Some recent important notes: -Now requires Garden of Eden Papyrus Script Extender (noted, of course, also in the Requirements section of the Description and when downloading this mod). -Now with xBox gamepad/controller support and handier-dandier-end-user-remappable/rebindable keyboard/gamepad, through editing of the ASAHavokTruckRevisitKBMGP.ini file located in the \Fallout 4\Data\F4SE folder:
-There is an optional file in the Files section, with some copies of worldspaces to goof around in (the worldspaces have lots of holes and floaty things, so really just for testing and goofing off). The "CW w/almost nothing (no roads or much else) - ASATracks02" is particularly good for simple fooling around.
Do not uninstall the mod while driving a vehicle. Hit Tab key to enter Pip-Boy to resolve if you've uninstalled this mod before exiting the vehicle and caused your character to become frozen.
Do not load a previous save while driving a vehicle. But if you do and this has caused your character to to have movement issues, close the game completely (don't just lazy Quit To Main Menu), reopen the game and load a previous save.
...and, as the framework page's Description states (and as we already know as the seasoned computer users we all are), remember to: "-Save early, save often." ...as in 'Save before you get in the vehicle', lol...'cause I blocked Saving while IN the vehicle now, because yeah.
Seriously, don’t just stand on the W (and Shift key) and ‘Hope for the best’. (unless *maybe* when going up a hill…but, even then, you’re going to carry that momentum over the top so think a bit about that)
Short presses are your friends (but the W key presses are cumulative, so multiple presses and then a hold will lalalala...you get it ).
There is a bug where im invisible upon entering the jeep, and I cannot do anything except zoom in and out with the mouse wheel, can't honk, move, exit it, etc.
I can't get this or the addons for it to work. I tried doing what a user on one of these said and changing my load order so the addons were before the main mod instead of after as it was originally. Still, the vehicles -any of them- drop like their supposed to, but when I get in it no button works and I'm stuck in it until I alt-F4 out of the game. In fact, when I come back and reload the save, -unless I completely restart the game, which I realize now has been said to do.- I'm sometimes stuck in place. I tried removing the two addon/patches. And it still wouldn't work with just the trucks. They appear and look cool, but won't move and I'm stuck inside. AFAIK I don't have anything affecting keys. I do have a bunch of mods installed, though. So I don't know where to even begin trying to find out if one of those is affecting this mod. I did notice that NMM didn't put the .ini file in F4SE, so I reinstalled the mod and addons manually. Still did the same thing. After that I did try it with the main mod first and last in the load order, and with and without the addons. Still no go. Checked the .ini file to make sure the buttons were assigned as it was telling me. They were, but none of them worked. Anywho, I guess I don't get to drive around Fallout 4 in a fancy vehicle. :(
is the cumulative pressing and boost aspect of this an engine limitation? could you combine all these values into one key press with a time-bound gradient? that'd really wrap up one major aspect of the handling here. and then i dunno about turning, honestly. or how you'd program an input to be bound to the trigger (not *technically necessary really if the acceleration feels fine through hold and release) much less the stick for that matter. i noticed that tuning is different by default for these cars, as i like the wasteland havok cars and i noticed better handling on cars featured in your recent videos. must be a lot of work. cheers
The way acceleration works...it's mostly a choice on my part and unlikely to change. I enjoy that the way it is. 🤷 Admittedly, the mechanic works better for keyboard users. But then again...this is/was built for keyboard and, quite honestly, gamepad was an afterthought at best and at worst was me simply being tired of reading the requests, lol.
As for turning...that's why there's a key to change the turning radius/force, with 5 levels of adjustment.
Cannot tie turning to a gamepad's left/right stick/trigger and have it be incremental depending on how much the stick/trigger is tilted/angled. The base game can do it for base game type things, of course, but it will only be all or nothing here...Turn on or Turn off (or Accelerate on/off). That can't be changed, to my knowledge, and it is what it is. Perhaps (I doubt it, but) someone could build some specific F4SE extender/DLL setup that could make that possible, but I highly doubt that would find anyone knowledgeable enough to do that and be willing to put the effort for it into 'one mod that isn't their own'.
However, my turning mechanic (regardless of gamepad/keyboard) is a pseudo-incremental setup on its own. User taps Turn, get a hard but short-lived swivel of the wheels. Tap and hold will start out similarly, then returns to a lower swivel force, then gradually heightens the force behind the swivel (up to which point the turning was still based on the wheel's grip), then eventually pressures the vehicle itself to start to pivot.
Something to note regarding this and an earlier comment about that High FPS Physics Fix mod... ...the Papyrus (script) function we use to control turning is not at all handled well by the game when at FPS that are out of game-standard range (60FPS). Such as when using that High FPS Physics Fix mod and V-Sync off to get some super duper high 144+ FPS or whatever. When like that and making any attempt to turn, however brief, can (but not always, of course) flop those wheels around like a pancake in a tornado making turning just rage inducing. I don't pay this much mind, though, since can't do much if someone plays outside of normal game ranges. That's their prerogative. (conversely, potatoes will have sluggish turning, of course...but yeah...can't just say 'get better PC', that'd be mean and idiotic of me)
Handling, overall, is different for them all really. Sometimes intentional to make them feel different from each other. Sometimes haven't recently had a good idea how to improve it for that particular vehicle's style/frame/configuration (I'm looking at you, cycles! 😡 ). Sometimes just me not yet having back-ported newer/recent changes/improvements to xyz other vehicles.
Anyhoo, not really 100% sure what you meant in particular, just going over/through some common topics about the “handling”.
I've also had a lot of practice with driving the vehicles, so my "handling" may always look different/better than a user's "handling" (when I’m paying attention to where I’m headed/going, at least).
One additional note is that triggers on the gamepad don't seem to be mappable at all via our methods (F4SE+Papyrus+GoE+INI). Simply won't respond to anything other than the game's set controls. That's an entirely different question and still looking at that.
well outside of preference with the way this works, if control mapping on engine-level including tilt and so on could be worked out it sounds very doable to have a normal beam-ng kind of set up for these cars.
i think in your case and really in any mods case it comes down to exposure, the strides you make and who decides to care and chip in and how receptive you are to what happens. and so much of that is out of anyones real control, lol. i only ever hope for the very best for the modding community. i tell you what, if i were rolling in the millions i'd be shelling out big time dollars just to see mods get made.
Yep, W (Forward) is cumulative (just like you did, by pressing it an amount of times then holding it). Additionally, Shift (Boost) is additive to Forward. Additionally additionally, B (Extra Boost) is additive to Forward + Boost.
Remember, while in a vehicle, can always press the number 4 key to see the instructions again (where all that is listed and detailed).
*game has input delay* *i turn Vsync off to have LESS input delay* modder: *wHy WoUlD sOmEoNe Do ThIs?*
also, this game is patched up with duct tape and gum, both from the cheapest brand, so WHY wouldn't you patch your mod to work with high FPS physics fix?
you are doing the lord's work, but you are doing it halfway through... technical limitations or lazy f***ing ass?
Try it with V-Sync disabled and High FPS Physics Fix and see how it goes, you may have no trouble at all and be perfectly fine (well, at least as "fine" as these driveables are for anyone else, of course). Let us know what your experience is, if it's better/worse than with V-Sync on and without High FPS Physics Fix installed, we'd be interested to hear.
(I see someone is wearing their Grumpy-Pants today, but that's okay...we all have those days)
Do I need to use Vault 111 elevator to have something from this mod in my inventory? Or any commad I can use to spawn this object? Unfortunatley it somehow does not appear for me.
Yeah, I’ve had a couple other people mention the spawners don’t automatically get into inventory if start a fully new game from vanilla start. Looking into it.
But, yes, can always Command Console PlaceAtMe the Spawners and that will force them into inventory just like you did.
208 comments
Have fun and good luck. 🙂
Some recent important notes:
-Now requires Garden of Eden Papyrus Script Extender (noted, of course, also in the Requirements section of the Description and when downloading this mod).
-Now with xBox gamepad/controller support and handier-dandier-end-user-remappable/rebindable keyboard/gamepad, through editing of the ASAHavokTruckRevisitKBMGP.ini file located in the \Fallout 4\Data\F4SE folder:
Also feel free to try:
-Driveables of the Commonwealth APC, https://www.nexusmods.com/fallout4/mods/90390
-Wasteland Havok/Cool Cars Add-on, https://www.nexusmods.com/fallout4/mods/85494.
-4 Teh LOLz Memes Add-on, https://www.nexusmods.com/fallout4/mods/80247
-Jeep Add-on, https://www.nexusmods.com/fallout4/mods/77211
-Cycles Add-on, https://www.nexusmods.com/fallout4/mods/77906
-Attack of the Lobotomites tie-in - Lobo-A-GoGo, https://www.nexusmods.com/fallout4/mods/80318
-Tumbajamba's Gunner Armor Collection, https://www.nexusmods.com/fallout4/mods/87501
-DOTC - Wasteland Garage Collab, https://www.nexusmods.com/fallout4/mods/87195
-There is an optional file in the Files section, with some copies of worldspaces to goof around in (the worldspaces have lots of holes and floaty things, so really just for testing and goofing off).
The "CW w/almost nothing (no roads or much else) - ASATracks02" is particularly good for simple fooling around.
Hit Tab key to enter Pip-Boy to resolve if you've uninstalled this mod before exiting the vehicle and caused your character to become frozen.
Do not load a previous save while driving a vehicle.
But if you do and this has caused your character to to have movement issues, close the game completely (don't just lazy Quit To Main Menu), reopen the game and load a previous save.
...and, as the framework page's Description states (and as we already know as the seasoned computer users we all are), remember to:
"-Save early, save often."
...as in 'Save before you get in the vehicle', lol...'cause I blocked Saving while IN the vehicle now, because yeah.
(unless *maybe* when going up a hill…but, even then, you’re going to carry that momentum over the top so think a bit about that)
Short presses are your friends (but the W key presses are cumulative, so multiple presses and then a hold will lalalala...you get it
I tried doing what a user on one of these said and changing my load order so the addons were before the main mod instead of after as it was originally. Still, the vehicles -any of them- drop like their supposed to, but when I get in it no button works and I'm stuck in it until I alt-F4 out of the game. In fact, when I come back and reload the save, -unless I completely restart the game, which I realize now has been said to do.- I'm sometimes stuck in place.
I tried removing the two addon/patches. And it still wouldn't work with just the trucks. They appear and look cool, but won't move and I'm stuck inside.
AFAIK I don't have anything affecting keys. I do have a bunch of mods installed, though. So I don't know where to even begin trying to find out if one of those is affecting this mod.
I did notice that NMM didn't put the .ini file in F4SE, so I reinstalled the mod and addons manually. Still did the same thing. After that I did try it with the main mod first and last in the load order, and with and without the addons. Still no go. Checked the .ini file to make sure the buttons were assigned as it was telling me. They were, but none of them worked.
Anywho, I guess I don't get to drive around Fallout 4 in a fancy vehicle. :(
Admittedly, the mechanic works better for keyboard users.
But then again...this is/was built for keyboard and, quite honestly, gamepad was an afterthought at best and at worst was me simply being tired of reading the requests, lol.
As for turning...that's why there's a key to change the turning radius/force, with 5 levels of adjustment.
Cannot tie turning to a gamepad's left/right stick/trigger and have it be incremental depending on how much the stick/trigger is tilted/angled. The base game can do it for base game type things, of course, but it will only be all or nothing here...Turn on or Turn off (or Accelerate on/off). That can't be changed, to my knowledge, and it is what it is. Perhaps (I doubt it, but) someone could build some specific F4SE extender/DLL setup that could make that possible, but I highly doubt that would find anyone knowledgeable enough to do that and be willing to put the effort for it into 'one mod that isn't their own'.
However, my turning mechanic (regardless of gamepad/keyboard) is a pseudo-incremental setup on its own. User taps Turn, get a hard but short-lived swivel of the wheels. Tap and hold will start out similarly, then returns to a lower swivel force, then gradually heightens the force behind the swivel (up to which point the turning was still based on the wheel's grip), then eventually pressures the vehicle itself to start to pivot.
Something to note regarding this and an earlier comment about that High FPS Physics Fix mod...
...the Papyrus (script) function we use to control turning is not at all handled well by the game when at FPS that are out of game-standard range (60FPS). Such as when using that High FPS Physics Fix mod and V-Sync off to get some super duper high 144+ FPS or whatever. When like that and making any attempt to turn, however brief, can (but not always, of course) flop those wheels around like a pancake in a tornado making turning just rage inducing.
I don't pay this much mind, though, since can't do much if someone plays outside of normal game ranges. That's their prerogative.
(conversely, potatoes will have sluggish turning, of course...but yeah...can't just say 'get better PC', that'd be mean and idiotic of me)
Handling, overall, is different for them all really. Sometimes intentional to make them feel different from each other.
Sometimes haven't recently had a good idea how to improve it for that particular vehicle's style/frame/configuration (I'm looking at you, cycles! 😡 ). Sometimes just me not yet having back-ported newer/recent changes/improvements to xyz other vehicles.
Anyhoo, not really 100% sure what you meant in particular, just going over/through some common topics about the “handling”.
I've also had a lot of practice with driving the vehicles, so my "handling" may always look different/better than a user's "handling" (when I’m paying attention to where I’m headed/going, at least).
One additional note is that triggers on the gamepad don't seem to be mappable at all via our methods (F4SE+Papyrus+GoE+INI). Simply won't respond to anything other than the game's set controls.
That's an entirely different question and still looking at that.
That was fairly rambling, but oh well, lol.
i think in your case and really in any mods case it comes down to exposure, the strides you make and who decides to care and chip in and how receptive you are to what happens. and so much of that is out of anyones real control, lol. i only ever hope for the very best for the modding community. i tell you what, if i were rolling in the millions i'd be shelling out big time dollars just to see mods get made.
I had to use the command "help truck 0 misc" to find it.
But, yeah, what you did is a good alternative if didn’t get into inventory appropriately. 👍
edit: Ok, I got it. Not by pressing W, but by cklicking W multiple times will send the vehicle FLYING.
Yep, W (Forward) is cumulative (just like you did, by pressing it an amount of times then holding it).
Additionally, Shift (Boost) is additive to Forward.
Additionally additionally, B (Extra Boost) is additive to Forward + Boost.
Remember, while in a vehicle, can always press the number 4 key to see the instructions again (where all that is listed and detailed).
*i turn Vsync off to have LESS input delay*
modder: *wHy WoUlD sOmEoNe Do ThIs?*
also, this game is patched up with duct tape and gum, both from the cheapest brand, so WHY wouldn't you patch your mod to work with high FPS physics fix?
you are doing the lord's work, but you are doing it halfway through... technical limitations or lazy f***ing ass?
Let us know what your experience is, if it's better/worse than with V-Sync on and without High FPS Physics Fix installed, we'd be interested to hear.
(I see someone is wearing their Grumpy-Pants today, but that's okay...we all have those days)
never really noticed issues to be honest
help "spawn marker" 0Then PlaceAtMe the Activator versions and then just pick them up or use them. That'll force them into inventory too.
But, yes, can always Command Console PlaceAtMe the Spawners and that will force them into inventory just like you did.