Fallout 3

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J3X--alexkidd62--Ajax120--Descryptix

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Descryptix

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About this mod

This mod introduces immersive, useful, and balanced ways to travel the Wasteland and Point Lookout via a total of 6 new, discoverable bikes which can then be rebuilt, and then further modified to provide fun and useful additional support for the traveling Lone Wanderer.

The mod is still a considered a WIP but is feature complete.

Requirements
Permissions and credits
Translations
  • German
Changelogs
Motorcycles of the Apocalypse
for Fallout 3


What Does This Mod Do?

Rebuild, repair, modify, and drive select motorcycles in this new vehicle mod for Fallout 3.

This is a heavily modified version of the
Motorcycle Remake mod by alexkidd62 (which itself is based on J3X's work), adding features, improvements, compatibility/features with the Helpless Falling mod, improved effects, and much more. 

It introduces immersive, useful, and balanced ways to travel the Wasteland and Point Lookout via a total of 6 new, discoverable bikes which can then be rebuilt, and then further modified to provide fun and useful additional support for the traveling Lone Wanderer. See List of Features for more info.

Want a taste of the mod in action? Here's a preview of the kind of gameplay and features the mod introduces:



Note: The mod is still considered a WIP even though it is feature-complete, and active development has ceased for the foreseeable future.


List of Features

  • 4 repairable motorcycle chassis in the Capital Wasteland, 2 in Point Lookout, with each one being a visual variation of the two different types of bike models, for a total of 6 bikes to own and modify across the game. Collect 'em all!

  • Various bike modifications--including spoke blades, reliability and functionality improvements, storage, armoring, engine output, jumping, and more--to make owning and riding bikes more useful, rewarding, and fun.

  • Balanced crafting requirements that turn otherwise useless junk into valuable crafting ingredients, as well as realism mechanics (damage repair, engine flooding, and fuel consumption), which all keep motorcycles from being too OP and unrealistic (for my fellow immersion enthusiasts).

  • More realistic collision physics, enhanced with Helpless Falling (see Compatibility & Requirements), which discourage reckless driving and increase immersion: colliding into solid objects at high enough speeds will throw the player off and deal variable damage, while colliding into mobs with roughly more mass than the total mass of the motorcycle may also result in getting thrown off the bike, unless there's enough mass (from the player and bike's inventory) and speed to push the mob instead.

  • Realistic motorcycle attributes like fuel consumption, health, mass, weight capacity, maximum velocity, and damage potential, with things like total mass and other variables realistically affecting other attributes.

  • Bikes can be damaged, repaired, and eventually destroyed if left unrepaired. Damage comes in stages, with damaged components applying their own relevant debuffs to the bike until repaired.

  • Graphically improved motorcycle models (Kalassic and Choppa) from Ajax120's Motorcycle Replacer, as well as improved headlight effects.

  • Higher fidelity sound effects, as well as a code structure in place for adding even more auditory detail, should future modders be interested.

Requirements, Compatibility, & Load Order

Requirements:

1) FOSE is required.

2) Command Extender is required.


3) Helpless Falling is required.

4)
J3X Driveable Motorcycle Remake is required.



Potentially Conflicts With:

  • Any other mods that make changes to the same worldspace cells that mine does. Just open the .esp in FO3Edit and check for conflicts, then decide how you'll resolve them.

  • J3X's or alexkidd62's motorcycle mods, but this one is meant to be an update to those anyway, and should have most of the features of those mods, plus more.

  • Script-heavy mods while you're driving, since the driving script is intensive. Check how your game performs with the mods activated at the same time, and then you'll have to figure it out from there. 

Load Order:


For mod assets, follow this load order if you have the following mods:

Vehicles of the Capital Wasteland Reborn

UmDriving FOIII
...
MotorcycleRemake
Motorcycles of the Apocalypse

For the required .esp's, follow this order:


HelplessFalling.esp

...
MotorCycleRemake.esp
HelplessFalling - MotorcycleRemake Patch.esp

Load this mod's .esp's 
after any sweeping worldspace-modifying mods, or just check for conflicts as mentioned above (best practice).


Cheat Sheet & Driving Manual

Motorcycle Locations

Can't wait to get your hands on one of the Motorcycles of the Apocalypse, or are you antsy to find out if they even work with your modlist? Then click the spoiler below to see the list of edited Worldspaces with new, repairable motorcycle chassis.

DC Wasteland
Spoiler:  
Show

DLC03EnclaveCamp02 - Pristine Black Motorcycle - On the overpass, in the truck bed with the modern motorcycles.

FFRaiderCamp20 - Red Motorcycle - In the raider camp, by the wall with modern motorcycles husks in front of it.


Vault112ExteriorNEW - Rusty Motorcycle - In front of the garage door, next to the pile of junked cars.


FairfaxRuinsExterior01 - Police Motorcycle - In the west area of the Fairfax Ruins, in front of a building on a concrete ledge.



Point Lookout
Spoiler:  
Show

RobberCamp - Blue Motorcycle - In the campfire area, between the modern motorcycle and the target practice board.

VelmasBikerBar - Army Motorcycle - Beachfront View location, just off to the right of the path towards the mansion.



Controls (While Riding):

W = Accelerate
S = Decelerate/Reverse
A = Turn Left
D = Turn Right

E = Mount/Dismount Ride
R (hold) = Crank Engine
T = Shut Off Engine

Z = Toggle Headlight (bike must have Headlight installed)
Spacebar = Jump (bike must have Jump Module installed)


Motorcycles and You: An Abridged Manual for the New Rider
Spoiler:  
Show

So you've found yourself one of the very few remaining husks of gas-powered motorcycles that hasn't completely degraded to the point of becoming a pile of rust and tetanus. Congratulations! From here, though, you might be wondering what to do next--and later, you might be wondering what else you can do with this bit of pre-war technology.

Well, wonder no more, wasteland wanderer, for in this manual you'll find:

- Helpful advice for the new rider
- Helpful advice for the new vehicular homicidal maniac
- Hints on motorcycle ownership, repairs, and modifications
- And not much more!

So with that outline settled, let's begin.


Section One: Collisions

Most of us understand that running into objects usually hurts, and that the faster you run into them, the more they hurt you and potentially whatever you ran into. Riding a motorcycle is no different, except that the speeds at which you can run into things, and the effects that these collisions will have, are multiplied by several measures. Moreover, in a normal world, collisions will transfer energy in different ways to the different objects involved. The Wasteland is not a normal world, however, so collisions work a lot more simplistically. 

The general rule of thumb is that the more speed there is behind you, the motorcycle rider, the more violent your collisions will be, and the greater the damage dealt to you--or in the case of a creature collision--to the other creature you definitely didn't intend to hit (there's more to this interaction, but that's in the next section). This is especially true of collisions with objects, like rocks, walls, and debris.

"Wait--what, exactly, counts as a collision in this abnormal world?" you might be asking. In the simplest case--that of colliding into an object--a collision is when you go from moving -> not moving at all. The damage of said collision will vary by how fast you were going, as noted above, while results can range from a mild bumping to a halt, to getting violently and spectacularly flung off your ride and headfirst into a sheer cliff--you have to be going fast enough to actually get thrown off a bike, though. [Also note that opening the Command Console while at speed will trigger a collision; this is a quirk of how the console works].

"Okay, so don't mindlessly run into rocks and walls while riding a motorcycle. Got it. But what about collisions with moving creatures?" Well, my purely hypothetical friend, driving into living beings is a tad more complicated because now different, estimated masses come into play. And that's what the next section is all about.


Section Two: When to Attempt Vehicular Assault

Generally, if you have enough speed and mass (meaning the combined weight of the bike and the rider), running into living things will only slow you down, and also knockdown and deal variable damage to your victim. Mobs with more strength and health than your bike's mass and speed, however, will trigger a collision, and usually to your detriment.

For example, say you've loaded your bike until it's got the mass of an elephant. You can plow right through Supermutant Behemoths now, right? Hahaha, WRONG. You've forgotten that your ride's maximum speed varies by how much weight it's got to lug around, so by the time you make contact with that angry mutant, you'll be going so slowly that he'll barely even feel the bump.

Conversely, say you and your bike are as light as a GP racer, and you're traveling at speeds that's making the Wasteland flit by you. That's great, but now you've got little bang behind the bullet, and so while running into something more reasonably sized--like, say, a raider--will seriously hurt or even kill it, you're probably going to get thrown off your bike, and maybe you won't be walking away from that accident unharmed, or even at all. So choose your targets wisely!

Note: The bladed spokes modification changes how creature collisions proceed, and certainly to the rider's benefit.


Section Three: Careful Driving is About More Than Just Collisions
 

You've mastered the art of riding a motorcycle while not driving into objects. You've learned to gauge at what speeds you can blow the legs off of people, and how to turn creatures into fresh roadkill at the right speeds and bike masses. But there's more to becoming a Master of the Motor than just collision avoidance. Enter: engine flooding.

Yes, that's right. You can flood your engine... with water--thus rendering your gallons of fuel useless--by simply driving over deep puddles. Fixing a flooded gas tank is as simple as draining it, then filling it with more gas again, but the real key is to avoid engine flooding altogether. To do this, just keep out of water levels more than knee deep, as that's about the height of where your motorcycle's engine is mounted, and where it expects to suck in air, rather than H2O.

And if you thought about taking a plunge off that bridge and into water deeper than your head height, think again! Because if your bike winds up in water deeper than your capacity to reason, you're in for a world of emotional pain, as that bit of water will be your bike's permanent grave. At this kind of depth, you can't possibly walk a bike out. So get your belongings out of its miraculously waterproof storage compartment, salvage what parts from it as you can, and then say, "Sayonara!" to your motorized pal... and then long for death, and most likely wind up waking up in a different timeline altogether.


Section Four: Motorcycle Repair and Damage Prevention

Motorcycles you find out in the Wasteland will need to be rebuilt before you can take them for a spin. Then, once you do have them up and running, be careful about leaving them in the middle of a firefight, or (especially) next to anything prone to explode, because--much like prostitutes--motorcycles can only take so much abuse before major components start to fail.

If your bike does get damaged, don't worry: with the right junk, and lots of elbow grease, you can replace whatever components have failed and get her back into working shape. And make sure you don't let your precious motorized wonder get too damaged without repairing it, because too much damage might just make it explode, and be rendered permanently unrepairable!


Section Five: Modifying Motorcycles

So you've got your motorcycle, and she's purring like a dream, but you wonder if her turning response and angle could be tighter. Or maybe you'd like more CCs to help her drag your massive, overloaded-mule of a body across the wastes at more than walking speeds. Or maybe you'd like to give her some armor, so she stays running like a dream even in Raider country. Or maybe you'd like to be able to jump over obstacles while riding, or slice foes with a fast-moving blade, or fit a GPS tracker onto her, or etc. etc. 

Well, using MacGyver-levels of ingenuity, you can do all of that, and more, with random junk that vaguely resembles parts and components that you'd normally need to accomplish any of that. Just open the Upgrades menu of your bike to see what a given modification will need, go get the parts, and then install them to your bike. Easy!

And with that, you know everything there is to generally know about motorcycles in the apocalypse. Go forth now, rider of the night, and wander the wastes with the roar of a beast behind you.



Troubleshooting & Known Issues 

  • Character hands may appear deformed after getting off the bike: This is a critical bug present in the original J3X mod, appears to have no fix, and seems to persist after uninstallation. The only solution is to load a savegame before the bug occured. This is may be due to some kind of animation nif node issue (I'm not sure, I don't know enough about nifs to figure it out). If someone knows how to fix this, please let me know, as I consider this a critical bug!

  • While riding, the bike moves along at a slow pace: Check that your character isn't carrying over ~350 - 500 weight, as decreased bike performance from weight is intentional, to add realism and balance. This was mentioned in the List of Features section. If it's still moving slowly, it's likely a mod conflict; follow the sticky I posted in the comments section to troubleshoot. 

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

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

  • Going into first-person view right after getting off a bike might lead to a distorted camera angle: Switching between first/third-person views, equipping/unequipping weapons, or opening/closing the PipBoy fixes this.

  • Getting off a bike leaves your character in the riding animation, and unable to do anything besides move: This is a strange animation bug, it seems, and will go away by itself after some short time. Opening/closing the PipBoy may help it go away sooner.

  • (Unconfirmed) While wearing a backpack-slotted item--whether an equippable mod item, or something equipped by other mod scripts--the bike turns invisible when you ride: The bike still works but your character will appear to be floating. Unequip any other backpack items before riding to prevent the issue. I suspect that backpack-slot conflicts are the culprit, as the armor that the driving script force-equips is slotted to backpacks. If this is true, there is no real fix, as the riding animations seem to break if the armor items aren't backpack slots, and I've never been able to make or edit animations.

  • Going too fast will cause stuttering and pop-in when entering new cells: This is almost certainly a game engine issue, and not the fault of this mod. It can be replicated without motorcycles by using SetAV to increase your character's movement speed. It seems to be related to NPC mods, wherein new NPC faces are made outside of the GECK, and so are missing face data which the game has to generate on the fly upon loading the cell.

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

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

  • While I did make performance improvements to the original code, the new additions I made to various scripts added serious heft to the performance of the mod (while driving). This is the biggest issue the mod has currently, and the long and intricate driving script probably just needs to be rewritten from scratch, but that's way too big a project for me to even think of tackling. It's even more challenging given that FOSE doesn't allow the creation of custom functions the way NVSE does. As it stands, performance isn't CPU-melting, but I know it could and should be better.

  • My lack of understanding of FormLists and how to even use them has left me to resort to an inefficient, brute-force method of implementing multi-motorcycle ownership, wherein each motorcycle in the world has its own variables and related scripts. I wanted to do a smarter implementation with maybe FormLists (basically arrays, from my understanding), or by using one set of variables whose values change depending on the ID of the bike you're activating, but these are more time-consuming, clever solutions that I just don't have the time, will--and maybe--coding experience to do, so a better FO3 scripter might like to do this.

  • The wheel(s) of Choppa bikes spin around, even at low speed or when standing still, when riding. This is a nif issue, probably. I know that later games could use scripts to manipulate nif nodes, but I don't know if FO3 has those capabilities, and even if it did, I wouldn't know how to do that. I know how to remove the animations of the tires, but I'm not sure what's worse: spinning tires while standing still, or tires that don't spin at any speed.

  • I knew that dependency on Helpless Falling wasn't ideal, but originally I never intended to publish the project publicly, and so I didn't care to spend time making compatibility checks and etc. since it's a permanent addition to my modlist. This is something a good scripter might want to rectify.

  • The idle riding animation seems to have an imperfect loop, so you'll see the character and bike stand up and then go back down for a moment. As it's an animation issue, I don't have the ability to fix it.


Uninstallation

Uninstallation is not officially supported, but shouldn't cause major issues as long as you don't do it while your character was riding a bike. Even so, I make no guarantees.

If you want to uninstall the mod in the middle of a playthrough anyway,
1) make sure you're not riding anything,
2) scrap all of the bikes you rebuilt,
3) make a save in an interior location,
4) uninstall the mod,
5) and then make another new save.

You may also want to clean any references to the mod (anything related to "MotorcycleRemake") using a save cleaner, as well, but due your own due diligence if you do.



Disclaimer

I provide this mod as-is and without any guarantees of any kind, and without any obligation to provide support or updates, if I choose not to do so.

Furthermore, modifications of this mod--explicitly pertaining to code and assets that I have made--are not only permitted, but also encouraged, in the hopes that all of its issues might be resolved, and new and better features be implemented. I only ask that the same spirit of the mod be kept, i.e. considerations towards immersion, realism, and balance be included.



Credits
J3X for the original Fallout 3 mod, and the expanded New Vegas version, both of which served as inspirations and code foundations for this mod.

alexkidd62 for his Motorcycle Remake mod with its additions, which served as code foundations for this mod.

Ajax120 for the improved and varied new motorcycle models.

Hunk92 for improved riding animations.