• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Vehicle Madness for A21

what kind of mod are u using for that crossbow?
This crossbow is one of the 'Legendary' weapons in the Wasteland Mod. It drops a lot of the stealth attribute bonus in favor of increased bolt capacity. It pairs well with the VM buggy. :)

 
This crossbow is one of the 'Legendary' weapons in the Wasteland Mod. It drops a lot of the stealth attribute bonus in favor of increased bolt capacity. It pairs well with the VM buggy. :)
How did you managed to make it work? all those mods. mine says file does not contain modinfo but i checked it everything is there.

 
Last edited by a moderator:
How did you managed to make it work? all those mods. mine says file does not contain modinfo but i checked it everything is there.
I placed them all in the Mods folder, started with EAC off (because the Wasteland has a new .dll for the trader) and it all loaded up just fine. You checked that the main folders are all top level and not embedded with an extra folder they don't need, right?

 
I placed them all in the Mods folder, started with EAC off (because the Wasteland has a new .dll for the trader) and it all loaded up just fine. You checked that the main folders are all top level and not embedded with an extra folder they don't need, right?
that's what i did. am i doing something wrong here? sorry, this is my first time using mods in 7d2dimage.png

 
that's what i did. am i doing something wrong here? sorry, this is my first time using mods in 7d2dView attachment 23175
Inside the A20-ServerSideVehicles-2022Jan20-main, you'll find a folder called A20_ServerSideVehicles_2022Jan20. This is the top layer folder. The additional folder is made by the file host and is not needed. You'll find the same is the case for Mods---A20-main-Bdubs Vehicle and The Wasteland.

Here is the pattern:

The top layer folder is the one that has the ModInfo file inside it. If the top later folder doesn't have that inside it, then the contents can be taken out until you get to a top layer folder (with the ModInfo file just inside).

Some storage hosts won't do that, but some will and it justs needs a quick check to see how they handle things.

 
Inside the A20-ServerSideVehicles-2022Jan20-main, you'll find a folder called A20_ServerSideVehicles_2022Jan20. This is the top layer folder. The additional folder is made by the file host and is not needed. You'll find the same is the case for Mods---A20-main-Bdubs Vehicle and The Wasteland.

Here is the pattern:

The top layer folder is the one that has the ModInfo file inside it. If the top later folder doesn't have that inside it, then the contents can be taken out until you get to a top layer folder (with the ModInfo file just inside).

Some storage hosts won't do that, but some will and it justs needs a quick check to see how they handle things.
Thank you!! it works perfectly now. sorry for disturbing you haha

 
Hello, I am new to this forum and this mod. So far my friends and I LOVE it, it has made the game way more fun! Thank you so much for making it! We are on Alpha 20 (b238) and have crafted the auto workbench, but do not see a button to hit to make the items listed. In the vanilla game when you have the mats and go to the workbench it says to hit "W" to craft. I do not get that prompt to make the motorcycle repair kit on the regular workbench or the auto repair one. I saw earlier posts about other people not getting this to work. I did not see if there was a solution yet. I'm just wondering what I need to do to make it work. I can provide screenshots if needed.

 
Hello, I am new to this forum and this mod. So far my friends and I LOVE it, it has made the game way more fun! Thank you so much for making it! We are on Alpha 20 (b238) and have crafted the auto workbench, but do not see a button to hit to make the items listed. In the vanilla game when you have the mats and go to the workbench it says to hit "W" to craft. I do not get that prompt to make the motorcycle repair kit on the regular workbench or the auto repair one. I saw earlier posts about other people not getting this to work. I did not see if there was a solution yet. I'm just wondering what I need to do to make it work. I can provide screenshots if needed.




Glad you are having fun with the mod thats what count's ....  I just pushed a fix for that to my Gitlab download

Alternately If you know how to change the xml here is the fix:

<recipe name="TFPMotorcycleRepairTool" count="1" craft_time="70">
<ingredient name="HotwireKit" count="1"/>
<ingredient name="Tire" count="2"/>
<ingredient name="CarFootpump" count="1"/>
</recipe>




Note :  The original recipe should have been make it 'without' a workbench  on the 'fly' if needed ... as you already may have made a hotwire kit ready to use,  the other thing missing from recipe was the CarFootpump as its already shown as a part of recipe icon display and would be needed for air in the tires ....this was not on release version and was an oversight on my behalf .

Regards

Ragsy

 
Last edited by a moderator:
Hello everyone, has anyone ran into this console error? 

ERR XML loader: loading and parsing 'recipes.xml'failed

EXC No item/block/material with name 'CarFootPump' Existing

ERR [XUi] failed initializing window group workstation_VMAutoWorkbench

EXC Object reference not set to an instance of an object

any help or guidance would be appreciated

 
Hello everyone, has anyone ran into this console error? 

ERR XML loader: loading and parsing 'recipes.xml'failed

EXC No item/block/material with name 'CarFootPump' Existing

ERR [XUi] failed initializing window group workstation_VMAutoWorkbench

EXC Object reference not set to an instance of an object

any help or guidance would be appreciated


Here's a quick fix for you:

1. Open recipes.xml of this mod - <game folder>/Mods/VehicleMadness_Overhaul_Beta2.0/Config/recipes.xml

2. Find the following lines:

<recipe name="TFPMotorcycleRepairTool" count="1" craft_time="70">
<ingredient name="HotwireKit" count="1"/>
<ingredient name="Tire" count="2"/>
<ingredient name="CarFootPump" count="1"/>
</recipe>




3. On the 4th line:

<ingredient name="CarFootPump" count="1"/>




change "CarFootPump" to "CarFootpump".

The result should look as follows:

<recipe name="TFPMotorcycleRepairTool" count="1" craft_time="70">
<ingredient name="HotwireKit" count="1"/>
<ingredient name="Tire" count="2"/>
<ingredient name="CarFootpump" count="1"/>
</recipe>




4. Save the file, restart the game.

That should do it until @Ragsy 2145 uploads an official fix... :)

 
Last edited by a moderator:
Here's a quick fix for you:

1. Open recipes.xml of this mod - <game folder>/Mods/VehicleMadness_Overhaul_Beta2.0/Config/recipes.xml

2. Find the following lines:

<recipe name="TFPMotorcycleRepairTool" count="1" craft_time="70">
<ingredient name="HotwireKit" count="1"/>
<ingredient name="Tire" count="2"/>
<ingredient name="CarFootPump" count="1"/>
</recipe>




3. On the 4th line:

<ingredient name="CarFootPump" count="1"/>




change "CarFootPump" to "CarFootpump".

The result should look as follows:

<recipe name="TFPMotorcycleRepairTool" count="1" craft_time="70">
<ingredient name="HotwireKit" count="1"/>
<ingredient name="Tire" count="2"/>
<ingredient name="CarFootpump" count="1"/>
</recipe>




4. Save the file, restart the game.

That should do it... :)
thank you very much I totally overlooked the Capital P in the previous post, that fixed the first 2 lines. 

any idea with this guy? 

ERR [XUi] failed initializing window group workstation_VMAutoWorkbench

EXC Object reference not set to an instance of an object

 
thank you very much I totally overlooked the Capital P in the previous post, that fixed the first 2 lines. 

any idea with this guy?


No idea, I checked usual suspects, can't see anything wrong in the mod files. Mind posting the whole mod load order in alphabetical order? Could be some conflict there.

 
thank you very much I totally overlooked the Capital P in the previous post, that fixed the first 2 lines. 

any idea with this guy? 


I just fixed the P to p on gitlab sorry for that ...reminds self not to do 'live' updates on gitlab at 2:30 am  when should be sleeping...

Currently working on the next update Beta2.1 so I just downloaded the original version Beta2.0 at tried on my end and no VMworkbench error ,   are you by any chance running a different hud like SMX or the AGF UI or indeed another replacement hud ?  

If you are running SMX there is a fix for that posted on the first page of this thread ...

Regards

Ragsy !!

 
I just fixed the P to p on gitlab sorry for that ...reminds self not to do 'live' updates on gitlab at 2:30 am  when should be sleeping...

Currently working on the next update Beta2.1 so I just downloaded the original version Beta2.0 at tried on my end and no VMworkbench error ,   are you by any chance running a different hud like SMX or the AGF UI or indeed another replacement hud ?  

If you are running SMX there is a fix for that posted on the first page of this thread ...

Regards

Ragsy !!
This is probably my wrong doing i am trying to use two large overhauls War3zuk and vehicle madness. 

 
This is probably my wrong doing i am trying to use two large overhauls War3zuk and vehicle madness. 
I think War3zuk uses his own customised SMX version  I may be wrong  ......  so yeah that would explain the issue you have.

Even the SMX patch i have may not work for this . 

Regards

Ragsy !!

 
Last edited by a moderator:
Don't know if this is unique to Vehicle Madness or A20 as a whole but... I'm done. Twice now I've had my Firetruck from this mod teleport when I get out of it into a wall, spaz out ,and explode without dropping its inventory. This second time was full of loot (a 12x10 inventory) from a run, and I just lost all of it to the firetruck teleporting perpendicularly into the side of a Trader. I've had it. I'm @%$#ing done with this @%$#. I lost my backup/ high speed vehicle that was stored IN the firetruck by extension. 

 
Don't know if this is unique to Vehicle Madness or A20 as a whole but... I'm done. Twice now I've had my Firetruck from this mod teleport when I get out of it into a wall, spaz out ,and explode without dropping its inventory. This second time was full of loot (a 12x10 inventory) from a run, and I just lost all of it to the firetruck teleporting perpendicularly into the side of a Trader. I've had it. I'm @%$#ing done with this @%$#. I lost my backup/ high speed vehicle that was stored IN the firetruck by extension. 


Has nothing to do with Vehicle Madness. Many, many others, have reported teleporting vehicles in vanilla A20.

Why are you coming to rage about something the Fun Pimps haven't fixed yet, as if it's this mod's fault?

As of yet, I have had literally ZERO issues playing my heavily modded, experimental branch A20.1 game. I am 79 hours in, no problems at all.

 
Back
Top