-There is an optional file in the Files section of the main mod (https://www.nexusmods.com/fallout4/mods/75373), 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). The "CW w/almost nothing (no roads or much else) - ASATracks02" is particularly good for simple fooling around.
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.
...and, as the framework page's Description states (and as we already know as the seasoned computer users we all are), remember to: "-Save early, save often." ...as in 'Save before you get in the vehicle', lol...'cause I blocked Saving while IN the vehicle now, because yeah.
Some day, probably. I mean, I've thought about it, but this was already complicated enough that I simply didn't want to deal with it at the time (nor did I really look into the 'How', as I also don't use a gamepad personally).
It's definitely a good candidate for some enterprising individual to make a patch for, though, if anyone wanted to take that on in the meantime. Probably good information to start out with: https://wiki.bethesda.net/wiki/creationkit/Fallout/GetMappedControl_-_Input/ https://wiki.bethesda.net/wiki/creationkit/Fallout/GetMappedKey_-_Input/ https://wiki.bethesda.net/wiki/creationkit/Fallout/DirectX_Scan_Codes/
Then, of course, look at/GET what Keys we're using to judge which corresponding Gamepad buttons to deal with.
As of 4.00.00, has xBox gamepad/controller support (see Posts tab on framework page, https://www.nexusmods.com/fallout4/mods/75373?tab=posts, for more details about remapping/rebinding keys/buttons).
it's still not realistic, maybe u should make it move forword faster and sound louder and when getting stuck I can't move it at all these are the problems that need to be solved the rest is good!
If you have all the requirements, including F4SE and the original Truck mod (linked in the requirements section)…
Are you on Old Gen or Next Gen? If on Old Gen, the BA2’s that come with our physics vehicles mods will need to be downgraded. The BA2 downgraded can be found here on Nexus at https://www.nexusmods.com/fallout4/mods/82114 .
If on Next Gen, please create a bug report and provide as much detail as possible, including load order.
Alright so I wanted to try out the Appalachian Roadster mod, downloaded the truck mod, this mod, and the roadster mod. Plugins are all activated. I get in game and it doesn't give me any items, so I spawn in the jeep item. I drop it and... nothing. I have F4SE installed and am using version 1.10.163. I've read that this works with the version I'm using so I'm stumped. I confirmed that my F4SE is functional so my only guess is that something's conflicting with the driveable mods. No idea.
Edit: Found the problem, the latest version of the mods are incompatible with Fallout 4 version 1.10.163. That should probably be made a bit more clear to avoid confusion. I know it says that it's built around the latest version, but I've also seen posts saying it doesn't matter.
You may be able to get around that, since in your case it’s most likely due to the very slight change in the BA2 Archive format between old gen and Next Gen. Theres’s a utility on Nexus that will help downgrade the BA2’s that come with these mods to be compatible with your game version. iirc, is here: https://www.nexusmods.com/fallout4/mods/82114
However, I’ll note that I haven’t used that utility personally so use at your own risk.
Also, if that works, please note here so that other people still using old gen version will know better how to cope with these newer/current mods moving forward.
That tool actually worked,so as it turns out,bethesda decided to make a very insignificant change that breaks mods for pre next gen for NO GASH DARN REASON
I don’t know why it doesn’t pop into inventory automatically at game start for some people. Almost assuredly some kind of mod conflict, though.
Regardless, upcoming update has a couple changes to the start-up quest, which are attempts to lessen/alleviate that (and a popup warning about it, with a few pre-defined suggestion [such as to just spawn it in via console, as you did]).
58 comments
Some recent important notes:
-Feel free to try the 4 Teh LOLz Memes Add-on, https://www.nexusmods.com/fallout4/mods/80247
-Feel free to try the Cycles Add-on, https://www.nexusmods.com/fallout4/mods/77906
-Feel free to try the Attack of the Lobotomites tie-in - Lobo-A-GoGo, https://www.nexusmods.com/fallout4/mods/80318
-Feel free to try the Wasteland Havok/Cool Cars Add-on, https://www.nexusmods.com/fallout4/mods/85494.
-Feel free to try the Tumbajamba's Gunner Armor Collection, https://www.nexusmods.com/fallout4/mods/87501
-Feel free to try the DOTC - Wasteland Garage Collab, https://www.nexusmods.com/fallout4/mods/87195
-There is an optional file in the Files section of the main mod (https://www.nexusmods.com/fallout4/mods/75373), 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).
The "CW w/almost nothing (no roads or much else) - ASATracks02" is particularly good for simple fooling around.
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.
...and, as the framework page's Description states (and as we already know as the seasoned computer users we all are), remember to:
"-Save early, save often."
...as in 'Save before you get in the vehicle', lol...'cause I blocked Saving while IN the vehicle now, because yeah.
Could you please make an ESL version of the mod?
I mean, I've thought about it, but this was already complicated enough that I simply didn't want to deal with it at the time (nor did I really look into the 'How', as I also don't use a gamepad personally).
It's definitely a good candidate for some enterprising individual to make a patch for, though, if anyone wanted to take that on in the meantime.
Probably good information to start out with:
https://wiki.bethesda.net/wiki/creationkit/Fallout/GetMappedControl_-_Input/
https://wiki.bethesda.net/wiki/creationkit/Fallout/GetMappedKey_-_Input/
https://wiki.bethesda.net/wiki/creationkit/Fallout/DirectX_Scan_Codes/
Then, of course, look at/GET what Keys we're using to judge which corresponding Gamepad buttons to deal with.
Pfft, the temp sounds I put in were already so loud that I had to put in a volume changer (3 key...iirc) function so people could lower the volume!!
🤣
Are you on Old Gen or Next Gen?
If on Old Gen, the BA2’s that come with our physics vehicles mods will need to be downgraded. The BA2 downgraded can be found here on Nexus at https://www.nexusmods.com/fallout4/mods/82114 .
If on Next Gen, please create a bug report and provide as much detail as possible, including load order.
Edit: Found the problem, the latest version of the mods are incompatible with Fallout 4 version 1.10.163. That should probably be made a bit more clear to avoid confusion. I know it says that it's built around the latest version, but I've also seen posts saying it doesn't matter.
Theres’s a utility on Nexus that will help downgrade the BA2’s that come with these mods to be compatible with your game version.
iirc, is here:
https://www.nexusmods.com/fallout4/mods/82114
However, I’ll note that I haven’t used that utility personally so use at your own risk.
Also, if that works, please note here so that other people still using old gen version will know better how to cope with these newer/current mods moving forward.
Almost assuredly some kind of mod conflict, though.
Regardless, upcoming update has a couple changes to the start-up quest, which are attempts to lessen/alleviate that (and a popup warning about it, with a few pre-defined suggestion [such as to just spawn it in via console, as you did]).
👍