Vehicles in fallout new vegas
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All XRE models have corrected weight and moment of inertia 3rd party addons are now officially supported, guide and templates released The change drivecam function works now, shifting through 5 different cam angles The very second someone publishes a nvse plugin or something for this, I will be adding 1st person view to CARS! and any future XRE release. Q: Will 1st person view be supported in the future?Ī: First person view requires control over camera y-axis rotation, or 'side-tilting', for which there is no script function available. The screen will turn green when you're positioned correctly. To use the service stations, place your car in the middle of the service platform, with the tank facing the fuel robot. If you're keyboard lacks that key, you can also open the menu by typing "set XRECarMenu to 1" into the console.Ī: I will rarely add new cars myself as I don't have the time for it, you should ask other modders/artists.Ī: You'll need to find a REX Service Station. If that still doesn't fix it, make the following changes in Fallout.ini and Fallout_default.ini:Ī: Press asterisk * while driving. With some versions of the game this fix doesn't work the next solution is to use FOMM to launch the game, make sure to set it to launch NVSE. Q: I keep getting the 'enable and quit' message.Ī: First, make sure your Fallout.ini is not set to read-only. CARS! definately runs best at >40fps framerates, meaning at least a decent quad-core system and mid-range graphics card. NV Stutter Remover and an invisible wall remover are highly recommended. This should force the debugger to refresh the model.įast-travel: Fast travel while driving is simply not possible without messing up the game.įinding every car turned nose up: This is a clear sign of not having cleaned your savegame first. If a fuel arm keeps being disfunctional, click on it in the console and type "disable". I've put error detection on them, replacing their world model automatically when they start wandering. This shoudn't happen and messes up the lift, so don't do it.įuel robot arm problems: Like the carlift, the fuel arm tends to confuse the game. Also, there's a bug where it lets you turn it on without a car present. If this doesn't help, you can have deliveries skip the lift sequence altogether by typing "set XREUseCarLift to 0" in the console. Stay in the area until it finishes, don't go inside.
#Vehicles in fallout new vegas update
Although this shouldn't make a difference, you should update NVSE to the latest version, just to be sure.Ībout the carlift: The carlift is sensitive to gamestate changes like saving/reloading, traveling away and back, while it's in operation. Update NVSE: I stated v.2b12 is the minimum required version, however, lately I've been using beta 3b2. I will update this section with the most common issues and solutions discussed in the forums, until I update the instructions.readme.Įngine sound remains after exiting a car: There's a quickfix for this in the files section.
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#Vehicles in fallout new vegas full
What's left now is some remaining sound fx I've been postponing and finally the full testing run.Ģ5/01 Added quickfix enabling page 2 of the controls menu. I'm going to release before I finish the import guide to minimize the wait. My voice actor came through, thanks for the offers made by some of you anyway. I'll finish the car addon guide and template asap so you can start adding your own models.ġ5/08 Very close now. I'm sure there will be bugs, so report them and please include xre debug codes if given. The scripts alone have grown to around 300kb. It's a hefty update, improving and expanding the project on nearly all fronts. The guide is located at /addonguide/.Ģ0/08 Finally, after about half a year, I've released v0.85. The addon kit is only needed to build addon models, not to load them in the game. = NEWS =ġ1/09 Released v0.86 update, the addon kit and the addon guide.