Mods featuring driveables Shown in the screenshots: Driveable Motorcycle: https://www.nexusmods.com/fallout4/mods/21899 Driveable Jeep: https://www.nexusmods.com/fallout4/mods/36201 Other: Car Bot: https://www.nexusmods.com/fallout4/mods/17150 Commonwealth Vehicles: https://www.nexusmods.com/fallout4/mods/37364 Feel free to add something to the list
I am desperately trying to find a way to keep this in my load order. I .esl flag it and when I arrive half of the track seems to phase through a dirt superflat. Anyone know a solution I'd be ok with deleting the ground even doesn't need to be immersive haha
Hey bud! ^~^ One of the ghoul guards in good neighbor made mention of a 'sexy dame' in the simulation. That would be another cool simulation that I would like. Maybe you could do one for both male and female?Even if its just a fade to black screen like with magnolia :unsure; Pretty please?
Also is there a plan to combine all these mods into one? Like make it so that the simulation can be sleectable from a drop menu upon activating the pod? That'll be cool, cuz m mod order is getting pretty crowded.
Progress report from running the mod on older game exe: I'm using Driveable Motorcycle and Version Check Patcher. The ESP did not work, no door in the dreamspace. I renumbered the FormIDs and after that everything ran fine. The ESL worked, but there were invisible parts - the darker ground around RR, the grass land that the first track goes around. Strange thing is when I hopped on the motorcycle, they appeared. I got off - they disappeared again. I renumbered the FormIDs in the ESL too, all problems were gone. I would like to correct myself from earlier - in general I have no problems running ESLs, the ones created before Nov. '19. I guess not all created with the recent version of CK might work properly on older games. It's good that the vr pod framework(for some reason) works, because renumbering FormIDs there will surely break compatibility with all dreamspace mods. In conclusion, the new mods are best experienced with an updated game. Here is something funny while I was testing the tracks. Since I used the save with Fallout4-76 enabled, all humans were turned into feral ghouls. The rugged city became a warzone between super mutants and ghouls :) . Also I think the workshop and chem station connected with the global storage from SKK Quantum Storage, another mod I have installed. Thank you for the mod.
This is just plain entertaining! You've honestly made my day. Your vehicles even have working wheels You're gonna turn the sole survivor into a genuine memory pod addict
10 comments
Use your radio instead.
Shown in the screenshots:
Driveable Motorcycle: https://www.nexusmods.com/fallout4/mods/21899
Driveable Jeep: https://www.nexusmods.com/fallout4/mods/36201
Other:
Car Bot: https://www.nexusmods.com/fallout4/mods/17150
Commonwealth Vehicles: https://www.nexusmods.com/fallout4/mods/37364
Feel free to add something to the list
Or "Coc DS04RC07"
One of the ghoul guards in good neighbor made mention of a 'sexy dame' in the simulation. That would be another cool simulation that I would like.
Also is there a plan to combine all these mods into one? Like make it so that the simulation can be sleectable from a drop menu upon activating the pod? That'll be cool, cuz m mod order is getting pretty crowded.
-from Lefttounge
no endorse!
(just kidding, good job <thumbs_up> )
I'm using Driveable Motorcycle and Version Check Patcher. The ESP did not work, no door in the dreamspace. I renumbered the FormIDs and after that everything ran fine. The ESL worked, but there were invisible parts - the darker ground around RR, the grass land that the first track goes around. Strange thing is when I hopped on the motorcycle, they appeared. I got off - they disappeared again. I renumbered the FormIDs in the ESL too, all problems were gone. I would like to correct myself from earlier - in general I have no problems running ESLs, the ones created before Nov. '19. I guess not all created with the recent version of CK might work properly on older games. It's good that the vr pod framework(for some reason) works, because renumbering FormIDs there will surely break compatibility with all dreamspace mods. In conclusion, the new mods are best experienced with an updated game.
Here is something funny while I was testing the tracks. Since I used the save with Fallout4-76 enabled, all humans were turned into feral ghouls. The rugged city became a warzone between super mutants and ghouls :) . Also I think the workshop and chem station connected with the global storage from SKK Quantum Storage, another mod I have installed.
Thank you for the mod.
You're gonna turn the sole survivor into a genuine memory pod addict