Hello everyone, thank you for downloading and endorsing my mod.
UPDATE 1.3 - New, rusty textures for my cars! Thanks to BenderSKR for making them better! Firetruck is here! Added a craftable version of the police cruiser! It counts as a guard post and can be found in defences tab.
Hey Quaz! Really quickly I want to say thank you for making these great redesigns, it makes this game feel way more refreshing and I enjoy the art design a lot.
With that being said, I recently decided to make a new mod folder and had this on my list. When I ran it up, the game didn't load any of the new vehicles into the world. I'm uncertain if this is an issue anyone has talked about. I was wondering if maybe you might know why this happens and if there is a way to fix the issue?
yes i think so, it modifies cells by adding or changing content and disabling references, and it don't seem that there are new previs created, i'm not an expert though, i'm actually considering disabling the mod although it adds variety, in the comments section there is not enough feedback as well
Yeah, was just thinking I would really like to download this but I am not about to wade back into the days of being new to modding FO4 and having a broken-ass game due to lacking caution or being ignorant of previs/preco.
This is such a bummer that it hasn't been updated or that it doesn't have open permissions to get an update mod from another modder, because the taxis, Boston police cars, and firetrucks look like such amazing inclusions to a world that should have had these from the start. Obviously, the original work is high quality and deserves to be seen and endorsed, so it's a shame that the way these amazing assets are currently implemented causes these issues still. :(
Of course it breaks precombines, everything breaks f***** precombines. Cancer of FO4 modding. One of the reasons why modding Skyrim for example is infinitely easier are damn precombines. Interesting idea, but no place for this in Bethesda games, even Bethesda broke precombines.
After 220 years of sitting in harsh weather, no rubber tires would be serviceable much less have air in them. I'm not sure what radiation would do to it aside from contaminating it. Even if the tires were in a safe unexposed environment, they would be dried up and crusty. Now ask me about 220 year old refined fuel. Hint: everything has a shelf life. I hate knowing things sometimes, because it keeps me from enjoying cool little mods like this.
LOL - Honestly I've said many times that the Fallout explanation that the sole survivor was in Cryo for 210 yrs was completely off. 20 years, sure. 30 - 50 years...maybe, but 200? Nope. Too many inconsistencies. After 200 years the world would have rebuilt. Take a look at any modern city where wars have hit them within the past 100 years (the cities in Japan for example) and you'll see what I mean. Not to mention that trees, grass, wild life, etc recover just fine from nuclear radiation (take a look at Chernobyl over in Russia).
Damn what I would not give for a modern postapocalyptic game made in Unreal engine 5 (or similar) with a more realistic approach to this story line. It would look at lot more like the Division 2 or Escape from Tarkov, etc but as a single player game (or maybe small group co-op).
Anyway. There is my little rant. And now back to your regularly scheduled programming.
You should try to remember that everyone got nuked. Hiroshima and Chernobyl were relatively isolated and their people and governments could rebuild because they had the means to. Their infostructure and system of government didn't go down in flames, just those cities. I don't know how long it would take for people to work together again, but it would be absolute chaos at first. Also mutated monsters and rogue robots doesn't help anything. But yeah 200 years... I mean... survivors wouldn't forget how to read, right? Plenty of information to gather knowledge and rebuild something from scratch. Also, GHOULS exist! They would be a treasure trove of useful information and probably be our leaders! No, there would have to be something more significant keeping humanity living like stray dogs for over 2 centuries.
And robots exist... and computer exist (and most of them obviously working!). Every car has a mini-reactor, so plenty of energy I guess. Yet for some reason people are living in extremely primitive environment, among trash and skeletons, wearing 200 years old clothes (500 years old clothes in Preston's case) and eating packaged 200 y. old food and drinking 200 y.old drinks... not sure how no one found so many bottles of cola in 200 years, but even so just imagine drinking something from Napoleon's era or eating macaroni from 1820s...
So yeah, tires are the least of FO logical problems if you think about it... but better not to think about it - it's Bethesda, it just works!
Before I forget: @Quaz30 Thank you for the great looking mod. I'm about to fire up a new play through and can't wait to encounter these amazing looking assets in-game!
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UPDATE 1.3 - New, rusty textures for my cars! Thanks to BenderSKR for making them better! Firetruck is here! Added a craftable version of the police cruiser! It counts as a guard post and can be found in defences tab.
With that being said, I recently decided to make a new mod folder and had this on my list. When I ran it up, the game didn't load any of the new vehicles into the world. I'm uncertain if this is an issue anyone has talked about. I was wondering if maybe you might know why this happens and if there is a way to fix the issue?
Damn what I would not give for a modern postapocalyptic game made in Unreal engine 5 (or similar) with a more realistic approach to this story line. It would look at lot more like the Division 2 or Escape from Tarkov, etc but as a single player game (or maybe small group co-op).
Anyway. There is my little rant. And now back to your regularly scheduled programming.
So yeah, tires are the least of FO logical problems if you think about it... but better not to think about it - it's Bethesda, it just works!