If I were to make a suggestion it would be to make normal cars optional and have most vehicles be trucks with the NCR logo (In the game trucks are mentioned to transport resources to the NCR), these trucks can be destroyed by either shooting the "head" (window) or using mines/explosives to stop it moving, when the trucks/cars are destroyed have them be lootable (As in you just press E on the car/truck model and it opens the loot menu just like metal boxes) which might have some stuff in them. A tank would also be neat, basically it would be a rocket-launcher human with a unique model and high DT, it should be a bit slower than walking NPC speed. Edit: stupid me, I should've looked at the videos section. NCR truck convoys sound interesting
I haven't actually been working on any of this for a while now, but the plan was to have a seperate mod that added military vehicles because this was more of an aesthetic thing while prototypes of the military one had a big impact on gameplay and the overall feel of the game. There's some screenshots of it in my images on here. I hope to get back to it eventually.
I don’t know how active you still are here, but I had a question if you see this. I installed Drivable Cars in MO2, messed around for a bit, and it worked perfectly including using the controller for driving. I go and install your Traffic mod, and suddenly I can’t drive with the controller and I can’t buy cars anymore. Can you give me any insight on how to fix this?
So this mod looks great, exactly what I've been looking for. Except it doesn't seem to work for me. Specifically there are no vehicles, I checked the locations around the clinic like in the images and there were no cars there. Even stranger though was the fact that the mod seems to have made the lucky 38 model consist of only lines? It's quite weird. Does this mod alter the strip or the lucky 38 LOD?
Any help with both of these things would be appreciated!
nvm about my previous post, didn't realize they spawned in and out on occasionally (that's immersive) ... I wonder if it is possible to make scripted cars, so that they don't spin (in a separate mod. like the vertibirds or airplane. It would probably make it more difficult to make destroy/kill scripts along with spawning scripts, but the animation abilities would be immersive none the less even if you couldn't destroy them (then they could run you over too, but you couldn't run into them with frontier cars or XRE cars) (unless there were a way to script it with the car explosion). It would definitely have to be for a neutral/hero playthrough immersion type of mod. too bad I'm oblivious/blind towards coding or id try myself.
Oh man, I do hope you pick this up again. It's amazing how much a simple change such as this helps with immersion in the game, this mod has so much untapped potential... A full version of this plus some other population mods would be just...*chef's kiss*
Some other possible routes could be to and from other NCR centres or where roads come closest to them, either right away or when certain hazards have been cleared/quests solved: Hoover Dam, Mojave Outpost (clear one of the lanes going up to it), Primm Outpost, NCRCF, Sloan, Camp Forlorn Hope, Camp Golf, the various Ranger Stations, Bitter Springs. Or remove routes to a Novac conquered by the Legion, or a Goodsprings by Powder Gangers. Also or instead, could there be a way for players to set their own Traffic routes, maybe by dropping beacons or posting signs, after assuring themselves that vehicles on them would not be under constant attack?
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Edit: stupid me, I should've looked at the videos section. NCR truck convoys sound interesting
I don’t know how active you still are here, but I had a question if you see this. I installed Drivable Cars in MO2, messed around for a bit, and it worked perfectly including using the controller for driving. I go and install your Traffic mod, and suddenly I can’t drive with the controller and I can’t buy cars anymore. Can you give me any insight on how to fix this?
Thanks very much
Specifically there are no vehicles, I checked the locations around the clinic like in the images and there were no cars there. Even stranger though was the fact that the mod seems to have made the lucky 38 model consist of only lines? It's quite weird. Does this mod alter the strip or the lucky 38 LOD?
Any help with both of these things would be appreciated!
As for the LOD, it's not likely it's this.
I wonder if it is possible to make scripted cars, so that they don't spin (in a separate mod. like the vertibirds or airplane. It would probably make it more difficult to make destroy/kill scripts along with spawning scripts, but the animation abilities would be immersive none the less even if you couldn't destroy them (then they could run you over too, but you couldn't run into them with frontier cars or XRE cars) (unless there were a way to script it with the car explosion). It would definitely have to be for a neutral/hero playthrough immersion type of mod. too bad I'm oblivious/blind towards coding or id try myself.
i used just one esp and still not'a thing.
A full version of this plus some other population mods would be just...*chef's kiss*