I may continue improving this mod over time. so, if you liked this mod, track it and report any bug. ---------------------------------------------------------------------------------------- Check out the latest versions. sounds have been added properly to the monorail. So now, you will hear it to get closer, pass by and get far away. Thank to hitman47101 for his tips to make this possible.
Would it be possible to add a mod that also adds airport traffic? Maybe VertiBirds, planes, jets. Sometimes it even being possible to see them in the wasteland coming from NCR territory. I'm no modder but I'll imagine it won't be too hard making that a thing, even them taking off from the strip airport since the game already has the basemodels.
This mod is an absolute must imo. Does anyone have any recommended LODs for the actual rail? You can see the carts moving from as far as goodsprings cemetary,, so far in fact that the lod for the track its running on doesn't even appear! So it looks like its just flying through the sky. A magic monorail if you will. Thanks for your work
coming in with some REALLY late advice here, but if it helps someone it helps someone, increasing "fBlockLoadDistanceLow" in your custom.ini fron the recommended 30000 will allow you to see the rail from further away! i based mine off being able to see it from around the 188 trading post as i feel like thats the first official close-ish wow shot of the area, and i found increasing it to 50000 did the trick, but the more your increase it the further you'll be able to see, although i worry to see it from goodsprings you'll have to increase the number so much that you will severely impact performance.
Cool mod, though I would like the rail to run less often and for the sound to be actually coming from the rail. With headphones it's just a directionless noise getting louder.
It's been stated serval times that if you fail to prevent the monorail from being destroyed during I Put A Spell On You, it gets disabled. However, I finished that quest a short while ago and disarmed the bomb, thereby "saving" the monrorail. But it seems the monorail has been disabled regardless.
Normally running between Camp McCarran and the Gun Runners, the monorail cycles back and forth 3-4 times during the trip. But after I completed the quest, it seems to have just disappeared. Any suggestions on a way to re-enable it, or what could have disabled it since I didn't fail the quest?
After having the monorail present all through my 140+ hour playthrough, its absence is really noticeable! The mod adds a much needed feeling of activity to that part of the map, and now "the silence is deafening."
It is only supposed to disappear if the original monorail is destroyed. If you save it, it should not disappear. The monorail script may not be working as I thought. I'll have to take a look at the script when I can.
Disable the mod, load up a game, save it and quit. When you re-enable the mod, load that save up and it should be animated again. I'm not sure if just riding the monorail disabled mine or if some lod mods (meshes/and textures) I added since then affected the monorail. I do know that when I disabled it and put it back in my load order at the bottom - I got it back.
Removing a scripted mod mid-playthrough is never a good idea.
I've come up with a sort of workaround by duplicating the .esp (keeping the same filename) and adding a new quest set to run at game start with a script to renable the monorail. I'm only experienced scripting Papyrus for FO4, so this is pretty bare bones but it works: Begin GameMode NVxMcCarranMonorailTriggerRef.enable NVxMcCarranMonorailAnimRefA.enable END Switching plugins and keeping the same load order slot re-enables the monorail for me and it once again works as intended.
Hi AmaccurzerO, I'm in the same predicament. Saved the Monorail from blowing up in I Put A Spell On You, however the Monorail gets disabled after that. It used to run back and forth periodically but since completing this quest it's stopped working.
Is there any chance you'd be able to take another peek at it?
Or is there a command we could use to restart the animation?
-EDITEDIT- As a test, I uninstalled this mod and installed the new mod. The Monorail animates as intended. Can't say whether it still bugs out from saving it from being blown up in I Put A Spell On You however. Also I'm noticing that there's already a static Monorail parked at Camp McCarren where the animated Monorail phases into....
Just to confirm, this is happening because the Monorail from this mod is stuck. Tried it on a different playthrough where the Monorail still worked, before completing the quest.
Is there a script command I could use to reset it?
I don't know if this has been addressed but when the mod "A Little More Lamplight" is installed alongside this one the Monorail disappears for some reason.
If this may be something on my end, however, and if this has already been accounted for, please disregard this comment. Amazing mod otherwise!
[Edit: If anyone else is having this issue, I managed to fix it by putting the Lamplight mod above or first in the load order with the Animated Monorail being placed below or second]
I got this and struggled with it for a bit, but realized, for me at least, it was simply in a bad spot in my load order. Monorail esp MUST be above Better Strip View esp. works for me even with the better strip view patch, which is below both.
This mode conflicting with https://www.nexusmods.com/newvegas/mods/73273 mod. Lucky 38 disappears from LOD at near distance, only lights are visible https://cdn.discordapp.com/attachments/898520988134805515/1078342670595932210/aBPURc8_kGo.png
151 comments
I may continue improving this mod over time. so, if you liked this mod, track it and report any bug.
----------------------------------------------------------------------------------------
Check out the latest versions. sounds have been added properly to the monorail. So now, you will hear it to get closer, pass by and get far away. Thank to hitman47101 for his tips to make this possible.
Normally running between Camp McCarran and the Gun Runners, the monorail cycles back and forth 3-4 times during the trip. But after I completed the quest, it seems to have just disappeared. Any suggestions on a way to re-enable it, or what could have disabled it since I didn't fail the quest?
After having the monorail present all through my 140+ hour playthrough, its absence is really noticeable! The mod adds a much needed feeling of activity to that part of the map, and now "the silence is deafening."
Thanks for your notification.
I've come up with a sort of workaround by duplicating the .esp (keeping the same filename) and adding a new quest set to run at game start with a script to renable the monorail. I'm only experienced scripting Papyrus for FO4, so this is pretty bare bones but it works:
Begin GameMode
Switching plugins and keeping the same load order slot re-enables the monorail for me and it once again works as intended.NVxMcCarranMonorailTriggerRef.enable
NVxMcCarranMonorailAnimRefA.enable
END
Is there any chance you'd be able to take another peek at it?
Or is there a command we could use to restart the animation?
-EDIT-
I just noticed your new mod Immersive McCarran Strip Monorail Travel. In that you say to uninstall this mod. Is it safe to do so during mid-game?
-EDITEDIT-
As a test, I uninstalled this mod and installed the new mod. The Monorail animates as intended. Can't say whether it still bugs out from saving it from being blown up in I Put A Spell On You however.
Also I'm noticing that there's already a static Monorail parked at Camp McCarren where the animated Monorail phases into....
Is there a script command I could use to reset it?
If this may be something on my end, however, and if this has already been accounted for, please disregard this comment. Amazing mod otherwise!
[Edit: If anyone else is having this issue, I managed to fix it by putting the Lamplight mod above or first in the load order with the Animated Monorail being placed below or second]
https://cdn.discordapp.com/attachments/898520988134805515/1078342670595932210/aBPURc8_kGo.png