles at high speed or while in the air

    v1.20 Patch Notes (Released)
    Spoiler:  
    Show

    Bug fixes:
    - fixed crash when colliding at speed with only 1HP
    - fixed hands glitch
    - fixed imperfect riding animation loop
    - improved mounting/dismounting health and injury tracking
    - fixed Armored Police bike name being "Army"
    - corrected erroneous editor ID names/references
    - script optimizations

    Mod compatibility improvements:
    - fixed the Helpless Falling patch from being required -> purely optional
    - optional compatibility patch for Explosion Knockdowns

    Additions:
    - New leaf spring suspension upgrade: reduces carry weight maximum speed penalty (does not increase top speed); prevents fall damage for falls < 4 seconds long; prevents getting kicked off bikes from long falls
    - New at-speed motion blur and subtle camera shake FX; new strong camera and HUD shake FX from big collisions
    - New redlining and in-air acceleration, jump, and jump landing SFX

    Adjustments
    :
    - The rusty motorcycle has been relocated (see the "Cheat Sheet" spoiler in the description for more details)
    - Bikes can now be ridden with drawn weapons, and the drawn weapon will appear on the player's right hand (weapons still cannot be fired while mounted) 
    - Improved on-bike player damage handling
    - steering is disallowed while in the air for > 0.2 sec. for handling realism
    - speed does not change while in the air
    - slightly reduced carry weight slowdown penalty for all un/upgraded bikes, and eliminated bike overweight threshold penalty
    - ~100mph maximum achievable top speed as a result of carry weight formula adjustments
    - improved dirt, shutoff, and idle loop SFX
    - rebuilding, repairing, upgrading, and salvaging bikes now advances time (1 - 8hrs) and can no longer be done in the middle of combat
    - jumping with the jump upgrade now activates a 2 sec. cooldown (to prevent ridiculous bunny-hopping)




    Potential Future Update Changes:
    Spoiler:  
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    Mortality Update (release date: who knows, maybe never)
    - Give each bike its own HP stat for world models
    - Report more accurate activator damage via Set/GetDestructionDataHealth
    - Before/after dismounting save/load destruction stage for activators via Set/GetDestructionDataNumStages
    - Damage bike activators after collisions via the above functions
    - Add tune up (increased efficiency factor especially on worse bikes), braking power, additional fuel capacity?, restored paint (changes model's texture to less grimy one), and radio upgrades
    - Add another set of motorcycle SFX for non-upgraded engines, switches to current throaty set with CC upgrade
    - Fix riding position animation for Kalassic models
    - Implementation of at-speed bailing that lets you get off bikes at high speeds, and which would cause the bike to drive off by itself for a bit before falling (kind of like the bomb in the J3X Advanced mod, but not explosive)
    - New, fusion-powered bike based on J3X's mods (models/animations)
    - Optional patch to make all, random numbers of, or certain handpicked vanilla bikes, into generic rideable activators without upgrades/storage/repairs/refueling/etc.


    Got feedback, suggestions, reproducible bug/mod conflict reports, or feasible feature requests/ideas? Leave a reply on this sticky and let me know them, but please do not leave troubleshooting requests and other unrelated questions here--just make a normal mod comment for those.
  3. KiranFurness
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    Looks amazing!
    Does it support joystick?
    Will there be a TTW version or a Fallout New Vegas port?
    1. Descryptix
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      Thanks and probably no on all counts. I could never get TTW or controllers to work on my setup, so can't develop for them; FNV already has J3X's Advanced Motorcycles mod, but if I ever get around to playing FNV again I might try porting this mod.
  4. silentbutsure
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    Do I need to have this mod AND the J3X Driveable Motorcycles mod installed, or just this one?
    1. Descryptix
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      Nope, just this one.
    2. silentbutsure
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      perfect, thanks for the reply!
  5. BMG06
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    I cant see any bikes in the locations you described 
    1. Descryptix
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      Probably a mod overwriting the worldspace edits. Check for conflicts in FO3Edit and sort your load order appropriately.
  6. GIJhen
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    I just installed this mod. When I fixed the rusty motorcycle and got off of it it duplicated a 2nd bike, Now it will not let me ride it.

    ok after resetting it several times it let me ride it. However there is no indicator as to how to store it in the backpack. I have all the patches installed in the correct load order. But for some reason I see no way to put it in backpack.

    I have tried every which way to make this mod work. I tried to uncheck like all of my mods and put the mods for this higher and lower in the list but even then the game still would crash from time to time. I would probably have to delete everything and install each of my mods one by one to see what could possibly be upsetting this thing and that is just way to much work. Really wish I could get this to work. I got to ride it for just a few moments but when I got off it and back on it crashed again. After 5 hours im done. im sad this would have been so fun to play with. oh well.
    1. Descryptix
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      See "Troubleshooting & Known Issues" in the sticky as most of those issues and how to fix them are addressed there. Bike duplication is likely a mod conflict issue, since I tested for it in an unmodded game and it never occurred. Also make sure you've installed each of the requirements correctly.

      Did you find Ol' Rusty at the Vault 112 exterior, or at Jocko's Pop & Gas Stop? Testing just now made me realize that I forgot to update the spoiler location in the description to "coc GasStation02" (edit: now updated), but if you found it at "coc Vault112ExteriorNEW" then you're using an old version of the mod that is not compatible with the v1.23 update. If you are correctly using v1.22 with the update loaded after it, then it is a mod conflict (especially if this is the first time you've ever used this mod).

      Follow the "Modlist Troubleshooting Guide" to pinpoint mod conflicts; you don't need to disable each mod one-by-one, the guide shows you how to do it much more efficiently, and the technique works for any mod conflict as it is a troubleshooting method used in general programming, and has many different applications. 

      As for crashes when you had no other mods installed, under what circumstances exactly did they occur?
  7. MisterPsycho11
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    my only question is: 

    is this compatable with followers like the FNV version where you can give them "ride tokens" and when you ride they also ride along side you or is this player only?
    1. Descryptix
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      Player only. I remember looking into how to port that functionality, but it depends on a function that only NVSE has.
    2. MisterPsycho11
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      found 1 bike in point lookout and installed all upgrades but when trying to ride it the bike makes the  sound but dosnt move.

      normally i use controller (xbox) but know from the FNV version  it uses mouse and keyboard controls but it still dosnt move even when using non controllers. could you make a patch so it works with controllers or explain what i am doing wrong. to be clear: am able to use controller to "ride" the bike aka mount after holstering weapons it but wont move when pressing the "A" button or the "W/S/A/D" keys on keyboard (when controller is disabled in game control options)  

      also  when finding  the bikes  you have the option to "steel it" but unlike the FNV version it isnt  added to your misc section so am unsure how you are meant to "collect" each of them unless you mean ride it and leave them each at a set location
    3. Descryptix
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      Not being able to move while mounted, and with K+M controls only, sounds like either godmode is enabled, or a mod conflict. Try the following:

      1) Make sure godmode (tgm) is off while mounted. I'll add this to the troubleshooting section later.

      2) Make a new test profile in MO/MO2 (or in whatever your mod manager is) and uncheck all of your mods (in the left pane), except MotA and its requirements. Then from the main menu of the game, coc to one of the DC Wasteland bike locations, repair it with additem, and test it.

      As for controller support, I don't remember if it's coded in or not; I'll try some quick tests tonight I couldn't get a controller to be detected by FO3, so couldn't test it.

      Finally, no, there aren't inventory items. When a bike is repaired, it exists only in the worldspace it was repaired in. So by collect, I meant to literally gather them together, and didn't have the PL bikes in mind when I wrote that statement. I suppose a way to take one of the bikes with you on/off the ferry could be added, but another developer would have to add that. This feature has been added in v1.22.
    4. MisterPsycho11
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      ok ty kindly for the  reply i will try those things  and i might have had god-mode on while testing things 

      as for collecting the bikes a location  i can see working is the dots diner above the train station  where you kill the ghouls for Tenpenny so  maybe  adding a red rocket structure there would be something others would want.  
    5. MisterPsycho11
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       when testing this mod without god-mode on it didnt make any difference as the bike (with all upgrades installed) only moved at a walking pace dispite making the  reving  sound  and the  constant  speed up sound  so wasnt riding it it was more like scooting it along as jericho constantly tried to catch up/ walk into the back of me. 

      i always have the "strong back" perk and when testing the bike it had nothing in its inventory so carryweight shouldnt have been an issue to make it not move faster than a walk ( walk as in literally  having caps lock on so you walk not jog)

      any help or fixes would be welcome 
    6. Descryptix
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      If your character is carrying over ~400 - 500 weight, it doesn't matter what upgrades the bike has, it'll still only crawl along at walking pace. This was intentional to add realism and balance. (Note: adjusted in v1.2) In v1.22, immobility at certain weight thresholds has been eliminated and replaced with acceleration/braking efficiency effects due to weight, instead. 

      If your weight is low and it's still slow, follow the conflict troubleshooting guide I posted in the sticky.
    7. ImPJs
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      Can this be an option to toggle off? I don't want weight to affect the bike as it makes it worthless to me 
    8. Descryptix
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      @aoliveira77 Did you upgrade your bike's suspension with the new update? It reduces the weight penalty on the bike's top speed.

      Even so, I've made a separate version of the mod with the weight tracking removed from the top speed formula, so now motorcycles can reach their maximum speed regardless of how much weight they're hauling. Their inventory capacity is unchanged, though, so they'll still only be able to carry 400lbs at most. This file will be obsolete after v1.22's release, as the new version implements the same thing, with effects on acceleration/braking efficiency instead of finite carry weight.

      Edit for posterity: After editing the acceleration/braking portions of the driving script to be impacted by weight, combined with the changes mentioned above, I actually like how motorcycles work more now as weight increases. It's also more realistic in that even if they had tons of weight on them they could still theoretically reach their max speed--it would just take much longer for them to get to it. The most unrealistic thing about these changes is that there's no cheap way I know of detecting if the player is traveling up or down a slope in FO3, which in real life is a huge concern for heavy vehicles, but I think I'll push the changes in an update regardless after I fix the collision script and test things out more.
  8. LeafMan01
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    K, so i fixed up the motorcycle, walk up an press activate, nothing happens, why
    1. Descryptix
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      See the "Modlist Troubleshooting Guide" above.
  9. Kazuda2
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    I am having some trouble with starting the motorcycle, found the police motorcycle and every time I try to ride it the game crashes. it works part of the time if I have the radio for the enclave turned on but it goes slow then once I get back on the bike it crashes the game

    I don't know how to check to see about any conflict here some help would be really appreciated because this seams like a cool mod
    1. Descryptix
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      Edit: Follow the troubleshooting guide I posted in the sticky.
  10. lovepsych
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    havent tried it yet bout to play fallout 3 for the first time and this is gonna be so good after having the car in fallout 2, was disappointed to see there werent any cars in the base game, gj bro
    1. lovepsych
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      also do you potentially have your own mod list, itd be nice to just skip the annoying conflict stuff i have to do w every game n jus go with the tried and tested
    2. Descryptix
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      I have a massive modlist focused on remastering and upgrading the base game with additions that feel more or less "vanilla," but I've had to customize tons of them for bug and compatibility fixes, or for personal tastes, so it's not likely to ever be released publicly as a collection since I think that would be against the rules (permissions and all that).

      I wish I could though, since I've put probably a couple hundred hours into making my modlist over the last decade+, and I would like to be able to share it, especially as a backup in case my SSD ever goes kaput on me....
  11. Deadzuga
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    What mods are you using for your character's body?
    1. Descryptix
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      "Type3BG" (NSFW) by digimonkey and "Hair Pack" by YoshikinaKota.
  12. Matthias75
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    Any Tips where i can find the Vault Bike?

    THX :-)
    1. Descryptix
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      See the Cheat Sheet section in the description -> DC Wasteland -> Rusty Motorcycle.
      Spoiler:  
      Show
      Unrepaired bikes look similar to the stack of old cars, so look carefully. It's really not that hidden, though.

      If it's still not there, use FO3Edit to check for conflicts with the cell mentioned above, and see whether a mod is overwriting the bike's placement. If so, move "MotorcycleRemake.esp" (and the HelplessFalling patch esp, appropriately) below the overwriting mod.