umm yeah my buggy cant move, it says "press ?unknown key? to accelerate. i tried to map the control for the buggy but the menu for buggy control is not there only movement, inventory, and etc. no buggy
Check if you have mod that changes controls. For me it was "timepiece" that added control to check clock on hand. Seems like it's overwrites menu items in key bindings or something and is not updated to newest version
Just installed latest version for my husband and I. Working flawlessly, and now I don't have to listen to him scream at the "^&*%$#" buggy anymore! Thank you!
Sorry to say but the way lorka1958 did it is wrong, might be working for already installed parts but it will always be buggy when you change part as it sets the condition of the part to be negative. (or you have to uninstall / reinstall the mod every time you change parts)
I looked it up and the way to make the part condition infinite is not to change the condition itself but to render all damage null. That can be done modifying buggy_wasteland_durability_params.scr which is located in Data0.pak\data\scripts\vehicles\ No need to replace the one in Data0.pak, you can just put the modified one in Data3.pak\data\scripts\vehicles\ (tested it, it's working so far)
So far the part took no damage whatsoever no matter how many trees, walls i slammed or fall I've taken. I wasn't sure about the oil part so I've left it as it is... I just started The Following and have yet to ride over oil so it might need to be changed as well.
I'll let the mod author update his mod if he wants with this, I have no plan to make a mod of my own.
thank you Kazuki83 , i wil ldo an update of this mod, version 2.0 with your nickname, i will test a lil bit for this time !
so, i think too ,then i have find the file for got infinite fuel, buggy_wasteland_fuel_params.scr and the variable : ParamFloat("fuel_usage_base", 0.000);
By the way, for people forgetting to make backup of the files they replace, don't tell them to replace the files in Data0.pak. Data0.pak is the core file, Data3.pak was especially made for mods, Data3.pak is read last by the game and all files put in it override the same files present in Data0.pak
So people just need to put the modified buggy_wasteland_durability_params.scr in Data3.pak\data\scripts\vehicles\ and it will be taken into account. It makes it easy to add/remove the mod and avoid loss of core files if people forget to back them up when modifying Data0.pak And as said in my previous post, I tested it and putting the modified buggy_wasteland_durability_params.scr in Data3.pak works just fine.
It's just a piece of advice to avoid people using the mod and forgetting to do backup to lose core file and be stuck with the mod if they wanted to remove it.
i use the data03.pak now, its more easy yes, the devloppers love the modding i can see i will take the habit of add this possibility in my readme.txt and description
Which file, Data3.pak ? you can open it with 7zip, Winrar etc...
Once opened, you have to put the buggy_wasteland_durability_params.scr file into the data\scripts\vehicles\ folder, if those folders do not exist, just create them
the buggy is broken as soon as i find it, during the first missions, it is broken, i replace the parts but still broken, can't ride through field and it is very slow, impossible to complete the water valve quest :s
ok, solved it, queston: if i change parts of the buggy for better ones, will it work? or the mod will make it broken again? will this mod recognize the better parts?
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help
Else, go ot the commands menu, press the key for mapping touch, you have an section for configure the buggy's keys
I looked it up and the way to make the part condition infinite is not to change the condition itself but to render all damage null.
That can be done modifying buggy_wasteland_durability_params.scr which is located in Data0.pak\data\scripts\vehicles\
No need to replace the one in Data0.pak, you can just put the modified one in Data3.pak\data\scripts\vehicles\ (tested it, it's working so far)
Here the change I made:
ParamFloat("engine_damage_mult", 0.0)
ParamFloat("turbo_damage_mult", 0.0)
ParamFloat("suspension_damage_mult", 0.0)
ParamFloat("tires_damage_mult", 0.0)
ParamFloat("brakes_damage_mult", 0.0)
ParamFloat("blueprints_damage_mult", 0.0)
ParamFloat("melee_damage_mult", 0.0)
ParamFloat("bullet_damage_mult", 0.0)
ParamFloat("crash_damage_mult", 0.0)
ParamFloat("fire_damage_mult", 0.0)
ParamFloat("acid_damage_mult", 0.0)
ParamFloat("explosion_damage_mult", 0.0)
ParamFloat("hit_zombie_damage_mult", 0.0)
ParamFloat("fire_passenger_damage_mult", 0.0)
ParamFloat("acid_passenger_damage_mult", 0.0)
ParamFloat("explosion_passenger_damage_mult", 0.0)
ParamFloat("oil_slide_time", 0.25)
ParamFloat("oil_slide_force_time", 0.2)
ParamFloat("oil_slide_base_coeff", 30.0)
ParamFloat("oil_slide_turn_coeff", 1.0)
ParamFloat("oil_slide_speed_coeff", 0.6)
ParamFloat("oil_slide_straight_angle_treshold", 0.03)
ParamFloat("offroad_damage_factor_engine", 0.0)
ParamFloat("offroad_damage_factor_turbo", 0.0)
ParamFloat("offroad_damage_factor_brakes", 0.0)
ParamFloat("offroad_damage_factor_tires", 0.0)
ParamFloat("offroad_damage_factor_suspension", 0.0)
ParamFloat("offroad_damage_dps_engine", 0.0)
ParamFloat("offroad_damage_dps_turbo", 0.0)
ParamFloat("offroad_damage_dps_brakes", 0.0)
ParamFloat("offroad_damage_dps_tires", 0.0)
ParamFloat("offroad_damage_dps_suspension", 0.0)
ParamFloat("durability_force_threshold_xz", 5.0)
ParamFloat("car_audio_damage_modifier", 0.0)
ParamFloat("landing_damage_min_impact", 0.0)
ParamFloat("landing_max_damage", 0.0)
So far the part took no damage whatsoever no matter how many trees, walls i slammed or fall I've taken.
I wasn't sure about the oil part so I've left it as it is... I just started The Following and have yet to ride over oil so it might need to be changed as well.
I'll let the mod author update his mod if he wants with this, I have no plan to make a mod of my own.
so, i think too ,then i have find the file for got infinite fuel, buggy_wasteland_fuel_params.scr and the variable :
ParamFloat("fuel_usage_base", 0.000);
By the way, for people forgetting to make backup of the files they replace, don't tell them to replace the files in Data0.pak.
Data0.pak is the core file, Data3.pak was especially made for mods, Data3.pak is read last by the game and all files put in it override the same files present in Data0.pak
So people just need to put the modified buggy_wasteland_durability_params.scr in Data3.pak\data\scripts\vehicles\ and it will be taken into account.
It makes it easy to add/remove the mod and avoid loss of core files if people forget to back them up when modifying Data0.pak
And as said in my previous post, I tested it and putting the modified buggy_wasteland_durability_params.scr in Data3.pak works just fine.
It's just a piece of advice to avoid people using the mod and forgetting to do backup to lose core file and be stuck with the mod if they wanted to remove it.
Once opened, you have to put the buggy_wasteland_durability_params.scr file into the data\scripts\vehicles\ folder, if those folders do not exist, just create them
and you can't repair your part , or install basic parts for test ?
queston: if i change parts of the buggy for better ones, will it work? or the mod will make it broken again?
will this mod recognize the better parts?