Nicely done, however as in all things variety is the spice of life.
It would be great to have an approach that adds this and retains the vanilla trains, randomising where they appear in the Commonwealth. Using a tool like Base Object Swapper could help with that.
If I had the time right now to learn how to mod, I would use BOS and RobCo Patcher to make patches for all of these kinds of mods on the Nexus. XD
Thank you so very much for this mod! Is there anyway to make this work with PRP? When using together, the vanilla locomotive overlaps with your model. Thank you again :)
i hope some day someone makes an addition and adds some of the vault 88 passenger cars, perhaps with a nice green rusty texture to match the this train, seems kinda odd that the ground railway is freight only and the monorail is the only passenger service as its kinda restricted to where the elevated highway runs
I hate to find these awesome looking replacers that don't affect the gameplay at all and just occupies space, but now that I know they exist, I absolutely must have them in my load list.
When I first played the game it took me a while to realize that the vanilla trains were actually... trains. I kinda wondered if it was some kinda Railway cannon, cause it kiiiinda resembles one with how tall it is.
I'm not even a train nerd, and I couldn't help but feel like something was... off. And just doing a few minutes of research I just can't help but feel I now know more about train design then whoever designed the vanilla trains. Things like wheel arrangement, Duplex locomotive, or why you can't have a train taller then the cars it's hauling. (simple answer: Tunnels, bridges, and loading gates!) I found something on twitter where a johndrinkin modified the train design a bit and it looks significantly more believable - Even if it is still too tall.
I agree The vanilla Trains are a horrible design, This mod fixes that problem and makes it more believable but what annoys me the most is the way Bethesda designed the track layout specifically between Grey garden and Oberland station the incline of the track is to steep and would cause any train to speed out of control and crash or never make it up the hill due to it being at a 30-40 degree incline causing wheel slippage. I have noticed they did the same thing in Fallout 76, I know it was most likely done like that due to the developers not willing to devote World space just for train tracks to be realistic but its just something that ticks me off.
I noticed this while walking along the tracks. I'm sure it has alot to do with how they design their worldspace overall. it would be interesting to learn how bethesda approaches the creation of their heightmaps at the start of a project. I'd be willing to bet that the developers of that section of track have the same problems with it that you do :P it's just bad, but there's nothing anyone can do about it because that giant hill is built into the heightmap and the design of the surrounding areas.
Well, you haven't seen s#*! yet. Train tracks near Beantown Brewery, are so steep, that there is no way any train could climb it, or go down from it. It is so bad, that I think about it every time I get close to it.
That Oberland-Greygarden grade cracks me up. Glad to know I’m not the only one bugged by it. You might argue that after 200 years the landscape has eroded, shifted, built up, whaddever, but it doesn’t explain the tracks on the hill being more or less intact.
Even if the NH&M assigned a helper crew to Oberland to shove trains up and over the hump, it would all be for naught in autumn when the falling leaves pile up on the tracks and it rains. Sit and spin!
And yeah...coming down the hill is another thing. Pretty sure the air tanks would be bled dry from applying the brakes all the way down. Has anyone ever heard of the Flying Diesel Corps? Wheeeee!!!!
Glad to know I'm not the only one who looked at the incline of the tracks and just scratched my head haha. I try to play it off like, "Oh...maybe the bombs were SOOOOO powerful that it warped the ground and the tracks to this angle without actually destroying the tracks". I'm only fooling myself though.
The problem is that Bethesda folks grab a real map, build heightmap, then compress it, and call it a day. If you "uncompress" the terrain, everything will be fine - area for airport and its runways, subway stations, buildings, etc.
The fun thing is, most of the stuff is ok itself, it's the problem with the terrain itself. This is especially painful in Fallout 76 world. While world is huge, it's too compressed, and it shows.
at some point you just have to make massive leaps of logic to make stuff connect in the world .-. sometimes it works, sometimes...well you see these train tracks and just imagine a big freight train barreling down, wheels squealing against the brakes, and the conductors praying to whatever gods they worship that their train will make it to the bottom without derailing.
Oh god yeah the tracks near Grey Garden. I think I woulda accepted if the tracks clipped into the ground, implying over the past 200 years a mudslide happened and burred the old tracks.
There are a ton of what I guess can be described as 'World Compression' issues when it comes to the roads. Mostly with the inclines. But also the speed limit. Anyone notice what the speed limit on the road between Drumlin Diner, and Starlight Drivein? The one that ends at a stop sign, where Trashcan Carla is usually sitting at when you first start the game? 75Mph! On a road that ends with a stop sign on one end and a traffic light the other. - If the speed limit doesn't change imagine going down that hill south of Starlight Drive in at 75mph. That be more intense then most rollercoasters
maybe the engines could be treated like containers and all have the "magical magnetic" dampening coils. Eddy current / magnetic breaking could be used slow the thing down. making it a ginormous rail gun for propulsion up hill ... just a tiny bit of a stretch
the problems you describe with trains and railroad tracks i have with streets, cars and truck design. i would like to see any npc sitting in such a vehicle without clipping...
It would take some work, but one way to correct some of the various grade issues, could be to include a plausible type of locomotive near them. Say a small 2 axle switching locomotive, or such. Problem is while sure that'd make sense from an immersive standpoint... there's really not much reason beyond that to do it.
haha, also take a closer look how the weels are connected. the coupling rods are too close together. Should anyone actually try to move the machine, they would break and tear out of their bearings.
I can't for the life of me get this to work. I tried loading it with the archive, crash on main menu. Loose files, crash again. Are there any hard incompatibilities this mod would have that results in such a thing?
143 comments
It would be great to have an approach that adds this and retains the vanilla trains, randomising where they appear in the Commonwealth. Using a tool like Base Object Swapper could help with that.
If I had the time right now to learn how to mod, I would use BOS and RobCo Patcher to make patches for all of these kinds of mods on the Nexus. XD
I kinda wondered if it was some kinda Railway cannon, cause it kiiiinda resembles one with how tall it is.
I'm not even a train nerd, and I couldn't help but feel like something was... off. And just doing a few minutes of research I just can't help but feel I now know more about train design then whoever designed the vanilla trains. Things like wheel arrangement, Duplex locomotive, or why you can't have a train taller then the cars it's hauling. (simple answer: Tunnels, bridges, and loading gates!)
I found something on twitter where a johndrinkin modified the train design a bit and it looks significantly more believable - Even if it is still too tall.
This though. This looks a lot better!
I have noticed they did the same thing in Fallout 76, I know it was most likely done like that due to the developers not willing to devote World space just for train tracks to be realistic but its just something that ticks me off.
Even if the NH&M assigned a helper crew to Oberland to shove trains up and over the hump, it would all be for naught in autumn when the falling leaves pile up on the tracks and it rains. Sit and spin!
And yeah...coming down the hill is another thing. Pretty sure the air tanks would be bled dry from applying the brakes all the way down. Has anyone ever heard of the Flying Diesel Corps? Wheeeee!!!!
The fun thing is, most of the stuff is ok itself, it's the problem with the terrain itself. This is especially painful in Fallout 76 world. While world is huge, it's too compressed, and it shows.
I think I woulda accepted if the tracks clipped into the ground, implying over the past 200 years a mudslide happened and burred the old tracks.
There are a ton of what I guess can be described as 'World Compression' issues when it comes to the roads. Mostly with the inclines. But also the speed limit. Anyone notice what the speed limit on the road between Drumlin Diner, and Starlight Drivein? The one that ends at a stop sign, where Trashcan Carla is usually sitting at when you first start the game?
75Mph! On a road that ends with a stop sign on one end and a traffic light the other. - If the speed limit doesn't change imagine going down that hill south of Starlight Drive in at 75mph. That be more intense then most rollercoasters