Project Zomboid

Project Zomboid

No Vanilla Vehicles (B42)
236 Comments
zero Jun 28 @ 4:15am 
Hello boss, the car in the parking lot of the police station is still not right, it is all original:steambored:
无聊的栀子 Jun 24 @ 11:43am 
KI5 has just released an update for '86 Ford Econoline E-150: added 50+variants based on B42's professional vans. Does this mean I can simultaneously enable the original vehicle disable and professional vehicle disable? Or will you update the adapted version of KI5 professional vans?
Burleon Jun 8 @ 11:11am 
Can you make one for the 1993 American Vehicle pack? show it some love, nobody make a spawn mod for it :(
Loganleo30 May 25 @ 2:35am 
Does this mod remove livestock trailers in B42?
TheS1X Apr 27 @ 2:55am 
Thank you, because of your mod I can design my Zomboid world to a lot better and more fancy place to survive in. Amazing mod, I can't thank you enough for the work you have put in to do it for your self and other people.
Noisy Koi Apr 21 @ 9:31am 
it seems the one that isn't supposed to remove profession vans, does actually remove profession vans (and profession trucks). or it *at least* seems to remove them from a gauranteed spawn like the McCoy logging yard which should be absolutely populated with lumberjack vans and trucks, but its completely desolate even with vehicle spawns cranked up.
SP4RTAN Apr 17 @ 6:41pm 
KI5 has been releasing a lot of new police and fire department vehicle variants, hope this gets updated to include those eventually
sheeps Apr 10 @ 4:29pm 
With No Vanilla Vehicles - Stories (KI5) I'm getting police vehicles to spawn with civilian cars for road barricades. imgur link [i.imgur.com]
ozzy Apr 9 @ 4:20am 
does this work with the current b42 patch because i keep getting errors
Rakurs Mar 31 @ 1:03am 
Unfortunately, even without the van deletion sub-mod, it deletes a lot of very important profession vans. The warehouse near Rosewood is completely empty, for example, And there should be about 20 vans, filled to the brim with generator magazines.
Shiro Mar 24 @ 10:17am 
Hi, sorry for my lack of knowledge, but how is your mod different from "Vanilla Vehicles Replacer(KI5)" by Пупсич?
APPLEPIE Mar 23 @ 10:36am 
b41 vanilla ambulances with broken textures still spawning. is there a way to fix this?
Chime Mar 20 @ 8:46pm 
Hey Kraz, just adding some screenshots relating to earlier comment. Again not very important as b42 is likely going to continue to be in testing for a long time. But here are some examples of the glitched spawning with animal trailers and persistent special vanilla vehicle spawn.

https://ibb.co/nN6YSj1B
https://ibb.co/NdBB5DhX
Kraz  [author] Mar 17 @ 6:59pm 
It doesn't make sense to use them both as my mod removes vanilla vehicles so standard vehicle upgrades won't do anything. It says he wont be supporting modded vehicle on the B42 version either
irrelevantredundancy Mar 17 @ 12:44pm 
Oh bummer, I'm surprised it hasn't happened before. If it's as harmless as just an error message. Maybe let it go? You both have reallly popular mods it would be too bad to not get to use them both.
Kraz  [author] Mar 16 @ 8:55pm 
Yes it is, it would conflict with Standardized Vehicle Upgrades, ill have to add an exception so they can't be enabled together next time i update just so no one tries it again
Kraz  [author] Mar 16 @ 8:54pm 
Yes it is, it would conflict with Standardized Vehicle Upgrades
irrelevantredundancy Mar 16 @ 7:08pm 
Yeah -- I did have Standardized Vehicle Upgrades enabled. Wait... do I have the right mod? I was looking at the file last night but, I don't think I can find it again in No Vanilla Vehicles mod files. I was doing like three stack traces at the same time and I might have posted this to the wrong mod. Is NVSmashedCarDefinitions.lua one of your files?
Kraz  [author] Mar 15 @ 8:52pm 
@Mitchel Vories The error says something about car armor, Are you running a mod that adds armor to vanilla cars?
Kraz  [author] Mar 15 @ 8:49pm 
@Mitchell Vories yes any mod vehicles will spawn in normal places like in parking lots, only KI5 and filibuster will spawn in the stories i.e crashed road events with the submods
irrelevantredundancy Mar 15 @ 7:31pm 
I got a Stack Trace [pastebin.com]referencing line #4 in NVSmashedCarDefinitions.lua . I looked at the file but my skill with trouble shooting code doesn't go much farther than just looking for typos. Anyways, hope that helps.
irrelevantredundancy Mar 15 @ 6:23pm 
This feels like a dumb question... will vehicles from mods that aren't Filibuster's or KI5 spawn while using this mod. I am also using PZK Vanilla Like Cars . Will they also spawn even though they aren't from Filibuster's or KI5 ?
FeeNiX Mar 15 @ 1:41pm 
Where should this be in the load order?
Chime Mar 8 @ 3:47pm 
Hey, I'm noticing some of the new unique vans and trucks from recent updates are still spawning occasionally. Also vanilla vehicles still seem to spawn along side things like the animal trailers. If said animal trailer or other vanilla trailer spawns a vanilla vehicle will often be attached to it. This is with no vanilla vehicles + ki5 replacement. Not something that requires fixing right away but might be worth looking into once we get closer to the end of the beta.
badlam Mar 8 @ 2:18am 
@Kraz The error has disappeared, thank you very much for your help and promptness! Have a nice day!
Kraz  [author] Mar 8 @ 1:09am 
@badlam Should be fixed now, let me know if it still persists
badlam Mar 8 @ 12:38am 
Good afternoon, please tell me what was updated in the mod, for some reason errors started pouring in after the update.. how to fix it?
Kraz  [author] Mar 7 @ 6:29pm 
@Hans-Landa Yes, just use the Ki5+Filibuster version and it will only use Filibuster vehicles
Hans-Landa Mar 7 @ 4:59pm 
Can i use the Stories mod if i dont use KI5? Im only running Filibuster and PZK
Kraz  [author] Mar 7 @ 3:25pm 
@Thrice try adjusting your load order and putting NovanillaVehicles at the top, The errors is saying that the smashed car zone doesn't exist, so possible another mod is removing it before No vanilla vehicles tries to disable it
Thrice Mar 7 @ 3:21pm 
Im getting the same errors as Egregons. Im using Filibuster, KI5, Autotsar, and the Military toolkit vehicles (tank/helis)
primal punch Mar 4 @ 4:46am 
very cool! thank you!
Egregons Mar 2 @ 3:31am 
For vehicles I only use the KI5 mods, autotsar, better physics and dismantle any car, I believe that none of them should change the spawn
Kraz  [author] Mar 2 @ 2:36am 
@Egregons are you running any other vehicle spawn altering mods? im not getting this error
Egregons Mar 2 @ 2:08am 
at zombie.Lua.LuaManager.RunLuaInternal(LuaManager.java:630)
at zombie.Lua.LuaManager.RunLua(LuaManager.java:573)
at zombie.Lua.LuaManager.RunLua(LuaManager.java:559)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:418)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:310)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:470)
at zombie.GameWindow.init(GameWindow.java:1446)
at zombie.GameWindow.mainThreadInit(GameWindow.java:694)
at zombie.GameWindow.mainThread(GameWindow.java:589)
at java.base/java.lang.Thread.run(Unknown Source)
`
Egregons Mar 2 @ 2:08am 
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82)
at se.krka.kahlua.vm.KahluaUtil.luaAssert(KahluaUtil.java:70)
at se.krka.kahlua.vm.KahluaThread.tableSet(KahluaThread.java:1704)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:579)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1760)
at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76)
at se.krka.kahlua.integration.LuaCaller.protectedCall(LuaCaller.java:117)
Egregons Mar 2 @ 2:07am 
Hi, I'm experiencing a recurring error. Could you please help me? I'm copying the log for you to review.

`function: NVSmashedCarDefinitions.lua -- file: NVSmashedCarDefinitions.lua line # 4 | MOD: No Vanilla Vehicles
java.lang.RuntimeException: attempted index of non-table
Mel Feb 26 @ 9:26am 
@Kraz Oh, I see! Thank you! It's still awesome to have the mod. Not a fan of vanilla vehicles.
RayPlayST Feb 25 @ 11:55pm 
用了mod的第一项 会不会警察局附近就不刷警车了? 弹药减少
Will there be no police cars spawning near the police station after using the first item of the mod? Ammunition is reduced.
Kraz  [author] Feb 25 @ 5:22pm 
@ramabbott I just used the autoorder button and it worked fine, If i were to do it manually Put all of them after the vehicle mods. The base No Vanilla Vehicles mod first, then the rest

So KI5 > Filibuster > No Vanilla Vehicles > Submods
ramabbott Feb 25 @ 4:59pm 
Is there a recommendation for load order for the main mod and then all the sub mods? Should it be loaded after the car mods or before?
Kraz  [author] Feb 23 @ 6:02pm 
@Torque Burnt cars aren't removed, might be another mod you have
Torque Feb 23 @ 1:52pm 
Kinda of miss having smashed/burnt cars they are very useful for leveling up metalworking/welding.
Kraz  [author] Feb 22 @ 12:51pm 
@Lambreket ill have a look, they might of added some new ones in the last update i missed
Lambreket Feb 22 @ 12:19pm 
@Kraz I've enabled the removal of Profession Vans, but I'm still getting vanilla vans.
SP4RTAN Feb 19 @ 12:02pm 
This is basically all the vehicle spawn mods I had to use in B41 rolled into one. The submods make things so simple. Thank you for expanding this mod so much for B42.
Quilava Feb 17 @ 10:36pm 
Ah, you mean smashed cars like badly damage cars, not burned cars? Lmao, that why im still see burned cars road block

But still, we do need no burned cars mod too, if you ever make one, count me in for sub :cool_seagull:
Kraz  [author] Feb 17 @ 9:04pm 
@Quilava Its just part of NoVanillaVehicles nothing to turn on, It just spawns a random car instead of a smashed version. The smashed cars are just the ones that were not driveable.
Quilava Feb 17 @ 8:55pm 
If i turn on remove all smashed cars, is it mean all spot with tho car will be empty? or will it replaced with good condition car? cause im still need tho car for dismantle metal and stuff :cta_emo10:
Mr. Kobaltz SOG Feb 17 @ 8:51pm 
Forgive me if obvious but why turn off smashed cars?