Hi guys Just on here asking about a mod like this one I used years ago
it added truck doors that were locked at the back of trucks that you could pick locks on but I can not remember what it was called, anyone recall what the mod is called? or could be part of other mod pack or something?
If your still looking for the mod its called "unlocked trailer project 2.0V" thought i wouldn't recommend it do to it breaking a lot of precombine meshes and a bug that stops sprinting on one half of the map. (there might be a fix for the sprinting but half say it works the other half dosent)
Hello. Unfortunately, I haven't played fol4 for several years and currently have no plans to return to it. Sorry. As far as I know, another author took this mod as a basis and made an improved and modified version (with my consent). It shouldn't be hard to find it on the Nexus.
That's also a bit of a vanilla problem, at least in my game. It's the same physics problem that causes issues when running through bones in Skyrim. The mod does seem to worsen it, though...
Even before using this mod or any mod at all that touches world space cells, moon-moon used to run into cars and got himself hurt. Most prominently the cars around Hangman's Ally and near vault 81, where he even managed to get a car to explode in my first playthrough.
Wow, that is really strange as that does not happen to me at all. Dogmeat acts totally normal around cars that can be looted that are added from this mod. Not sure what other mod you have that causes that conflict.
The newly created containers before being placed in the world didn't apply the vanilla flags on the cars for pathing. These flags are Navmesh Import and Obstacle. Instead only new containers were created. So when NPC is pathing (walking/running) the Ai doesn't know that the cars are obstacles, and instead the NPC collides with the container cars which can injure them. In the case of Dogmeat often it kills the dog, giving a unnecessary need to heal Dogmeat which will quickly max out affinity on other actors from using Stimpaks on Dogmeat.
To the damage issue: SpaceMachineSixThousandOne wrote:
Yeah! I found it. The original cars had flags for Obstacle and NavMesh Generation Bounding Box. That way the Ai can see that it's a Obstacle? It's probably better to set the FormID to match what the vanilla cars were using though. Pretty cool stuff. Piper, It's a Obstacle!
maybe ! just a tip ... could happen if using (and we all are) some - Amazing FollowerTweaks or other mods that effect follower health and damage and AI. check the Follower mod settings , disable some options or try set it to default..
does this version lets us scrap cars and trucks in workshop, cause with the lootable cars mod wouldn't let me scrap them had to use CC to get rid of them
my mod contains information about the "health amount" of cars. so as far as I can tell from the description of the mod you specified, they are incompatible.
47 comments
it added truck doors that were locked at the back of trucks that you could pick locks on
but I can not remember what it was called, anyone recall what the mod is
called? or could be part of other mod pack or something?
Even before using this mod or any mod at all that touches world space cells, moon-moon used to run into cars and got himself hurt. Most prominently the cars around Hangman's Ally and near vault 81, where he even managed to get a car to explode in my first playthrough.
John
SpaceMachineSixThousandOne wrote:
Yeah! I found it. The original cars had flags for Obstacle and NavMesh Generation Bounding Box. That way the Ai can see that it's a Obstacle? It's probably better to set the FormID to match what the vanilla cars were using though. Pretty cool stuff. Piper, It's a Obstacle!
Amazing FollowerTweaks or other mods that effect follower health and damage and AI.
check the Follower mod settings , disable some options or try set it to default..
https://www.nexusmods.com/fallout4/mods/46566
я подумаю, что можно добавить.