Project Zomboid

Project Zomboid

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[41/42] Rob's 10 Years Vehicles
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169.539 MB
Jan 29 @ 6:43pm
Aug 24 @ 1:54am
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[41/42] Rob's 10 Years Vehicles

Description
*Important*

If vanilla vehicles spawn with clean paint, check for enabled incompatible mods and restart your game to reset your texture cache. This also works if disabling the mod doesn't remove the textures from vehicles immediately. Texture overrides are handled by the game, I do not have control over texture cache functionality.

If you find that issues still somehow persist, verify game files.

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Features:
Redone burnt vehicles
These vehicles will spawn the most, having flat tires and missing windows to help easily differentiate them from usable vehicles. Only useful for stealth against zomboids and for scrap metal, cannot be interacted with.

Special burnt vehicles
Rare 'evac' variants can be found with doors left open, wheels turned, and signs of looter or natural damage. Only serve as environmental storytelling.

Aged vehicle textures
Every vanilla vehicle has been given faded paint, rust and moss creeping through cracks and crevices, and dirt coating the bodywork. Exaggerated slightly to fit with the theme of the 10 years later mod.

Increased spawnrates for emergency vehicles
The majority of them will be abandoned or damaged still making functional ones rare.

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Compatibilities/Recommendations
- [B41/B42] 10 Years Later or [B41] 10 Years Later
The mod this one is intended to be used with, check incompatibilities below if you're playing on Build 41.

- Project Seasons
But use one of the 'No Rust' or 'Vanilla Rust' submods instead of the main one, it can cause vehicles to look darker and less identifiable. If you're on Build 41, enable my mod after Project Seasons or change the load order using Mod Manager

- Vanilla Vehicles Animated

- More Immersive Vehicles
Best paired with Vanilla Vehicles Animated.

- More Vehicle Options
Useful for making finding a vehicle with a functional battery more difficult. (Will require lots of looting garages and sheds, or obtaining a battery charger.) Pair this with rare gas, normal/high spawn rates, and traffic congestion turned on for the ultimate years later experience.

- SecretZ (Build 41 and Build 42)
The stepvans this mod introduces will now be able to spawn weathered. If changes aren't visible, change the load order.

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Incompatibilities
Any mods that modify the following:
- Vanilla vehicle spawn tables
Such as No Vanilla Vehicles and Crashed Cars.

- Vanilla vehicle textures
10 Years Later (High Vehicle Spawnrate) - Has its own textures, overrides mine. Keep disabled.
10 Years Later (Vanilla Vehicle Spawnrate) - Has its own textures, overrides mine. Keep disabled.
Vanilla Vehicle Enhancer - Replaces vanilla vehicle textures, which is what mine does. Won't run together.
Crashed Cars - Has its own textures, can't be overridden by mod load order.

- Vanilla vehicle meshes/models
This depends on what was changed. Do tests first.

- Some Map mods
Depending on how parking spaces on a map mod are made, some may not spawn 'burnt' vehicles very often, or at all.
For map makers:
Spawn civilian vehicles as a 'parkingstall' zone to ensure full compatibility.[pzwiki.net]

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FYI
I made this primarily for personal use at first, but the longer I worked on it the more I realized a lot of others out there may want to have access, so I decided to open it up to the public. I am open to hearing new ideas for content to add, but please be aware that nothing is a guarantee and I will not be doing this to any other vehicle packs for the time being.

If you enjoy the mod, please consider leaving a like and favorite to let me know if you'd like to see more projects from me in the future.

Inspired by vehicles in The Last of Us.

http://theindiestone.com/forums/index.php/topic/2530-mod-permissions/?p=36478

Workshop ID: 3417263423
Mod ID: Robs10Yrs_Vehicles
Mod ID: Robs10Yrs_Vehicles_RandomAngles - Build 41 Only
Popular Discussions View All (1)
5
Apr 16 @ 12:38pm
Possible approaches to cleaning cars.
Jack Rossman
109 Comments
Jack Rossman Aug 29 @ 3:44pm 
alr, fair nuff. Keep up the great work.
RobTheContractor  [author] Aug 29 @ 10:36am 
while I get what you're saying, that simply isn't feasible. as we've discussed previously these textures are made using photoshop and various different layers. there isn't any "set" materials or overlays that I've created that could be slapped onto a new texture and automatically fit with the theme or look the same as the rest. some vehicles (like the stepvan) required a bit of experimentation to make it work as opposed to all the others, and mods like PZK are no different.

I'm considering doing a full texture overhaul to make adding support easier (and to just make them look more convincing) but I'm unsure as to when that might be or how. as usual i'll keep you all updated when I have more info
Jack Rossman Aug 29 @ 6:46am 
imagine if there was some form of template files that could be used by other modders.
Would be nice. :3
RobTheContractor  [author] Aug 29 @ 2:35am 
this mod only changes vanilla vehicles, ones from other mods will still spawn but they won't have any visual changes. and yes, you can use a burnt car remover mod to remove most burnt cars but it won't remove them all.
DeoS Aug 29 @ 1:46am 
hi, how does it works with modded vehicles? also, works with any mod which deletes burnt cars?
SaintOfAether Aug 9 @ 4:41pm 
That is awesome, thank you so very much for checking on this!!! I DO have the Vanilla Vehicle Spawn rate submod currently on. I'll turn those off and try Project Seasons again!
RobTheContractor  [author] Aug 7 @ 7:06pm 
alright so I've found what I believe to be the cause of your concerns during my testing, and I can now confirm that it isn't actually project seasons, but instead is one of 2 submods for 10 years later in build 41.

the submods are as follows:
- 10 Years Later (High Vehicle Spawnrate)
- 10 Years Later (Vanilla Vehicle Spawnrate)

upon further inspection of these two submods, I found that they also include their own modified vehicle textures, which directly conflict with my mod. both of which also have missing wheel textures and clean paint, exactly as you described.

with that said, just keep those two submods disabled and the problem should be gone. you may re-enable project seasons, however if you want my textures to stay untouched by that mod (specifically with its custom rust) load my mod after project seasons.

I'll be updating the description accordingly; thank you for letting me know about this.
RobTheContractor  [author] Aug 6 @ 11:46pm 
that's very interesting, the mods function fine together on build 42 so I couldn't even begin to guess what could possibly be conflicting. I'll re-download build 41 tomorrow and have a look personally, hopefully I'll be able to replicate the issue and find some kind of fix. if not though, it may need to be investigated by the author of Project Seasons instead if they're up for it.

i'll post an update here when/if I learn anything new. thank you for bringing this to my attention
SaintOfAether Aug 6 @ 11:28pm 
So, I only have the mods that were recommended (those listed on this mod) currently active. I did try to quit the game to reload, but that did not work. Tried deleting the world, still did not fix the textures. However, once I removed Project Seasons and started a third world, the textures loaded in correctly.
RobTheContractor  [author] Aug 6 @ 11:13pm 
hey! I'm glad you like the mod.

are you absolutely positive it's project seasons? I checked through the files and can't see anything that might cause texture issues like that, which points towards something else most likely being the culprit. I'll list a few possibilities, let me know if any are plausible:

1. did you have any other vanilla car retexture mods enabled? (I.E, Vanilla Vehicle Enhancer.) If so, ensure those are disabled while using my mod, or the game will pick one over the other.

2. did the texture cache just need to be reset? Sometimes, fresh after quitting a world without closing the game, the game's previous textures will stay enabled until the game is re-launched. This is a PZ limitation that specifically affects texture mods, and is usually the cause of issues like this.

try enabling project seasons again while my mod is currently enabled and see if the issue persists, if it does let me know and I'll investigate further.