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UVM - [ Ultimate Vehicle Mod ] - Foundation Base Beta Release

I'm not really good at reading the logs. Also, there was a red sea in the console pointing to some issue with NPC mod, but the mod itself works fine alone, so I guess I need to find whatever it is that makes it go crazy.

 
Wow just came across this. This looks fantastic! I love the design behind this mod and how it actually gives players something "More" to do while making the world feel more lived in. I will ping the rest of my server group to see if they are interested in giving this a whirl. Bravo!!!

 
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Just a heads up, there's a warning regarding the localization file, something about missing keys so the localization file is ignored by the game on load.

 
Wow just came across this. This looks fantastic! I love the design behind this mod and how it actually gives players something "More" to do. I will ping the rest of my server group to see if they are interested in giving this a whirl. Bravo!!!
Enjoy! Please post any feedback you may have.

Just a heads up, there's a warning regarding the localization file, something about missing keys so the localization file is ignored by the game on load.
Will advise the relevant people, thanks.

 
Will advise the relevant people, thanks.
You're welcome.

Any plan to add motorcycles, or flying vehicles to this mod? Looks awesome btw.
This would be actually pretty cool. Right now I am using a different mod (alongside this one) that is only there for vehicle "decorations", meaning it places different vehicles including flying ones and motorcycles, but they are only lootable and harvestable, not useable in any other way. Together with this mod it gives you so much variety that when you're in the city, it feels very realistic. If this was all in one mod, I could stop using the other mod to save some memory.

 
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Any plan to add motorcycles, or flying vehicles to this mod? Looks awesome btw.
Both are up for consideration after the main body of work is done.

This would be actually pretty cool. Right now I am using a different mod (alongside this one) that is only there for vehicle "decorations", meaning it places different vehicles including flying ones and motorcycles, but they are only lootable and harvestable, not useable in any other way. Together with this mod it gives you so much variety that when you're in the city, it feels very realistic. If this was all in one mod, I could stop using the other mod to save some memory.
Motorcycles and flying are considered.

I optimize the mesh and materials to reduce the gpu load like all my mods, unfortunately this is time consuming. I also need to build all the upgraded versions for the existing ones, then the same would be true for motorcycles.

Im not saying I wont eventually, just wont be immediately until the main body of work is done. :)

 
Hey Dust2Death

I know it's kinda plan to keep it low poly probably. But will we ever see a release with higher poly too? Those BMW, Supras and Lambos would look dope.

 
Hey Dust2DeathI know it's kinda plan to keep it low poly probably. But will we ever see a release with higher poly too? Those BMW, Supras and Lambos would look dope.
Not currently. Depends on how big of a hit is involved once all the upgraded cars are done and they are all loaded at once ;)

Thought behind that would be people collecting cars on servers, so many rendered at once etc.

 
Dust2Death,

in blockplaceholders.xml on line n. 37, there seems to be a redundant comment end mark: "-->" at the end of the line. Xml parser of the game may not be as strict to complain about this at the moment, but it could eventually cause trouble later if you wanted to extend the code, maybe by inserting actual comment and forgot about the redundant ending comment mark. It could accidentally comment out much more than you would want to comment out.

 
Dust2Death,
in blockplaceholders.xml on line n. 37, there seems to be a redundant comment end mark: "-->" at the end of the line. Xml parser of the game may not be as strict to complain about this at the moment, but it could eventually cause trouble later if you wanted to extend the code, maybe by inserting actual comment and forgot about the redundant ending comment mark. It could accidentally comment out much more than you would want to comment out.
Nice catch.

Ive removed the comment end, Git has been updated if anyone wants to grab that one file.

Nexus will get it in the next major update.

 
Is there any chance this could be updated for A18 (or A19 when it comes out)?

Or - has this been tested with A18? Do you know what it would take to get it working?

EDIT: I haven't tested it myself, the info in mod.xml said it was for A17, that's why I ask.

 
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Is there any chance this could be updated for A18 (or A19 when it comes out)?

Or - has this been tested with A18? Do you know what it would take to get it working?

EDIT: I haven't tested it myself, the info in mod.xml said it was for A17, that's why I ask.
A17 in mod.xml was most likely just a typo, or it could be simply that its development started in A17, but really when you look at the date of creation of this thread, top-right corners of the screenshots, you would have all the hints that this indeed was made for Alpha 18+.

 
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A17 in mod.xml was most likely just a typo, or it could be simply that its development started in A17, but really when you look at the date of creation of this thread, top-right corners of the screenshots, you would have all the hints that this indeed was made for Alpha 18+.
Thanks. I suspected it might be for A18, but you never know, lots of mods started in A17 and just weren't updated to A18 (because they would be broken, or it would take too much work to update).

I'll give it a shot then.

But, just an FYI to @DUST2DEATH - if you leave the version as A17, the Mod Launcher won't know it's compatible with A18, so it won't let you download it through the Mod Downloader. I don't know if this is a priority or not. (TBH I don't know if it's even added to the Mod Launcher in the first place, since I stopped using A17 by the time this modlet was created.)

 
But, just an FYI to @DUST2DEATH - if you leave the version as A17, the Mod Launcher won't know it's compatible with A18, so it won't let you download it through the Mod Downloader. I don't know if this is a priority or not. (TBH I don't know if it's even added to the Mod Launcher in the first place, since I stopped using A17 by the time this modlet was created.)
This is good to know, thanks.

 
Thanks. I suspected it might be for A18, but you never know, lots of mods started in A17 and just weren't updated to A18 (because they would be broken, or it would take too much work to update).

I'll give it a shot then.

But, just an FYI to @DUST2DEATH - if you leave the version as A17, the Mod Launcher won't know it's compatible with A18, so it won't let you download it through the Mod Downloader. I don't know if this is a priority or not. (TBH I don't know if it's even added to the Mod Launcher in the first place, since I stopped using A17 by the time this modlet was created.)
I did a fix and a push ;)  Thanks.

 
I have a question about a bug that's in the mod I think. Sometimes when repairing a vehicle instead of popping up shortly after it's repaired it just disappears. Only had it happen twice. Unfortunately happened with an APC I was repairing :(

Also is there a way to spawn these using console commands? And if so how do you find the IDs?

Thanks for a fantastic mod I'm still hunting for my Humvee though xp

 
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