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XRE Cars for Fallout 3

General mod discussion and requests.
horredtheplague
Posts: 38
Joined: Sat Sep 20, 2014 1:58 pm

Start your Engines!

Post by horredtheplague » Thu Aug 13, 2015 3:20 am

Start your Engines!


I got a base mod set up, and I placed the first service station. I went out of my way to avoid any landscape edits, to keep this as compatible as possible with <insert favorite mod here>. A few rocks 7 bushes slid this way & that, and that's about all. This means it was a bit rougher to get a decent placement for station and especially any approach lanes. The latter ended up more in battered remnants. This won't be the nicely-manicured set of stations you see in the Mojave, but then again the roads aren't nearly as pretty either. :)


I'm milling around on giving the cars a little 'tune-up', but I'll wait to see how well the stock cars perform in the rough terrain first. I've been spoiled with custom 'engine' settings for some time now, so I'll need to re-evaluate.


There's not much you can do for most of the features (and issues) of the mod, as Ermeso included blank source scripts for all but the most basic of functions (like tinkering with car's driving stats). But I'm going to try and restore the missing compass HUD so many have requested &/or missed (including yours truly). It's more difficult because his driving "UI" is actually done by scaling the player to tiny, strapping them in a chair and filming overhead from the Free Camera. Not entirely sure how he's pasting in the speedometer etc, it's in the "secret scripts". But in play-throughs I've noticed that the JIP companion avatars show up while driving, so maybe I can find a clue in those files. I'm no UI expert by a longshot, but I've hot-wired together a few XML's in my days. No promises, but I'll give it the old college try.


P.S: I'll post a screenie (or 3) as soon as I have enough done, worthy of a little gameplay testing.



killerbee256
Posts: 26
Joined: Fri Jun 05, 2015 5:43 am

There are enough roads in the

Post by killerbee256 » Sat Aug 15, 2015 12:32 am

There are enough roads in the CW, granted there are A LOT of dead ends and broken bridges so be careful about that when your taking a Sunday drive. I played around in with cars in the CW in the pre train station days by using the "move to" command to get a car to the CW.



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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

Sounds good Horred!

Post by KeltecRFB » Sun Aug 16, 2015 4:34 am

Sounds good Horred!


...


Some of Mattel's cars are callable and that is what I used. 


 


"Si vis pacem, para bellum!"

horredtheplague
Posts: 38
Joined: Sat Sep 20, 2014 1:58 pm

I had a few hours today

Post by horredtheplague » Fri Aug 21, 2015 11:08 pm

I had a few hours today waiting on a cavity map to bake, so I went in and placed a few more stations. I think it's 7 or 8, spread around the Wasteland somewhat evenly. Still need to place some cars, fill out some forms & such, but almost there. One more good jam session and I should have an alpha version ready to torment the courageous.


I was considering a combination of a few purchasable cars, and a few you can just find & drive (in logical &/or tricky places). Maybe 15-20 in all, there's a hard-coded limit of 70 cars in all the lands. (Well, it's buried in inaccessible compiled scripts w/o source code available = same damn thing).


Because of this limitation, there's only so much that can be done for this mod w/ the author AWOL. I'll try to get you a nice clean working version, and if people enjoy it enough maybe I'll try some of that advanced stuff I mentioned before (e.g., restoring the Compass to HUD).



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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

Cool, very cool!

Post by KeltecRFB » Fri Aug 21, 2015 11:33 pm

Cool, very cool!  Thanks!


"Si vis pacem, para bellum!"

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pintocat
Posts: 576
Joined: Sun Apr 07, 2013 12:50 am

Sounds good. Can't wait to

Post by pintocat » Sat Aug 22, 2015 12:56 am

Sounds good. Can't wait to try it out.



horredtheplague
Posts: 38
Joined: Sat Sep 20, 2014 1:58 pm

Your wishes are my commands.

Post by horredtheplague » Sat Aug 22, 2015 4:46 am

Your wishes are my commands. smiley


 


https://taleoftwowastelands.com/content/xre-cars-ttw


 


Enjoy!!!



killerbee256
Posts: 26
Joined: Fri Jun 05, 2015 5:43 am

Could you make a drivable

Post by killerbee256 » Mon Sep 14, 2015 2:05 am

Could you make a drivable version of the of the intact cars from Tranquility Lane?



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