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Cancerous and BlahBlahDEEBlahBlahUploaded by
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About this mod
A fully Havok physics controlled driveable framework (work in progress).
...and its name is Panic!
(...plus Alarm, Wild, and XD)
- Requirements
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Nexus requirements
Mod name Notes Fallout 4 Script Extender (F4SE) Required 4 realz. Garden of Eden Papyrus Script Extender Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
- Console modding permission This mod won't work on consoles or would not be acceptable on Bethesda.net according to their rules
Author notes
For personal use only. Anything other than that requires permission.
File credits
Cancerous
Horn sound found here:
https://freesound.org/people/mcpable/sounds/131930/
A fun 'Slamming Horn' animation we're testing in the Jeep addon (1st Jeep in that addon's Spawn list) is credited to Bethesda Mod School Resources at https://www.nexusmods.com/fallout4/mods/38669.Donation Points system
Please log in to find out whether this mod is receiving Donation Points
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Translations
- Mandarin
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Translations available on the Nexus
Language Name Mandarin Author:RedarmX Driveables of the Commonwealth - Havok Physics Vehicles - Truck - Simplified Chinese Translation(SC) - Changelogs
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Version 4.29.44
- -Some adjustments to AddToInventory00 (which adds spawners and perk to player). Also fixed a spelling mistake in it... :/
- -(let's try this again, lol) Added processes to re-recheck if player received the Spawners (and necessary Perk that allows for accessing a vehicle's options menu) or not if started brand new game and did the whole vanilla 'pre-Leaving Vault' introduction phase of the game. SHOULD (again) more reliably handle that situation/provide the Spawners (and the aforementioned Perk) now.
- -Removed an extra curly bracket and some extra spaces from the ASAHavokTruckRevisitKBMGP.ini file.
- -Adjusted some wording in the 'Player/Companion visible on vehicle?' menu of the vehicles.
- -Commented out GunYesNo00 switch in the 11 script until later (or not at all...we shall see). Was intended for when/if could get working on allowing player to throw regular old grenades while driving. Putting the idea on hold.
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Version 4.25.00
- -Key/button rebinding/remapping now editable via ini, ASAHavokTruckRevisitKBMGP.ini, located in Data\F4SE. Don't need to exit game, can alt-tab from game, change the ini, alt-tab back to game and then (if in a vehicle) exit/re-enter vehicle and the rebinding/remapping should be immediately recognized.
- -Now requires Garden of Eden Papyrus script extender (https://www.nexusmods.com/fallout4/mods/74160). This will be reflected in the Framework page's Requirements section, obviously.
- -Always teh general script cleaning...
- -...specifically calling out, in main 11 script, OnMenuOpenCloseEvent event and MahPlayHavF functions (amongst other things, as mentioned in previous note, but calling those out specifically since want to test more/keep an eye on...will specify a few more below for same reasons).
- -Some changes to hopefully make companions getting in more consistent (after last update's changes made them quicker but *less* consistent, lmao!).
- -Similarly, corrected a bug that caused the vehicle to not do some 'Get In' stuff (mostly to do with companions getting in) the first time after making a change to the vehicle's LooksMenu.
- -Should be less problematic (for player and/or companions who might have been riding) if load a save while STILL in a vehicle, close game while in a vehicle, load a save where were IN a vehicle, etc. ATHOUGH, I/WE STILL HEAVILY RECOMMEND AGAINST USER DOING THAT.
- -Sounds should be more consistently turned on when getting in and turned off when out, start playing as soon as get in rather than waiting for a keypress, and turn squeek should play on release of turn (in addition to the previous times of 'pressing turn' and 'periodically while turning').
- -Reworded messages for Turn Radius Adjustment.
- -Corrected (ON Vehicle SOUND SCRIPT specifically) SpinLeft (for Keyboard) being key-mapped twice (overwriting itself, actually) and SpinRight (for keyboard) not being key-mapped at all (again, for the sounds stuff only, the actual 'spin' key *functions* were fine...except, see farther down list...).
- -Fixed Jump sound not playing (nothing special, just the same as the short initial Forward sound).
- -Vehicles sounds should no longer sometimes play cutoff versions when Vehicle Engine volume is Zero (eg; no vehicle engines sounds should be heard, especially cutoff, broken ones)...hopefully.
- -Should be less likely to get caught under some vehicles (there's a few that still need adjustments, but that will come later).
- -Deleted some old testing records (some Furnitures and Activators) that, moving forward, have no further use.
- -Adjusted some things on the script that initially gives out the Spawn Markers and Perks, the script that handles the Misc Object converting into an activator (both how the Misc Object handles the conversion and how it doesn't allow for existence within a container other than the Player's inventory), the script for the vehicles' LooksMenu, and the Spawn script when spawning from the Spawn Marker. Also cleaned up AddToInventory00 script (the script for the quest that plops the spawners into player's inventory) overall.
- -Removed the Ball/Marble from the main/Truck/Framework mod. It served it's purpose but now it's time to go (it's trouble keeping the scripts set up with special stuff to accommodate just that single one). May bring it back at a certain point, but yeah...I highly doubt anyone will miss it.
- -Added steps to block player from a) exiting/entering the vehicle, b) Reorienting/Resetting the vehicle, and/or b) opening Pip-Boy, while still in the process of 'getting in/out' (eg; 'not yet fully In/Out') a vehicle.
- -Corrected a Collision Response lalala on the body of the (Wasteland Garage) Buggy.
- -Raised the Reverse speed/force of the (Wasteland Garage) Buggy a bit.
- -Little work to try to limit the occurrence of, when using non-visible-player option, 'getting in a vehicle while in Power Armor causes camera to be locked in angle until get out of vehicle'. Should happen *less* often, but still does occur. If happens, get back out then in again and that sometimes fixes it. Or, just don't use power armor when using a vehicle.
- -Exhaust flames/smoke should not show if go underwater (though there is an unfortunate delay in it turning off, but good enough).
- -Reworked the way Left/Right Spin commands are processed (now closer to the more recent way Left/Right Turn is processed).
- -If had weapon equipped and drawn when getting in vehicle, should more reliably have it reequipped and then drawn (unsheathed) when get out of vehicle.
- -Will now exit power armor, if in one, before entering vehicle if chosen visible-player option. Was previously flatly disallowed and would revert player to non-visible-player option. To not just leave your Power Armor behind, recommend https://www.nexusmods.com/fallout4/mods/70180 mod Power Armor Collections 76 Style (thanks for the suggestion, Wanaming0!).
- -Added a fail safe in case, while trying to enter while in power armor, cannot exit power armor (part of/related to above, but worth noting separately...just like the below note).
- -Added a fail safe in case cannot holster weapon while attempting to enter vehicle (mostly to sidestep an issue with entering a vehicle while in power armor).
- -Scripts more consistently clean up Control Layers in general.
- -Heavily reworked the vehicles Enter/Exit processes (like a few times, lmao! ...yeah, see below for another mention).
- -Vehicle weapons (if the vehicle has any) should now fire continuously (~3 times a second) while key/button is held and stop when released. Known issue, though, is that is spam the key/button it can get stuck. But if stuck, just press the key/button again for a short time.
- -Moved 'while moving tire dirt puffs' from main script into a Spell>MGEF setup (and adjusted vehicle frames to accommodate new setup).
- Initial 'just pressed the key' puffs are still script-based.
- -Vehicles with more than 4 wheels should now have 'most' (up to 8) of their wheels do the ""tire dirt puffs"".
- -Flames (and other visual effects) on the Lobo-A-GoGo should more consistently return after getting out of the vehicle.
- -Added ""Speed"" IMAD to visible-player option when Boost. Still working on it, though. I honestly don't know if I like it or not, might simply be 'too much' for what Boost actually does.
- -Not that anyone cares, but added "cheese splats" (foot steps) to Pizza Rat (from the Silly/Meme addon). You're welcome...?
- -Lobo-A-GoGo's blood splats (foot steps) should appear on more types of objects as vehicle rolls over them.
- -Shadows of vehicles should fade (the faster go) less often. Geez, this bug bugged me for AGES! Fix't finally!!
- -Corrected Christine (Fusion Flea from Cycles addon) having flame/exhaust...it shouldn't have any now, which was what was intended.
- -Fixed Christine's (not that anyone uses Christine, it's super experimental and weird) 1st-person and close-3rd-person views.
- -Added an 'Additional Extra Speed' key (B key, remappable) to quadruple speed when pressed in conjunction *with* Shift. The B key may not be the most convenient, but Alt key has some drawbacks, so I stuck with the B key (remappable). Whatev's, you can easily change it to whatever you like via the handy dandy ini file (ASAHavokTruckRevisitKBMGP.ini, in Fallout 4\Data\F4SE directory).
- -Adjusted the Forward Impulse direction/orientation (switched Y to X...for reasons...fat lot of good it does, in regard to the specific ""for reasons"" that I'm not going to outline here because too long and barely anyone will have noticed those reasons to begin with, though...need to figure something out for that eventually).
- -Removed CaptiveFaction from vehicles. Enemies should be much more likely to attack the vehicles themselves (enemies tried to attack player before, of course, but now should *also* try vehicle...not that they can do damage to either you OR the vehicles...vehicle/player functionality for taking damage while riding is still turned off for the foreseeable future, until start working on the 'vehicle damage' stuff).
- -Added the 'Additional Extra Speed' key (B key by default, remappable) info to the How To's.
- -Reworked vehicle exiting **again** (even more than the note above this one, lmao!) and should get stuck in Ragdoll position less often (although, if do, can still use the new 'Un-Stick' key combo to unstick...it's End+PageDown+PageUp and it's also noted <see note above this one>).
- -Adjusted wording on How-To's in general.
- -Added to How-To's to mention the 'Oops, Stuck in Ragdoll' key combo (remappable).
- -Edited the 'Oopsie' messages ('Something went wrong', 'loaded a save while in a vehicle', 'loaded a save from when you *were* in a vehicle', etc), to maybe read better if they both pop-up one after another (ie; conditions have been met for both scenarios).
- -Edited some wording of other error messages to, hopefully, be clearer.
- -Fixed gamepad How To pop-up not acting like the keyboard How-To pop-up. Only supposed to pop up first time use a vehicle instance and not again until ride a newly created vehicle. However...
- -Either keyboard or gamepad (depending) How-To pop-up will now appear again next time use the same vehicle instance if you change input device type while driving it or otherwise in-between uses of that same vehicle instance.
- -Reworded a few other messages/popups to appropriately reflect changes made to the mod in this update.
- -Companion should get stuck in-place less often on exiting vehicle (though it's currently knocking them around a bit more than I'd like to see...as it looks a bit silly).
- -Started trying to get velocity (""speed"") of vehicles for use at some later time. Nothing changes from a users perspective and they won't notice it, just some underlying stuff and mostly in only for my reference at this point.
- -Added, for testing purposes only and not for users (though they can play with it if *really* want to), a few test Acceleration Types (maybe does not mean what you may assume it means) to cycle through using the 8 key (remappable).
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Version 4.00.00
- -Always script cleanup/reorganization/refinement/random adjustments/etc.
- -Added xBox gamepad/controller support.
- -Downgraded all associated BA2s (for framework and addons), using BA2 Archive Version Patcher (https://www.nexusmods.com/fallout4/mods/82114) and will, hopefully, remember to do this prior to each new update/release. But, really, Old Gen users should really know how to deal with using new/current mods on their own by now (it's been many months since Next Gen release) and the onus should definitely not be on the author to support out-of-date versions of software/the game. Just sayin'. <shrug>
- -Added end-user adjustable key/button remapping, through use of CK and/or xEdit. One record (script properties on ASmallAControlRefDR00 [record number xx00454A]) to change, with simple numbers gotten from a list. Not the easiest way to change them, but I feel it's fine for an initial setup or user remap capabilities. Lists can be found here: https://fallout.wiki/wiki/Resource:Creation_Kit/DirectX_Scan_Codes https://www.reddit.com/r/skyrimmods/comments/18nibwq/controlmaptxt_codes_for_skyrim/ https://www.reddit.com/r/skyrimmods/comments/p2jgue/registerforkey_and_controller/}
- -Renamed Truck page to Framework, for better or worse, to make my/our referencing of "the framework mod" more easily understandable/clearer.
- -Corrected missing texture/s on Bus.
- -Fixed Shift Boost not working on a couple vehicles (not commonly used vehicles, so the average user would not have noticed).
- -Hopefully greatly lowered the likelihood of character getting stuck (immobile, until get in then out of a vehicle again, or close and reopen game) if player was holding a vehicle movement/control key/button when pressed Exit key.
- -Some DEnablePlayerControls/isablePlayerControls parameters, specifically Combat, adjusted in the main (11) script. Lalala etc etc, doesn't mean anything to user really...it was the old way for something I thought I might do, but now with controller/gamepad input set up and the vehicles having their own weapons, that "something" doesn't make much sense.
- -Added checks for keys/buttons on entering vehicle also. Was previously only on the vehicle first loading, but now with gamepad/controller support this will help if a user plugs in/unplugs a gamepad/controller between getting out of vehicle and back in OR changing input method WHILE IN the vehicle.
- -Reversed previous order of APC build options, to facilitate more frequent use of the newer ""fully functional"" turret ("super experimental turret"), and renamed the options for clarity.
- -Adjusted some physics of the Oynlen APCs.
- -Added some specific nodes, with future purposes, and some missing ConnectPoints to Wasteland Garage vehicles, Chuckster and TumbaJamba jeeps, Red Wagons, APCs, Original Jeeps, Toy Car, BETHO Block jeep, Lobo-A-Gogo, Cycles, the Wasteland Havok vehicles, and the framework's Trucks and Bus. Will finish rest later (only really didn't do ones that actually don't *currently* need it).
- -Some further adjustments to main (11) script's section for disabling/enabling controls while driving/upon exiting, and how/when How To (keyboard/mouse/gamepad instructions) pop up shows.
- -Cleared out unused strings in some vehicles didn't get to last time.
- -Reworded the "Vehicle not ready." message, to hopefully make it clearer that user is seeing it due to an issue. Should also recieve the message (and experience the problem that causes it) less often. Tricycle still has an issue if/when get that message, but I doubt that's used very often (and, if do use it and experience the issue, simply reloading a previous save or closing the game completely and coming back will fix it easily enough).
- -Added periodic (every 4 minutes) notification to remind user that pressing the number 4 key while driving will bring up the How To/instructions pop up.
- -Redo of the How To message and the underlying lalala of it, since kind of had to to get the Keyboard vs. Gamepad instructions to show only when appropriate.
- -Did some prep work for bringing the turret functionality from the PACs over to the rest of the vehicles (the ones that have weapons, at least).
- -Consolidated all Addon Container messages into one within the framework. Goodness knows why I did them individually to begin with, heh.
- -Corrected angle of weapon on Red Wagons.
- -Fixed a bug with the 'Oopsie' vehicle-kick-out process.
- -Reworded Move script's 'first time' stuff a bit. Should also help companions get in quicker/not wait for the player. Which may or may not be a great idea, but yeah, we'll see...heh.
Know 'slight' issue is that sometimes, on the very first time get in a vehicle with companions riding enabled, they don't get in. Just get out and back in and they seem to get on the second (and subsequent times) times just fine. - -Removed, and cleaned up surrounding elements of, defunct AltGoBack function.
- -Removed some old reference shapes from Vanilla APC frame.
- -Removed APC frames from framework (Truck) archives, were just unnecessary duplicates of the ones already/still in the APC addon's archives.
- -Vehicles should no longer sometimes (rare) hover statically after exiting them. BUT, even if they do, they should be ""Ready"" for entry and not throw an error when user tries to.
- -Getting in a vehicle when using the non-Visible Player option should be slightly faster.
- -Getting in a vehicle from in front of it when using the non-Visible Player option while vehicle is rolling backwards away from player, should less often result in losing control of camera while in the vehicle (although was rare and was always easily fixable by getting out of vehicle then back in).
- -Should less frequently get the error message (and the issue that the message is due to) stating 'Something went wrong lalalala' if you get in a vehicle while it's rolling down a hill, using the non-Visible Player option, and then proceed to just let the vehicle continue to roll down the hill without pressing any keys, lol.
- -Better placement/size of (Boost) flames on Highwayman Edge's Post War body (they were in trunk, but shouldn't have been showing at all on that body).
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Version 3.17.23
- -Hopefully made it more easily recoverable from one of the situations that causes "Vehicle not ready." error message.
- -Adjusted a specific script to hopefully stop a message from showing erroneously (stating Spawn Marker had not been added to inventory when, in actuality, it appropriately was).
- -Added another ('higher') level to Turn Rate Adjustment (number 9 key), also now affects the Pre-Turn and also reworked that area of the scripts a bit.
- -Reworked the front wheels on the APCs a bit.
- -Adjusted some wording in the How To pop ups for APC addon and Truck mod (framework). Will do rest later.
- -Added a vanilla APC option to the APC addon (https://www.nexusmods.com/fallout4/mods/90390). It was a quick add and not great, but shouldn't be tooooooo bad (comparatively speaking).
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Version 3.13.06
- -Added missing/forgotten 'phantom' wheel to APC Frames (rear-right).
- -Renamed a few erroneously named records in the APC Collab addon.
- -Changed some wording in the How To messages on the Truck/Framework mod and APC Collab addon/patch mod.
- -Moved APC nifs with corrected texture/material links into main files (and fixed a few more missing textures).
- -Changed some erroneous flags on some shapes in APC nifs.
- -Reworked some APC Collab addon turret stuff.
- -Added 3rd option on APC Collab addon for "Super Experimental Turret" version (turret/barrel moves in relation to camera view...ie: move camera right, turret go right, move camera up, barrel go up, etc etc etc).
- -Adjusted some Race and NPC variables on APC Collab addon vehicles.
- -Removed some extra/unnecessary nodes in APC frames.
- -Removed some unnecessary records in framework ("Trucks") mod and APC Collab addon.
- -Changed APC Collab addon APC frontal guns sound (and added a light, too). ErrMahGerd, I hadn't actually listened yet before and just now realized how annoying the previous sound was!
- -Changed some wording on the APC collab's 'Player View' options menu to reflect better that Visible Player option is best used with the Open Hatch body type (selected in LooksMenu>Body).
- -Changed some wording on all 'Player View' options menu to reflect better that Visible Player option is now 'less' experimental than before, heh, since it's been a while now and only a few remaining issues with that.
- -Better clarified "Vehicle not ready." error message.
- -Repositioned front Pain Train lalala effect on APC frames. May be too forward now, but better than too far back and not applying.
- -Replaced a default explosion nif that we use for a bunch of stuff with a custom nif...for reasons.
- -Changed some wording of other APC related messages.
- -Some script and record additions for testing (for in-house, not for users) projectile angles (they're somewhat weird on APCs).
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Version 3.00.08
- -The reminder messages that pop up after selecting a vehicle to spawn from the spawner, one reminding user to get out of the way and one reminding to wait for the vehicle to drop, now only show the first few times and then turn into Notifications (in the top-left corner) 90% of the time (eg; still get messagebox popups 10% of the time). Less obtrusive this way, but still around because they're important and hopefully still around enough to get the points across.
- -Adjusted front bumper (collision) placement on APC (upcoming collab addon) frames.
- -Adjusted, on APC (upcoming collab addon) frames, placement of rear-end knockback radius center.
- -Adjusted Spin (X/C) speed on APCs (upcoming collab addon) and Bus.
- -Added two HIGHER levels of Turn Rate Adjustment (the 9 key). Remember, the function is really only for if turn radius is not functioning correctly...as in 'not turning as much/little as it used to/normally does.', lol.
- -Adjusted the Bus and APC (upcoming collab addon) frames' front tires so that they SHOULD be a little less wobbly/wiggly...maybe...we'll see...
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Version 3.00.00
- -Script cleanup.
- -Jeep and Truck Spawn Markers should topple over less/remain upright more often when initially dropped from Inventory.
- -Moved application of GodMode up in entry/LooksMenu process to catch if the vehicle balks for xyz reason.
- -Moved Antennas and Exhaust into separate setups/processes.
- -Added some flare to the Shift/Boost key (for vehicles that have Exhaust setups).
- -Added Pain Train effect to Reverse (should have done it ages ago, but kept putting it off).
- -Added (the forgotten) Horn sounds to (the appropriate) vehicles in the Cycles addon.
- -Exhaust no longer shows when not in vehicle (I may change this back, since it was kind of cool while just sitting there).
- -Moved Jeep exit point a bit farther back from the rear-end.
- -Fixed (weren't appearing when appropriate) front wheel dirt puffs on Alt jeep.
- -The handle/pull-bar of the Red Wagons should be less in the way when shooting in 1st-person view (for what it's worth, at least, as I doubt anyone uses them in any serious way, lol).
- -The reminder message that pops up when drop a spawner, reminding user to reposition it to suit the surroundings, now only shows the first few times and then turns into a Notification (in the top-left corner) 90% of the time (eg; still get messagebox popup 10% of the time). Less obtrusive this way, but still around because it's important and hopefully still around enough to get the point across.
- -Reworked the Spawner item script a bit, for (behind the scenes) stuff that it does after dropped. Like the above not about the Reminder Pop-up, but 'overall' stuff.
- -Pulled over some missing properties to the Shining (weren't hurting anything by not being there, but might as well pull them over simply for the sake of consistency).
- -Cleared out some unused strings in some vehicles.
- -Moved vehicle weapon around a bit on Jeeps and BETHO Jeep. See if better/less likely to hit the vehicle itself, heh.
- -Some slight adjustments to the toy car (for what it's worth, as it still works pretty sillily...but it's kind of supposed to, heh).
- -BETHO Jeep antenna now changes color to coincide with that of the main body's chosen color.
- -BETHO jeep now has 1st-person and seated visible player.
- -(besides the addition of the newer stuff) Adjusted some ballast collision bits on the Appalachian Jeep and regular Jeep to tip over less often...hopefully.
- -Added a few flags that were missing from some BSLightingShaderProperty's in the frames of the Wasteland Garage vehicles.
- -Adjusted a few Magic Effect records' flags to more closely mirror other Magic Effects in the mod/addons.
- -Fixed the engines, on Interloper and HighwaymanFox, sometimes not displaying on get in/out of vehicle...I think...maybe.
- -Reworked the Interloper's physics to be more similar to the newer Joker's setup.
- -Switched order of Jeeps. Moved new collision one to first slot and moved experimental driver animation one to second slot.
- -Reworked the Charger's physics to be more similar to the newer Joker's setup. Also resized (slightly smaller) and repositioned (slightly higher) its body a bit.
- -Charger now has a steering wheel, lol. Just copied from one of the others, though.
- -A new test/experimental Charger added to at the bottom of its addon's (Wasteland Havok) list, with different physics and some edited behavior.
- -Fix't possibility of getting/having multiples of each Spawner in player's inventory (should only ever be one of each type...not that they weigh anything or hamper the player in any way if do, but it's just cleaner/cuts down on clutter).
- -Tightened Lightning's front wheel so they wobble a *bit* less.
- -Lightning now has a red antenna.
- -Removed smoke effects from black cat.
- -Moved exit point of Hamvee farther back/away from vehicle.
- -Added weapon setup to Hamvee. Somehow forgot before.
- -Also gave Hamvee actual headlights.
- -Almost completely redid the Hamvee's collision and wheel setup (...also now has ten wheels...heh).
- -Changed some wording in the vehicle selection menu of the framework example trucks.
- -Added two new options to Trucks (Framework mod), with completely redone physics for testing.
- -Added a stupid Bus test to the Trucks mod (Framework mod). Really because didn't have anywhere else to put it, lol.
- -Reorganized (the framework mod's) build menus options order to have newer above older.
- -Changed the window texture of one of the Wasteland Garage HotRod ("Truck") bodies...it was pretty tough to see through before.
- -Removed an unnecessary keyword from the vehicles' global storage container.
- -Where appropriate, vehicles' exhaust point also have some flames when pressing/holding sprint ("Boost").
- -ErrMahGerd, geez...again, player should appropriately re-equip weapon on exiting vehicle if they entered vehicle with weapon drawn. I've done this so many times, lol.
- -Nulled/None'd some properties on various vehicles, just to have the property on them (no real change to anything for user, but yeah just noting it).
- -Added moving/turning steering wheel to vehicles where appropriate, EXCEPT Highwayman Edge...that one will come later. It's more complicated due to having two body options where each has the steering wheel in a different place.
- -Support for upcoming addon/collaboration.
- -Just overall bring addons current with the framework (the ""truck mod"").
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Version 2.04.33r
- -Reupload of 2.04.33 'cause kept getting stuck propagating to CDN server(s) lalalala blippity bloop de deee. smh
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Version 2.04.33
- -Script cleanup, as per usual.
- -More notifications to more accurately relay what's happened when attempting to ride with certain companions.
- -More consistent companion shooting when in gunner position.
- -Companion riding is overall more consistent.
- -Reworded some 'Visible player/companion' related pop-up messages and corrected some spelling errors within them.
- -Tried yet another time to catch an infrequent issue where camera goes into close-3rd-person (just a symptom, not the cause) and vehicle becomes uncontrolled. Will receive a message of "Game may have closed the game while driving OR something simply just went wrong." etc etc. You should be immediately kicked out of vehicle. But if you have become stuck in the vehicle after receiving that message, close then reopen game and load an earlier save. Still working on this.
- -The vehicles' Spawn Markers shouldn't fall through floor. I mean, I should have fixed it a while back, but was such a small thing that I kept ignoring, err...I mean *forgetting*, lol.
- -Should, hopefully, have fixed rare occasion when vehicle would be floating in air after exit vehicle/on game load and be noninteractive (pop-up message stating something like 'Vehicle isn't ready lalala etc' when press E to activate it).
- -Attempted to better hide the companion ragdoll-falling out of vehicle on exiting the vehicle (that is what it is, unless someone offers to do some kind of Dismount anims for it)...but think failed, lol. Continuing to work on that.
- -Fixed, I think, companion still being a companion after getting out of vehicle BUT not ""following"" you (starting to walk back to home location/their last assignment).
- -Added, for testing, super duper basic Steering Wheel movement, Player hands out' idle anim and Fuzz Do Beep! anim to the main Jeep (first option in it's addon) for testing and just to get started on that.
- -Adjusted some of the Camera Switching scripting (and moved some of it to another script, but did nothing with camera *positioning* as that's still an ongoing thing and not totally handled by scripts), some script timing in the way the Pain Train effect Hazard/player are pulled along when using the original view, and some other edits to make the Move00 script a little less resource intensive.
- -Conditioned a specific camera check better (maybe). This is aside from the above note/changes.
- -Renamed option in Jeep Spawn Marker to reflect both regular Jeeps being experimental in their own ways. I should have probably put a vanilla one in there, but the second Jeep option is pretty good looking (barely experimental, mostly just slightly different physics)...so oh well. =P
- -Added back forgotten antenna to second Jeep option. Oopsie!
- -Repositioned projectile weapons on Buggy so doesn't hit companion in their back. Oopsie again!
- -Started setting up something so that when/if other vehicles get new driver/rider anims, can do one at a time more easily.
- -(for myself) Applied Chuckster's new meshes to Max/Pre-Elric versions of their jeep.
- -Propagated NPC changes to all (well, where appropriate) addons' NPCs.
- -Some mass, and mass distribution, adjustments to Fusion Flea (Christine!) in the hopes of making that vehicle less carp. Had only *marginally* good results, though. I honestly don't know what I'm going to do with the Cycles addon (of which Christine is a part of) overall...we'll see if I can think of anything.
-
Version 2.00.00
- -As always, some general script cleanup.
- -Started adding very experimental 'player in driver's seat'/'visible player'/'companion(s) in passenger/gunner seat' functionality (selectable via the vehicles' menus). Note that not all vehicles will have this/the same functionality, just doesn't make sense for some of them (like some don't have interiors or passenger seats, or are standing instead of sitting, etc). Also some vehicles it just won't look right, but better to let users have the option.
- -Redid how the Boost (Left-Shift key) and Reorient (Left-Ctrl key) functions are handled, script wise.
- -Fix't Red Wagons from freaking out when first place/spawn them...I think.
- -Fix't a misplaced texture for the Lobo-A-GoGo.
- -Corrected some spelling in Container messages.
- -Reworked camera switching (number 1 key) a bit.
- -Vehicles, and their weapons (shot by pressing the F key, if they have a weapons), are now attributed to the player. In other words, as one example, you [the payer character] are the cause of running a person over and that person will blame you appropriately.
- -Adjusted weapon location of (and added them to) some of the Trucks.
- -Hopefully better handling of/better able to catch (and cleanup Player Character/make Player Character less teh broken) if accidentally closed the game while in a vehicle (which shouldn't have been possible anymore, but whatev's) or the game threw the OnPlayerLoad game at some other odd time (apparently that's a thing).
- -Once again attempted to keep vehicles from going nuts when you return after having moved far enough away from them that they unloaded. Let's see if it works *this* time...and/or if it breaks some other thing in the process.
- -Trimmed a tiny bit off the time taken to enter/exit vehicles.
- -Changed a few ForcePersist flags from the Spawn Marker and the Cart11 scripts to false. We'll see how that goes. Had originally done so in an attempt to curb the random 'vehicle disabled while game-camera was focused on them' crash.
- -Vehicles no longer automagically go away (disable/delete) on game load (or, if not currently in loaded area when game-load, next time they load). I'm not sure if we'll leave it this way or not. It'll heavily rely upon people cleaning up their own vehicles (destroying them when no longer being used)...and are we sure people are going to be doing that well? It's a good question.
- -Conditioned some things better for when driving and have Pip-Boy open...if that makes any sense at all to anyone reading this. Basically certain things no longer happen, or should stop happening, when you're driving , open Pip-Boy and press one of the vehicle's control keys...like, for instance, the 1 key to toggle vehicle lights or the Spacebar to Hop/Jump.
- -Reworked a bit how the Misc Vehicle Spawners clean themselves up after use/if not used/left somewhere.
- -Reworded some Message records and converted some debug.notifications (in some scripts) to Message records.
- -Repositioned weapon on framework mod's trucks a bit.
- -Added in 'Fuzz Do Beep!' functionality (tap Q for Horn, Hold Q for Explosion).
- -Added, to appropriate archive, missing sound file for Thomas from the Memez mod.
- -Added some general scripts to some vehicles that were lacking them. Such as Sound and/or Fire. Not necessarily granting those vehicles *all* the functionality of those scripts, but so can have some *certain* things granted by the those scripts.
- -Replaced Main version of the Joker with the test/Optional File version (TestReplacementForJoker08182024) that had been previously an test/optional file. And, of course, Archived the defunct Optional File.
- -Cleaned out some old, unused records in the Main/Framework Truck mod and some of the Addons.
- -Started working out a possible way that I think might be able to allow for vehicles to drive through Autoload doors (not actually implemented in any way, of course, just started building it...so might see it, or remnants thereof, in the files/records if someone were to look).
- -Removed some no-longer-needed scripts from the BA2 archives.
- -Corrected 'Dirt puff' location on rear wheels of The Joker.
- -With any of the Visible Player options turned on, you no longer can pass the map borders (you know, when your get "You cannot go this way!" notification). This is actually great, lol. The original 'no visible player' view would (and still does) allow you to go farther and it'd eventually cause issues. When, eventually, we switch fully to the Visible Player style, won't have to worry about that at all anymore. Yay. :)
- -Adjustment to the ASAHavokTruckRevisitPatchPlayerToTruckCollision00.exl file, in preparation for a new collision layer...that may or may not eventually get used/be needed...we'll see.
- -Made some adjustments to physics of Wasteland Garage vehicles.
-
Version 1.70.00
- -Disallowed vehicle controls while Pip-Boy is up (obvs only if open Pip-Boy when in vehicle). Should fix *most* cases of that causing issues if user does it. Can still accidentally hit the 2 key to exit vehicle while in pip-boy, but it doesn't fully exit, so have to Exit for real to fix (by pressing the 2 key again). Very 'edge case' I feel though, and easily fixed by player if happens, so I'm not too worried about it.
- -Yes, this is just a tiny update but also advanced the version number quite a bit simply to keep in line with the next upcoming addon.
-
Version 1.63.00
- -Expanded LooksMenu stuff (scripting) in preperation for upcomming addon(s).
- -Finished adding better formatting to the How To message (pop-up when get in the vehicle first time after spawning it) for the rest of the addons, to improve readability and with the hope that doing so will help people feel more inclined to read (and access to the OK button for high FOV users, too).
- -Corrected a mistake in the right-turn scripting (had a 1.5 where a 0.75 should have been...oopsie!) on the cycles and a very few others...but then reworked the whole thing (see other changenote) in the end anyways so that's a big 'Whatev's', lol.
- -Changed TurnAdjust percentages to a variable.
- -Overall tweaking of turn and accelerate scripting (again again again again).
- -Reworked front (almost entirely) and rear (entirely, but kind of temporarily) wheels of Wasteland Havok/Cool Car vehicles (except for the "Expiremental HotRod") in attempt to keep suspension ""gud enuff"" while getting them to remain closer to their connection point (ie; not look so wobbly). This comes at a cost, though, of a little bit more tail-whip/drift if rear wheels hit bumps while at Full Turn...but yeah. Rear wheels are still working on (well, really, all wheels [constantly, lol]...but Rear are more 'currently' focused on).
- -Some overall script cleanup (as usual).
- -Bring all addons in line with current overall version of framework.
-
Version 1.61.91
- -Started adding better formatting to the How To [drive] popup message (pop-up when get in the vehicle first time after spawning it) to hopefully help people feel more inclined to read AND to improve readability (and access to the OK button) for high FOV users. Next updates will include new How To popup for the addons.
- -Little script cleanup.
- -Also, figured I might as well post it (even if only a small update) to replace the 1.61.90 that seems to have gotten stuck out in the ether, lol.
-
Version 1.61.90
- -Removed an extra preliminary 'slow' push under Forward control.
- -Some general script cleanup.
- -Added another option to Turn Radius Adjustment key (key 9). So press it once to get 'more than when got in the vehicle', press again to go to 'less than when got in the vehicle', press again to 'return to same as when got in vehicle', and around we go. a) it seems I over-corrected in 1.61.88 (oopsie! lol) for the Turn Radius bug and b) to heck with this bug and I hate having to put this in to workaround it. >:-( Anyhoo, again, this is only really for use when a user thinks the turn radius is not what it 'normally' is (this is 'not' meant for what a user might 'want' the turn radius to be). Regardless,, still working on it and will refine it a bit at a later time.
-
Version 1.61.88
- -Fix't the exhaust direction on the Interloper and Highwayman Fox.
- -Redid turn scripting and added an Turn Adjustment Key (key 9, NOT 'Numpad 9', just regular 9) user can press to toggle on (or off) a (preset) adjustment to left/right wheel turning if turning radius is not as tight as normal when driving (in a broken way, not a 'you prefer it that way' way).
- -Removed some unimportant (to user) debug.notifications from view.
- -Changed around some controls. Mainly due to E (no longer used) being used to accidentally exit Power Armor or interact with things unintentionally while driving (E while driving can still be used to loot and do all the other things would normally do when NOT driving, so use with caution if in Power Armor and driving at the time of hitting E to do whatever it is you want to do with it). Spin Left/Spin Right is now X/C (rather than E/F) respectively and weapon-projectile-shooty is now F (rather than C). 'How To' messages updated to reflect Key changes.
- -Blocked Fast Travel while driving vehicle.
- -Changed some of Addons' quests (for giving Misc Item and Perk first time) names to better suit their corresponding mod's name.
- -Adjusted 1st/close-3rd-person camera (for what they're worth, which is not a lot since 1st/close-3rd-person camera is still pretty carp) locations on all Cool Cars/Wasteland Havok vehicles to be more in line with the steering wheels.
- -Slightly adjusted weapon-projectile-shooty-point angles on all Cool Cars/Wasteland Havok vehicles.
- -Adjusted BSbounds of some vehicles in Cool Car/Wasteland Havok vehicles to better fit their bodies.
- -Finished (had only done some last time) adjusting 'How To' messages to be better viewable at wide FOVs (although, if still can't see the OK/Close button, simply hit E or Enter to close the message).
- -Adjusted the order in which the controls are listed on the 'How To' messages.
- -Redid front/rear wheels/suspension of Hot Rod (Cool Cars/Wasteland Havok) as an experiment in how might get the Cool Cars/Wasteland Havok wheels better looking while retaining current (if not gaining better) performance.
- -Added Jeep headlight nifs to the Jeep addon's archive...even though I don't think those particular ArtObjects/VisualEffects are being used...? I don't know, better safe than sorry and I'll check the whole setup another time. But, anyhoo, they're in the archive now in case they 'are' being used...so whatev's. =P
- -Changed the "AllTrucksGoByeByeGameLoad!!!!!" notification, that appears when loading a game that had some vehicles sitting around, to be less specific to Trucks (it's now "AllVehiclesGoByeByeGameLoad!!!!!").
- -Bring addons in line with current version of main/framework (Truck mod).
-
Version 1.61.11
- -Bit or regular script cleanup.
- -Bring in-line with some addons.
- -Renamed a quest record in Wasteland Havok/Cool Cars.
- -Fix't (I believe) vehicles going weird if you've left the area while they were sitting there, and this subsequently caused those idle vehicles to unload, and then they loaded with physics going whacky when you returned.
- -Adjustments (which hopefully don't break everything <fingers crossed>) to dismount/'exit vehicle' process to remove the brief reloading of surroundings (which will hopefully also keep other vehicles that are around at the time from freaking out, since that brief reloading od surroundings was the issue we believe).
- -Added/edited Interloper's ultimate engine belt, with new textures and whatnot, thanks to RGBAxis. =)
- -Removed a few more defunct/unnecessary records from Wasteland Havok/Cool Cars (old lights and related)..
-
Version 1.40.80
- -Some supporting changes for upcoming addon(s).
- -Added Toy Nuka Cola Truck to Memez addon.
- -Added Toy Car to Memez addon.
- -Added a confirmation window when attempting to destroy (put back in inventory) a vehicle.
- -Removed some defunct records from Lobo-A-GoGo.
- -Bit of script cleanup (as usual).
- -Corrected name of Lobo-A-GoGo Misc Item/Activator/Spawner/vehicle/etc...4 realz this time. smh
- -Changed name of Silly/Memez spawner to be more recognizably related to the Memez addon.
- -Adjusted some messages options wording to be a bit clearer what they do/mean.
- -Reworked the initial (very first time following mod installation) inventory adding process for the spawners to try to counteract a rare user case where the spawner does not get added appropriately to inventory (almost assuredly due to some mod conflict. POSSIBLY due to conflicts with/introduced/exposed by https://www.nexusmods.com/fallout4/mods/29227.), to warn the user if it's not working correctly, and provide the user with a few (pre-defined) suggestions. Also added a check for the associated perk when drop a marker, if somehow only got initial marker without getting the initial perk.
- -Added Collision Material to some parts of Jeep (some parts of it that I somehow forgot last time).
- -Added Jeep textures into main mod's archives, for ease of having them available since use those textures in a few of the other addons and won't have to package them separately each time.
- -Corrected missing Wet textures on Jeeps/Red Wagons.
- -Reworked forward/acceleration to be a little more 'in line with vehicle'. eg; it should be applying less downward push along the Z axis when going up hill/less upward push along the Z axis when going down hill/always more 'toward the hood' regardless. Or whatever, you know what I mean. =P
- -Adjusted some headlight meshes so they don't sometimes show through the vehicle.
- -Repositioned weapon/projectile points on the regular Jeeps, to hopefully not collide with the windshield as much.
- -Removed an erroneous spell from some of the original trucks.
- -Dumb, but added headlights (and UnderLight) to Memez addon's Cats. Use 5 key to toggle lights, just like any of the other vehicles.
- -Corrected path to Memez addon's Black Cat ("Sport Utility Cat Kit Dingus Neko" OR "SUCK DN!"), so it won't just spawn invisible.
- -Added an additional spawner menu choice (currently left blank/"Unused.") in the interest of future expandability.
- -Added Lightning's projectile into the main mod's archive for ease of access since it's used by several vehicles.
- -Reworked Jeep a little bit again.
- -Removed experimental trucks (the ones with player riding idle) from the main mod. Were good for a test at the time, but simply too easy to break and give a poor impression of the mod (people just don't understand the definition of "Test", "Experiment" and other such similar words well enough to have those trucks available for use in the mod).
- -Appalachian Roadster Jeeps for Driveables of the Commonwealth (https://www.nexusmods.com/fallout4/mods/84561) should no longer spawn partially in ground.
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Version 1.40.00
- -More work to hopefully lessen the occurence of left/right input being canceled if (Street Fighter) roll between A and D keys, or vice versa, and back.
- -Added Hobbs references to Little Red Wagons (eg; added 3 *slightly* new Red Wagons).
- -Started adding wheel impact effects.
- -Heavily adjusted steering/turning, much less wobbly front wheels while turning on jeeps style frames (Jeep, Betho Block jeep, Lobo-A-GoGo, etc...ones like those).
- -Adjusted steering for Cycles and trucks, so should be more responsive and have a tighter turn radius.
- -Adjusted some inner wheel collision stuff on Lobo/Lightning to be more appropriate.
- -Reworked back wheels (again again again again again again again) to be (hopefully) a little less bouncy on roads on Jeep/Lobo-A-GoGo/Lightning frame type vehicles.
- -Added fire hazard to rear of Lobo (ie; if you back into an enemy, they will get burned and possibly knocked back).
- -Made Lobo flame hazard always on (not front knockback, that's still only when moving).
- -Hopefully fixed camera sometimes being locked into position while driving the Red Wagons.
- -Adjusted Unnequip process for player's weapon (or just 'fists') when getting in vehicle.
- -Started adding forward-firing weapons on press of the C key. Very basic setup to start and most vehicles have the same 'lobbing cannonball' projectile. It's a little wonky still, so fire while moving slowely for the timebeing.
- -Changed the 'How To' message display to the 4 key (NOT "numpad 4", just "4").
- -Finally added window textures to the Jeep's windshield, lmao! Took me forever to focus on it, I know. =P
- -Redid body collision on Pizza Rat (although I'm not sure it was for the better...needs more testing).
- -Added Engine Volume level notification when changing volume (via the 3 key).
- -Added in the exhaust stuff from the the newer trucks to the older trucks.
- -Adjusted remaining Cycles to have the same collision materials as we did a while back on the Jeeps/Jeep Types and Quad.
- -Adjusted collision materials for the ""animal"" vehicles in the Memez mod to be more appropriate for organic things.
- -Added a check and message (that 'something went wrong and get out of vehicle and get back in') if the player is not correctly being forced to follow the vehicle as expected while driving.
- -Redid Lightning and Lobo-A-GoGo physics almost entirely.
- -Added headlights and underside lights. Display/switch with the 5 key (NOT "numpad 5", just "5").
- -Moved PlayerNode04 to better place on almost all, so enemies hopefully see them better and aggro to them while in the a vehicle.
- -Put cute little headlights on a few of the spawners (those where it'd be appropriate), heh. Just because. ;-)
- -General maintenence/support to all Addons to keep them in sync with the main mod/other addons.
- -Support for upcoming add-ons.
-
Version 1.20.05F
- -Accidentally added ASAHavokTruckRevisitBeforeAddingCutVehicleStuff.esp (totally should not use) into the archive for version 1.20.05, corrected in 1.20.05F by replacing that erroneous file with the correctASAHavokTruckRevisitPatchPlayerToTruckCollision00.esl file.
- -Imma dumb dumb for the above thing.
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Version 1.20.05
- -Set a check to prevent putting Spawn Markers (such as A Truck Spawn Marker, for example) into a container (or replace the transferred one in the player-character's inventory and remove the one from whatever container were trying to put it in). There really is absolutely no reason to store them.
- -More work on (some vehicles’) Steering to (amongst a few other things) not have the turning itself push you forward/backward, to not interfere with Jump and have a bit of downward force applied when moving forward/reverse to ground it a bit more.
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Version 1.20.03f
- -Forgot to remove a bunch of debug.notification's in some scripts in 1.20.03. Corrected here in 1.20.03f (f for "FAIL!"). Woopsie! =P
- -The changes from 1.20.03.
-
Version 1.20.03
- -Made some changes to hopefully lessen the occurrence of left/right actions being negated/canceled if role between A and D keys, or vice versa, and back to the previous A or D key (like Street Fighter Special Move or whatever button/key-rolling, lol).
- -Various script cleanup/adjustments.
- -Reworded certain messages to be better useable between varyied vehicles.
- -Added into the archive a script specific to the Lobotomite addon, just for safe keeping.
-
Version 1.20.00
- -Removed some extra AddonNodes from a few Trucks and Jeeps.
- -Changed a static float to a variable (I forget which one, was important enough to note, heh).
- -Changed player position back to previous spot while hidden and added a SetScale function and CameraState check instead, so they are back in the original spot (and addeda new one) to allow for enemies to be agroed but are also less able to be seen (which was the intention of the previous change in player position).
- -Adjusted Race materials.
- -Adjusted collision materials on some vehicles (less 'empty barrel' sounding when hit something/roll over something). Specifically the Jeeps and the Quadcycle. Will do remaining vehicles some other time (so tedious, lmao!). You do have to be pretty close to actually *hear* the collision sounds (which hasn't chenged), and you rarely *are* that close, but whatev's...they're there and sound better now (on the ones that we did on so far, at least). =P
- -Started working on engine sounds on a few of the vehicles. Very basic temp/placeholders (same for all vehicles that have them, for now) and, because of that, users can adjust volume/turn off completely the engine sounds with the number 3 key to make it quieter and eventually silent.
- -Blocked destroying (returning to inventory) a **different** vehicle while riding one.
- -Changed all vehicles' Actor Records to Very Load sound level, not that it matters as they don't really use it...mostly just the sake of consistency. =P
- -Blocked ability to create a game save while in vehicle. You need to exit the vehicle to save.
- -Fixed an issue where, if you had no weapon *up* (nor 'Hands *up* melee, yeah!' or whatever that's actually called) when you started riding, you would be very slow moving when exited vehcile utill you switched from 1st-person to 3rd-person at least once/for a short time.
- -Reworded certain messages to be better useable between varyied vehicles.
- -Various script cleanup/adjustments.
- -Prep work for impending new addon.
-
Version 1.10.01
- -Big dummy Blah had accidentally broken reverse on most trucks. Fix't now. :-|
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Version 1.10.00
- -Reworked menus to allow for easier expansion/updates (ie; not absolutely 'have' to update the main mod/all addons every time want to add a vehicle/vehicle version to the main mod/another addon, ErrMahGerd!)
- -Added an IsDead check to hopefully prevent anyone from activating too early after dimounting.
- -Made first Translation of Player a little more consistent and difficult to accidentally miss/skip..
- -Adjusted Reverse speed on Trucks (again again again).
- -Adjusted front wheel friction on Trucks (again again again again again).
- -Alpha'd a stray wheel on newer Trucks.
- -Cleaned up scripts a bit more (as always).
- -Adjusted textures/mats on Truck bed and its covering/tarp to be less shiney/weird colored.
- -Un-alpha'd an erroneously hidden mesh on the newer-steering Truck.
- -Added ability to change some colors/textures on Trucks/Cycles.
- -Set Player Character to Alpha on Ball...was just weird.
- -Added a new Experimental Truck with 1st/3rd-person 'player seated' idle. Works very poorly and can only travel a short distance. Save before use. After use, exit game fully to desktop and reload save.
- -Added version of Trucks that use the vanilla mesh with full cab and no truck bed/tarp.
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Version 1.04.00
- -Adjusted force of Reverse, to hopefully perform better when facing downhill.
- -Further support for eventual Trike/Quad/Cycles addon.
- -Adjusted/redid turning radius or original truck.
- -Fixed Reverse (S key) not being affected by Shift Key on some.
- -Adjusted some messages wording.
- -Removed older experimental Trucks and added new one, with back-ported Jeep steering style.
- -Cleaned up scripts a bit (pretty much an ongoing thing, heh).
- -Some other tiny bits and bobs.
- -Corrected Left/Right turning not happening if switch keys to quickly.
- -Redid Reverse, moving away from HavokPush style to Projectile=applied Force pushes.
- -Added some exhaust "smoke" to the Truck (from the lower sides, because they don't really have a model for exhaust pipes, so whatev's, lol).
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Version 1.03.10
- -Adjusted force of Reverse, to hopefully perform better when facing downhill.
- -Fixed (again, omg!) How To message pop-up to only show first time riding after spawning new vehicle from activator/spawner.
- -Further support for eventual Jeep addon.
- -Adjusted player movement with vehicles to give a little more time to other scripts and (hopefully make dismounting a little less buggy since that still sucks pretty bad, lol).
- -Fixed Reverse (S key) not being affected by Shift Key on some.
- -Adjusted some messages wording to better suit the addons.
-
Version 1.03.00
- Cleaned up a bit.
- Redid Trucks Reverse (speed, consistency and left/right reverse [left/right reverse still a little broken though, heh]).
- Reworked Player (and the Pain Train'ish Hazards) translate a bit.
- Now requires SUP F4SE.
- Removed old Experimental Truck.
- Added two new Expiremental Trucks and shifted Original (Panic) Truck into second menu position.
- Corrected (hopefully) the player character position on the Ball.
- Continued resolution attempts/troubleshooting to track down occasional/intermitant crash (due to the vehicle being cleaned up, by the game after an undetermined amount of time, while player is riding in 3rd-person)...to no avail as yet.
- Attempted (again) to clean up dismounting (don't care that if it looks funky, just that it doesn't a) kill you, b) freak out the vehicle, c) kill the game, d) etc). Unfortunately, this way, the vehicle respawn each time you exit it...so it'll dump any stuff thrown in the back (not from its Container, of course, just stuff you literally *threw/dropped* in the back of it).
- A few adjustments to original truck.
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Version 1.01.00
- Moved Exit/Dismount to the number "2" key (no longer Tab key, for reasons of Tab being too prone to breaking things, lol).
- Another several adjustment passes on Truck and Halloween Car Havok Mass/Restitution/Center of Gravity/etc etc lalala configurations.
- Began setting up a constant translation of player to vehicle...for better or worse.
- Cleaned up a bit overall.
- Added a poor (that doesn't work very well) 1st-person view (hit the 1 key).
- Vehicles now do damage (not just the normal 'a Havok thing hit meh!' damage, this is in addition to that) to NPCs they run into (Pain Train'ish for the truck and a Fire-type thing for the Halloween car).
- Maybe a bit less crashy (in certain circumstances) now...hopefully.
- Tried (mostly in vain) to clean up dismount again, attempting to prevent dying from falling too high on dismount and put player at a safer position more consistently.
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Version 1.00.20
- Adjusted OnDistanceGreaterThan distance check for player to vehicle.
- Added a reminder to wait for the vehicle to drop to the ground before interacting with it.
- Vehicles fixed to be able to again be shot by most guns.
- Prevented Spawn Markers from being used again after already having chosen to spawn a vehicle (jst so can't spawn two vehicles from same marker, you can always use a second marker to build the one you want or just Destroy/rebuild the vehicle with another marker if you chose the unintended one).
- Removed erroneous copy of container cell.
- Added support/accomodations for Halloween addon.
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Version 1.00.08
- Added persistent shared inventory to the trucks/marbles. Be sure to read the pop-ups when access it, very important.
It kind of goes against the concept of the truck, but you can always just ignore it I guess. - Better blocking of activation when ALREADY controlling a truck/marble.
- Added persistent shared inventory to the trucks/marbles. Be sure to read the pop-ups when access it, very important.
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Version 1.00.02
- Changed Activation Prompt for Truck/Marble to be more appropriate (now "Use").
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Version 1.00.01OptionalFile
- ASAHavokTracks00 -Added a few road nifs was testing in those worldspaces in this optional esp, nothing fantastic...mostly just for reference.
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- Donations
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Straight donations accepted
A Havok Physics Driveables Framework!
(some example/reference trucks, a crazy bus and a silly giant marble...yep, whatever)
(some example/reference trucks, a crazy bus and a silly giant marble...yep, whatever)
Drop the Misc Item, named "A Truck Spawn Marker", from your inventory and follow the directions it gives you.
Driveable/Drivable Vehicles/Things included:
-4 "Trucks!" options, ranging from the original (and mostly defunct) swivel steering truck, to newer rack and pinion steering, and then to newer collision/physics after that. Progression lalalala.-A "Bus!" option, which is kind of nuts...but fun (at least I think so).
Feel free to also try the:
Random notes I can think of to mention at the moment:
-As of 4.00.00, has xBox gamepad/controller support (see Posts tab for more details about remapping/rebinding keys/buttons).
-It all is what it is, a "proof of concept" and a "work in progress". Keep your expectations low. 'This is not New Vegas XRE', lmao!
I'm honestly just happy it "works" as well as it does and, to me and mine, it "works" better than I'd expected by quite a bit. ¯\_(ツ)_/¯
However, I will totally say it would probably be at least a little helpful if there was much less clutter/junk strewn about the Commonwealth roads though...and better roads overall...and if Bethesda didn't use (or if there was an easy way to batch/bulk change them) default Collision settings (specifically Friction, Restitution and Radius) for all their terrain/objects, yeah...heh.
-This is a bit of a continuation of Wasteland Wagons. Check that out.
-Do not uninstall the mod while driving a vehicle. If you've uninstalled this mod before exiting the vehicle and caused your character to become frozen, hit the Tab Key, should fix it. Or, make new throwaway save, close the game completely (don't just lazy Quit To Main Menu), reopen it and load save. But, as a mod user, you really should know better than to do that in the first place.
-Do not load a previous save while driving a vehicle. But if you do and this has caused your character to become frozen, make new throwaway save, close the game completely (don't just lazy Quit To Main Menu), reopen it and load save..
-You cannot be damaged while controlling the things. Enemies should still try to attack you/the vehicle, though.
However, falling damage after getting out is still obviously a thing, it is preferable to Exit the vehicle on somewhat flat land...as there can be a fall when dismounting.
-The additional ESL file (ASAHavokTruckRevisitPatchPlayerToTruckCollision00.esl) included, in the main download .zip, is optional to enable. It is a patch to enable the vehicles to collide with the player/NPCs when not driving or when driving while using a view that does not show the player/character. I decided to keep that separate because it edits vanilla records (Collision Layers). It is helpful to use, though, as it'll keep you from walking through the vehicles when they're not in use.
-Mainly for 3rd-person view if using the original 'no visible player' view.
However, if use one of the 'visible player' options (available to select from vehicles' menu, if that vehicle has the functionality), the 1st-person/close 3rd-person is pretty good.
-If turn radius is not acting as normal (more loose/wide than usual), you can press the 9 key to cycle through (preset) adjustments that *should* get it to its normal tightness one way or the other. You can also try try getting out of the vehicle and back in, or destroying the vehicle and placing another to use. This function is only really for use when a user thinks the turn radius is not what it 'normally' is (this is 'not' meant for what a user might 'want' the turn radius to be).
Regardless, looking at this more.
-Started adding in weapons. Very basic setup (though a few have unique ones and a few don't have any weapon at all, but most have an exploding cannonball). Will probably flesh that out later with, if at the very least, some kind of mounted ""weapon""'ish looking thing so the projectiles aren't just spawning from 'the ether'. Anyhoo, press the F key/Right-Shoulder button to lob projectiles in front of the vehicle (or, in the case of the APC addon, shoot rockets from the turret...woohoooo! 'Blow'd 'em up real good!').
-Recently added Horn function, which is ALSO a weapon.
Tap Q key/gamepad button A for Horn, Hold it for 'Fuzz Do Beep!' (big AoE b00m!). Will probably do vehicle-specific ones eventually, but they all have the same one for now.
-Your character is not seen on the vehicles by default, but you can choose a few options to show the player character (expiremental) or Dogmeat/companion (VERY experimental) from the vehicles' menu.
Still working on getting better idles, though, and reusing some vertibird ones for now.
-It not supposed super fast...that's not what it's for, nor is it the point.
If a person constantly leans on the W key/D-pad Up (or, especially, W/D-pad Up plus the Shift key/Left-Shoulder button), especially downhill, the person is just being silly or has entirely missed the point of this.
-This, and its addons, is/are a proof of concept and a work in progress.
Although, we do feel that it works well enough to stay in your game long term if you choose (but we won't mind if you don't after you've tried it).
-Started adding sound setup. I don't play with sound myself, so this is anh pfft meh whatever. Even so, got a SUPER basic set of sounds going right now. However, due to that and that people also just might not like any sounds at all, can adjust (from loud to all the way off) the engine volume with the number 3 key. Feel free to ask if you want to make a patch for the sounds, I/we'd be happy to hear from someone interested regarding that.
-They haz teh headlights! Press 5 key/gamepad button X to toggle.
-Vehicles with visible steering wheels now have those steering wheels move/spin when turning left/right (and hitting a bump that would cause the wheel to angle, heh...Ummersionz!). Except the 'Wasteland Havok' addon's Highwayman Edge...I'll get to that one eventually...it's going to need a special setup.
-Some vehicles (in the framework or its addons) have extra available colors/textures/bodies/tires, which can be accessed from the LooksMenu of the vehicle (only if that particular vehicle has any optional Looks, of course).
-Vehicles stay where you left them (for the most part). You walk away and come back, they're still there. You close game, they'll be back when reopen game.
I'm not sure if we'll leave it this way or not. It'll heavily rely upon people cleaning up their own vehicles (ie; destroying them when no longer being used).
So, are we sure people are going to be doing that well enough? I don't know, it's a good question.
-They all share the same storage compartment/container, so if you destroy/lose one you can just build another to access their storage. Remember to clean out the storage before uninstalling the mods, of course, as you'll lose all the stuff in there if don't.
-Requires F4SE and Garden of Eden Papyrus Script Extender.
-Havok and low-FPS-potatoes do not play well together. Also it doesn't like people who turned off VSync (though goodness knows for what good reason they would have turned it off for to begin with. SMH my head), nor does it like that "High FPS Fix" mod.
-The silly little "EXPLOSION" explosion (and the sound it makes, lol), when choose to put away (Destroy) a vehicle, is absolutely intentional, heh. You don't like it? Ask to make a patch that changes/removes it.
-You *will* flip over and/or get stuck sometimes. There are buttons/keys to press to try to help with that when it happens. If you forget which keys do what, press the number 4 key while riding (NOT numpad 4, regular 4 at the top of your keyboard).
-Save early, save often...as in before you get in.
Also, don't try to load a previous save while in a vehicle but if you do and get stuck, close the game completely and reopen it to load your intended save.
-There is an optional file in the Files section, with some copies of worldspaces to goof around in (the worldspaces have lots of holes and floaty things, so really just for testing and goofing off).
-Truly, honestly, 4 realz, don't stand under a falling vehicle...really!
Also best not to close/save the game while standing directly next to a vehicle, either.
-There is a random crash when using the no-visible-player view option...can't pin it down...since this is all still WIP and 'proof of concept's, I'm not terribly worried about it at the moment. But, basically, the vehicle (super uncommonly and random'ly) 'Disable's, like, while still driving it and the game doesn't like when the thing the game camera is focused on Disable's so...<crash>.
-Imma say it once more, just for good measure. It is what it is. This is a proof of concept and a work in progress. Think not about what it should be or should do, please think about what it is and does do instead.
-Started working on adding more appropriate Driver animations and some flavor animations. A fun 'Slamming Horn' we're testing in the Jeep addon (1st Jeep in that addon's Spawn list) is credited to Bethesda Mod School Resources at https://www.nexusmods.com/fallout4/mods/38669. This will be a long while to do, if ever, so we'll see how that goes.
Do not uninstall the mod while driving a vehicle.
Hit Tab key to enter Pip-Boy to resolve if you've uninstalled this mod before exiting the vehicle and caused your character to become frozen.
Do not load a previous save while driving a vehicle.
But if you do and this has caused your character to to have movement issues, close the game completely (don't just lazy Quit To Main Menu), reopen the game and load a previous save.
Hit Tab key to enter Pip-Boy to resolve if you've uninstalled this mod before exiting the vehicle and caused your character to become frozen.
Do not load a previous save while driving a vehicle.
But if you do and this has caused your character to to have movement issues, close the game completely (don't just lazy Quit To Main Menu), reopen the game and load a previous save.
I...umm...oh...wait, no...that's pretty much it...maybe...?
¯\_(ツ)_/¯
¯\_(ツ)_/¯
As always, be kind, helpful, and remember that someday you may need help so it might be a good idea to keep bridges un-burnt.
Thank you. =)