Project Zomboid

Project Zomboid

Vanilla vehicles animated
885 Comments
unlockk Aug 19 @ 1:07pm 
ah I see, thank you! Yeah good luck... looking forward to playing, seems like a lot of work.
Hilvon  [author] Aug 19 @ 12:20pm 
@unlockk
Yes. I wasn't able to keep up with Drive 90s updates. So there is only partial compatability in build 41 and in build 42 I am not sure I ever checked if it does work.
I am planning to give it a check in the next update that is currently in the works (though the main focus of the update would be to bring VVE compatability to 42).
But I am waiting for the Drive 90s author to give me a green light to take models since he is working on updating some of them and we want to avoid awkward problem with animations reverting some of that work.
unlockk Aug 19 @ 6:16am 
Drive90s updated to B42 in June, I've noticed it says they're compatible but I think you need to copy the animations over to B42 as in my game none of them are animated - I have only this mod and Drive90s as car mods. Thanks!
Rachel L Aug 18 @ 10:41pm 
Totally forgot that there was a page for the addon. My bad!
Hilvon  [author] Aug 18 @ 9:30pm 
@Rachel L
Thank you for reporting it. Though I would appreciate if bug reports related to PZK VLC and their Animated versions would be submitted to correct mod page:
https://steamcommunity.com/sharedfiles/filedetails/?id=3331128480

I will have a look at that issue likely next Saturday on stream. Probably something got messed up with UVs during model separation/composition.
Rachel L Aug 18 @ 5:10pm 
Hey Hilvon, the pzkFranklin150FWagonMedium from PZK VLCs, has some broken textures/shadows, especially the doors, people on discord said its a rendering problem with PZ but told me to report to you anyway
https://imgur.com/a/qRU2Av0
goc_apocalipsis Aug 16 @ 12:01am 
Thanks @Hilvon, I am waiting for your update but I wanted to try to learn how to mod the game, and it was an opportunity. I won't be publishing the patch, as I said, it's more about learning and helping if possible. I will check the FBX in the VVE folder, if it doesn't work, I will try to modify it myself. This will only be useful until you update this mod, but meanwhile it's good for me to keep my anxiety down.
Hilvon  [author] Aug 15 @ 11:36am 
@goc_apocalopsis feel free to publish a patch. I don't mind. Though keep in mind that I am too working on polishing up VVE compatability both on 42 and in 41 so in a week or 2 there will be an update that would likely make your patch redundant.
In terms of 6 seater vans - that is a known thing. And if you look at how VVE compatability is set up - there is an alternative FBX file in VVE subfolder that does not put a hole where the door would be missing.
Also please note that puckupVan vehicle and their fire and police variants in VVE have rear (or middle) doors. Once again - there is alternative FBX in VVE subfolder to account for that.
goc_apocalipsis Aug 15 @ 8:22am 
The problem was the script from VVE that removes the middle left door.
goc_apocalipsis Aug 15 @ 5:33am 
Hello @Hilvon I made a patch (not published) to add the animations using your patch to the added cars of VVE for Build 42. It's accomplished by adding the new cars to the apply animation lua. It works perfectly because the models are only reskinned from vanilla. But I found another problem with Van Seats, with or without any mod, it places the rear left door and window in the middle of the Van (origin) and the animation doesn't work. I am trying to solve it but I don't quite understand how the FBX animations are working since there is no right door animation in the file.
Hilvon  [author] Aug 15 @ 2:37am 
@Keinori - yes. Totalled cars are separate models that need to be animated separately.
Technically I have done the models for Nyala and Cherry Wagon wrecks. But those are currently disabled in both 42 and 41 version.
I am planning to make animation for all wrecks eventually. But that is a low priority task.
I am also investigating if it is possible to have wrecks be more usable - to be able to access doors and other potentially sarvageable parts, rather than just hood and trunk. But that would probably end up being a separate mod.
Keinori Aug 14 @ 3:23pm 
crashed cars dont be animated when trunk is oppened :(
Hilvon  [author] Aug 14 @ 9:03am 
@Rachel L yeah. Vehicle animations being added to base game would've been ideal. I even emailed TIS mentioning they can take models/scripts from this mod to just pu them in game. But alas...
Rachel L Aug 14 @ 7:35am 
Ah. Yeah, i can imagine. I think ideally the best thing would be TIS add their own animations correct?
Hilvon  [author] Aug 13 @ 11:38pm 
@Rache L
Yeah. That is the bane of my existance. In some cases this animation being "waaaaay too fast" glitches it out and results in animation not playing at all.

To my best knowledge at this point this happens to all parts that have other parts linked to them. Like a window to a door. Or in case of this van door - window and two lights. And potentially 2 armor peices with SVU. And potentially a spare wheel with PZK.

I tried all the ideas I could. The one that seems to work best - and the one I am adding into next VVA update is just making animation clips longer for those specific parts. But a complete fix would probably require me to dig into java... And hopefully convince TIS to put the fixed code into game itself.
Rachel L Aug 13 @ 1:32pm 
In b42 with Vanilla Vehicles Enhanced, the SpiffoVan rear doors animation is WAAAAAY too fast. Not a huge deal but still weird
Hilvon  [author] Aug 13 @ 11:32am 
@𝑵𝒐𝒗𝒂𝒌 Aha. So step van. That narrows it down quite a lot. Though I suspect that is one of the commarcial ones - like with company logo painjob. It is possible that some of those that were added by later updates were not properly linked to armor animations. I will make sure all of them are properly set up before publishing next update.
𝑵𝒐𝒗𝒂𝒌 Aug 13 @ 6:00am 
@Hilvon I've only tested them on a large square van so far and they're not synchronized with the armor there, I haven't tested them on other vehicles yet
Hilvon  [author] Aug 12 @ 8:57pm 
@Novak - Please specify the vehicle that is affected. That looks like the script that redefines armor models with animated versions didn't get linked correctly.

Also I am sorry in advance, fixing it might take a while. I am in the process of implementing a bunch of changes to allow foe Vanilla Vihicle Enhancer compatability in 42 and can't push an update till that part is done.
𝑵𝒐𝒗𝒂𝒌 Aug 12 @ 4:00pm 
Animations from SVU 3 are not compatible with this mod in version 42, animations pass through armor without touching it, is there any way to fix this?
Hilvon  [author] Aug 8 @ 11:09pm 
@RedDemon55 Yes. Sorry about that. This is a known issue. And in some conditions (specifically when Standard Vehicle Upgrades armor is added to the vehicle and Fancy handwork mod is ehabled) the problem gets way worse.
I believe I was able to pinpoint another source of the issue - basically if multiple parts are using the same bone for animation, when interpolating bone position the game accidentally interpolates it individually for each part involved. So van rear doors that have doors, rear windows, and rear lights - totally 4 parts using same bones - makes it too fast.
I might have an idea how to fix it, but no guarantee this will actually work. But here is hoping...

In the meantime - you can use slow doors submod. Or go into mod files, find appropriate media/scripts/VVA_utility_scripts.txt file. Open it in plin text. Find "RearDoorVersion" template and set animation rate to 1. or even less than 1.
RedDemon55 Aug 8 @ 6:48pm 
im getting a glitched animation where some cars trunks stay open but the the actual inventory is closed any possible help or information on this?
R1va- リーヴァ Aug 4 @ 12:34pm 
Thx, ur awesome <3
Hilvon  [author] Aug 4 @ 11:21am 
@R1va- リーヴァ - as mentioned in the description. When using any animated vehicles in multiplayer you should be using Sync Vehicle Animations mod. It will not try to animate exact state of animations - which would bee pointless as network latency might be greatr that animation durations anyway. But it will syncronise endstate of parts as in closed-open. If another player opens a door - you would see it as snap open immediately while doors you open are animated.
R1va- リーヴァ Aug 4 @ 10:59am 
Multiplayer?
Belvedere Aug 3 @ 1:42pm 
Eeexcellent.
Hilvon  [author] Aug 3 @ 12:36pm 
@Belvedere Working on it... Well... Not exactly right now. Current focus is VVE compatability for 42. And figuring out if SVU still works with changes done to add Simple Lightbars Expanded compatability. But when I am done with VVE 42 I am making a pass on Drive 90s literally redoing all the vehicles (including previously done because now I can do them better) and bringing it to 42 too. And after that expanding SVU support to Drive90s too.

I am also considering splitting Drive90s animations into their own submod... just for people who might want to play without vanilla cars, but with Drive90s...
Belvedere Aug 3 @ 7:13am 
Really appreciate this mod, hope to see this be compatible with drive 90s.
machodylf Jul 27 @ 10:40am 
hello who do i have does not work mod vanilla vehicle animated don't activate ApocalypticallySlowDoors
Hilvon  [author] Jul 26 @ 7:03am 
@TahaCanYuksek Sorry to hear this. Unfortunately this is not enough information to pinpoint what is causing the issue. Can you confirm that the mod is enabled in new saves too (to ckeck go to Load game menu, select the same, then instead of clicking "load" click "More" and then in left panel click mods)? Also are any mods working for you at all? There appears to be an issue with some mod on the workshop that when subscribed to contains some mod ID so broken it prevents the game from runninng any mods.
TahaCanYuksek Jul 25 @ 5:21pm 
mod works firstly, but then, ı mean my next playthroughs, mod did'nt work, help me please
Cosmo Jul 22 @ 11:55am 
@Hilvon I see ty for the update
Hilvon  [author] Jul 22 @ 11:16am 
@Cosmo Ah... "ModernCar_Martin" - yeah... That rings a bell now.
That is actually not a car my mod does something about. You can bood up a game with no mods, use debug to spawn this car and it will still have animations. There are 3 such vehicles in total. None of them is registerred in any spawn table and is only obtainable via debug mode. So I am not really keen on fixing them.

VVE passenger van missing doors is a know issue I have dealt with before and should be able to deal with again. Basically vanilla 6 seater vans have sliding doors on both sides. VVE overrides vehicle script and (correctly IMO) only mentions right side sliding door. And since my animated models expect there to be a door - you get a hole where it would have been. An alternative hull model that does not feature a hole for that door is all it would take to fix it. Well... Maybe some tinkering with window setup too.
Cosmo Jul 22 @ 3:55am 
@Hilvon Most coolest part is that your mode working for about 80-90% of Vehicle from mod "Vanilla Vehicle Enhancer". Only one issue with "Chevalier V20 Passenger Van", its have same problem as "IGUI_VehicleNameModernCar_Martin" from vanilla game.
Cosmo Jul 22 @ 3:52am 
Hey @Hilvon Build 42. I just checked, no mods are installed, only your animation mod and the cheat menu mod to spawn cars without debug mod. Problem with one of the machines with a prefix "IGUI_VehicleName" to be precise "IGUI_VehicleNameModernCar_Martin.
Chevalier V20 indeed is from mod apparently.
Hilvon  [author] Jul 22 @ 1:11am 
@Cosmo - I will look into it. Though would appreciate if you could specify what version (41 or 42) you encountered the problem (if it affects both - I will still fix it in both. But I really don't like wasting time searching build 42 version for a bug that only exists in 41 or the other way round).
Also neither "Martin" nor "Chevalier V20" sound familiar as vanilla Vehicles. If you are using other mods - especially Vanilla Vehicle Enhancer - please also specify it.
And if the answer to the above questions is indeed pointing to build 42 Enhancer use - that would be a known issue. Restoring full compatability with VVE is in the work pipeline, but is not yet done.
Cosmo Jul 21 @ 5:30pm 
Hey @Hilvon some cars have an issue with textures (modules plasement)
For example "Martin" his door is out of place.
+ Chevalier V20 missing doors.
MB more...
UniversalityKim Jul 16 @ 12:50pm 
@Hilvon i did everything u said before, and i still have passenger, i also reinstalled the game and checked it for files, deleted mods folder, deleted even all saves, but when i disabling all mods, its working, i dont have passenger, but i wanna play with mods without that shit
Hilvon  [author] Jul 16 @ 12:20pm 
@UniversalityKim if the mod is enabled in main menu mods list when the game starts, but disabled in save game - this sort of thing might happen. Making sure the mod is fully disabled (or even deleted) before starting the game should clear up the issue.

Also there is an optional submod that should be rolling back passenger rendering.
UniversalityKim Jul 16 @ 12:12pm 
i deleted the mod, and i still have passenger in cars, how to fix this shi?
Jeffrulesyou Jul 15 @ 6:27pm 
@Hilvon Hey, thanks for the update really appreciate you looking into it! Totally understand that mod conflicts like this can be tricky to track down, especially with how oddly selective it seems (some vehicles but not others). Glad to hear there might be a potential workaround with the "apocalyptically slow doors" fix fingers crossed!

I'll hang tight and keep an eye out. Thanks again for your work! :steamthumbsup:
Cosmo Jul 15 @ 1:30am 
Hey @Hilvon About "Vanilla Vehicle Enhancer" build 42 its generates errors when i teleport through map. I tested it separately so this error have nothing with your mod. For now "Vanilla vehicles animated" working without any critical problems. By the way ty for the mod.
Hilvon  [author] Jul 15 @ 12:59am 
Hello everyone. Don't mean to overhype, but just wanted to give a heads up - next update (hopefully this weekend) will include a nice surprise to all the Cosette enjoyers. Those who were watching either of the last two streams (all 4 of you) might already have an idea about what is coming.
Hilvon  [author] Jul 14 @ 10:11pm 
@Cosmo when reporting things like this - please specify if the problem is with build 41, build 42.
Switching between versions to do the testing is taking some time. I would prefer to know if I need to do that beforehand.
Also I assume the errors you mention are on load rather than linked to some action, right?
Hilvon  [author] Jul 14 @ 10:08pm 
@MrWhiteyx the game has a lot of vehicle mods that are animated on their own. But vanilla Vehicles aren't. This mod addresses that.

But yes. I am fully expecting at some point to have this mod be obsolete by base game including animated vehicles.
Hilvon  [author] Jul 14 @ 10:04pm 
@Jeffrulesou yeah... I did get some progress in catching the issue with Van rear doors (that was popping up even without Fancy Handwork. And I still am occasionally trying to find the fix there. So please hold on to hope. Also I just realised that I might've forgotten to update the "apocalyptic ally slow doors" fix intended to address FH issue. Will have a look if it can be be repaired as a workaround.
MrWhiteyx Jul 14 @ 3:48pm 
I tought the cars where ainimated in project zomboid? why is there a sepperat mod for?
Jeffrulesyou Jul 14 @ 1:27am 
Can confirm there is a conflict with Fancy Handwork on certain vehicles, I can open the trunk doors but can’t close them. Removing Fancy Handwork fixes the issue completely. I tried a few workarounds but couldn’t find a reliable solution, so it seems like it’s a matter of choosing between full trunk functionality or keeping the mod. Either way, it’s an amazing mod thank you for the great work!
Cosmo Jul 13 @ 1:31pm 
@Hilvon Sadly Vanilla Vehicle Enhancer looks perfect with animation but Vanilla Vehicle Enhancer generates errors =(
Hilvon  [author] Jul 9 @ 2:06am 
@Koperek that is unfortunately not enough information to work with. It sounds like stemming from the same root as Van doors being stuck visually open. And I know that having Tsarlib and Fancy Handwork make the problem worse... But unfortunately I am still not able to pinpoint the root cause. I suspect that some animation speed multipliers are getting applied multiple times. But other than this I am stumped.