Project Zomboid

Project Zomboid

[41/42] Rob's 10 Years Vehicles
128 Comments
RobTheContractor  [author] Oct 28 @ 2:45pm 
no, this mod is intended to be used with the 10 years later mod which allows the player to start their run in an already overgrown environment. (like the last of us)

if you want something that wears vehicles out over time, I recommend project seasons
FatBoy-ZEF Oct 28 @ 7:24am 
is this time based like if i last ten years in game is this how it will end up looking or is it spawn as is
Hunterr Oct 16 @ 4:15am 
I get errors with this mod if i open the mechanics mode of the vehicles? Weirdly it happens together with the AutoMechanics mod and now the mechanics is broken, at least i cant change the tires or fill them with air.
Stokes Oct 15 @ 10:51am 
ik this is too much, but could you add textures to filibuster's car mod?
YKW0100 Sep 26 @ 7:42am 
I appreciate your work
Keep up the good work!
RobTheContractor  [author] Sep 25 @ 1:09pm 
hey YKW0100, thank you for letting me know.

I do believe I've found the root cause and I'll be pushing out an update to address it as soon as I'm able to. shouldn't be too long.
YKW0100 Sep 25 @ 11:32am 
42.12 broke some textures of wrecks
Now vanilla burnt car textures are sometimes shown instead of intended ones
Zara ♡ Sep 19 @ 9:14pm 
Yeah I read the description lol(That's how I know seasons is good with this mod), but that rust thing you're talking about wasn't in the mod page at all for me. Maybe I need to unsubscribe and resub again because clearly something aint right on my end :crtstressed::BL3Shrug:
RobTheContractor  [author] Sep 19 @ 1:39pm 
long story short, I've had people complain off-platform before because the custom rust textures Project Seasons uses clash with my textures and make vehicles way too dark. you can still use the mod, just use one of the 'no rust' or 'vanilla rust' submods alongside this one instead of the main one.
RobTheContractor  [author] Sep 19 @ 1:37pm 
you would find the answer to that question in the description of this mod.

this is the snippet you're looking for:

Compatibilities/Recommendations

- 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
Zara ♡ Sep 19 @ 6:34am 
It says project seasons isn't compatible with this mod? What am I missing? I enabled this mod first(Because it shows up first in the mod page), then I went down to enable seasons and it was red and said it was because of this mod. So I disabled this mod and I was able to use seasons.
Jack Rossman Sep 4 @ 5:33pm 
kool beans. Appreciate it.
Out of curiosity, what's the rough percentage of PZK cars done so far?
anyhoo, KEEP UP THE GREAT WORK!
RobTheContractor  [author] Sep 4 @ 4:54pm 
ahhh yeah I gotcha, absolutely not a problem at all. I'll do my best to remember this for when they're done
Jack Rossman Sep 4 @ 4:46pm 
Good to hear there's progress!
So basically, you know the civilian cars? The ones that use RGB for their color?
I'm essentially asking for texture files using that RGB-based format, for the PZK emergency vehicles that don't have a civilian model (i.e. firetrucks). If possible.
RobTheContractor  [author] Sep 4 @ 4:12pm 
hey that's pretty sweet! glad to hear it. pzk support progress is being made, but very slowly at the moment because of various other projects I'm working on both on and off of steam. yes some vehicles now have support, but there's a long road ahead still.

I may need you to elaborate a bit further on the favor though. I'd be happy to do it for you, I'm just not entirely sure I'm following exactly what you're asking for.
Jack Rossman Sep 4 @ 3:53pm 
Heya. It's me again.
I figured out how to add your mossy and rusted textures to STFR. Will be included in the next STFR update.

But I gotta ask: How's progress on that PZK VLC support? I hope it's coming along ok?

Oh, and a little favor. As you work on that PZK support, think you could include "blank RGB" or "Overlay Only" textures for the PZK emergency vehicles, like the firetrucks? It'd help me out tremendously.

If you want me to elaborate, I'm open to further discussion.

Anyhoo, KEEP UP THE GREAT WORK!!!
Phil Sep 4 @ 11:41am 
@RobTheContractor thank you very much for the answer and permission! I will work on it :)

Thanks for the tip with the KI5 as well!
RobTheContractor  [author] Sep 4 @ 10:26am 
Hey there! I’m glad you like the mod, and I appreciate you asking for permission.

if it’s only additional configurations that can plug directly into my mod, you may upload that publicly since it would be your work only and wouldn’t contain anything I’ve done. Just make sure it’s obvious that this mod is required for it to work and you should be golden, no github required!

As for KI5 retextures, that wouldn’t really be possible. The art styles of vanilla and KI5 cars are so drastically different from each other you’d have to create new ones entirely from scratch. I recommend just using ‘more vehicle options’ to set all KI5 vehicles to spawn with rust
Phil Sep 4 @ 2:23am 
@RobTheContractor I couldn't find you in the PZMC Discord, I will ask it here.

I really like your mod, thank you for sharing with us! But I want to do some customizations to it, mainly to play with with some friends in single player games, the idea is to introduce options to tweak a bit the spawn of the vehicles (like a multiplier).

I'm not sure if I want to post as public (first because it's your mod, second because Its just the addition of the configurations).

I want to ask you if I put in a github, would you be willing to take a look once is done and maybe apply the changes to your mod?

As a bonus question, how can I give support for KI5 vehicles? Because playing with this mod there is a immersion break with the custom vehicles, they are not mossy or burnt etc.
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.
SaintOfAether Aug 6 @ 10:36pm 
Awesome mod for a true 10 years Later experience, but I found that in Build 41, it is having an incompatibility with the Project Seasons mod. When the Seasons mod is enabled, cars spawn in with vanilla paint and missing wheel textures.
D R V A P O R Jul 15 @ 5:26am 
Goated mod. Make sure you don't have crashed cars mod also activated as that will result in a mix of differently textured cars. This mod (Rob's 10 year) will populate the streets with crashed cars adequately for immersion. I really like it for 10 years later no working vehicles runs
Virginia Jul 13 @ 9:22am 
good work:steamthumbsup:
RobTheContractor  [author] Jul 6 @ 12:15pm 
for the complexity of these textures, no that is not a possibility. let me explain it in further detail:

1. all vehicle textures have differing locations for doors, grills, lights, bumpers, etc. so overlays wouldn't line up with each texture the same way, meaning moss from one vehicle wouldn't be in the door cracks of another -- same goes for rust. this would result in inconsistencies which is why I hand drew these details on each vehicle texture individually.

2. existing rust/blood overlays use a very rough UV map that wouldn't allow for a ton of detail. just look at project seasons and the dust overlay that mod has, it is a retexture of the vanilla rust but instead of covering parts of the vehicle it covers the whole thing, which makes it easier to spot inconsistencies on the exterior, such as dust having depth on some panels and suddenly cutting off on others. no shade to the developer, that's just how The Indie Stone designed it.
Zorelmo Jul 6 @ 7:27am 
Hi, is there a way to apply a rusty/old decal over car wrecks (the same way blood decals and dirt decals work in order to make this mod compatible with the most amount of car mods with minimal effort ? If so do you plan on implementing that ?
RobTheContractor  [author] Jun 28 @ 11:23pm 
currently no, i would need permission from the author before I could tackle that. not to mention I already have plans to work on adding support for PZK which is already a very large project on its own.

does that mean it'll never be done? not definitively, but it's not on my radar at the moment
REDGRAVE Jun 28 @ 11:00pm 
any plans to do some textures of the project france cars?
RobTheContractor  [author] Jun 28 @ 2:08am 
those spawns should be handled separately, the only issue is they won't have aged textures. this mod only changes vanilla cars
Apache Jun 28 @ 12:05am 
is there anyway to have KI5 vehicles spawn?
RobTheContractor  [author] Jun 19 @ 12:18pm 
traffic jams are set by the game’s developers (or mappers) in specific locations if the map. this mod doesn’t add traffic jams, it only modifies vehicle spawn tables to include non-functional vehicles and adds new textures. if you want more traffic jams you’ll have to wait for a mod similar to “more traffic jams” from build 41 to be released for build 42.

the traffic jams shown in the screenshots (not counting the first 4, those were created manually to show off the vehicles) are all located just outside of Muldraugh. two on the far south side and one far north. Just follow the large 4 lane road in either direction and you will come across them
BigLawrie Jun 19 @ 7:35am 
I really want to use this mod, but in B42 cars never seem to spawn on roads other than for vehicle stories. I've tried disabling all mods, tweaking sandbox settings, but traffic jams like the ones in the modpage screenshots never seem to happen. It's the same for a couple of my friends, do you know why?
RobTheContractor  [author] Jun 17 @ 12:56pm 
I’m afraid in order for me to help you jermany you’ll need to provide me more details. what exactly isn’t working? burnt car spawns? textures? vehicles not spawning altogether?
Jack Rossman Jun 17 @ 6:26am 
"Another large vehicle pack"... Is that PZK support on the horizon?!?!?!
jermany (He/Him) Jun 17 @ 6:25am 
Is this supposed to work on dirkerdam? It doesnt work (10 years later ver). Im running More Immersive Vehicles and Vanilla Vehicles Animated
RobTheContractor  [author] Jun 15 @ 11:17am 
yeah i hear you, I’ve already got another large vehicle pack I’m working on currently though so it’s just not in the cards at the moment. maybe in the future when I have nothing else going on I might give it a try
Hazard Jun 15 @ 2:42am 
Vehicle damage KI5's don't have moss creeping through cracks =(
RobTheContractor  [author] Jun 14 @ 3:59pm 
unfortunately I do not have plans to add support for KI5’s vehicles, but on the bright side his vehicle damage already looks pretty good on its own. just set vehicle damage to high and i think you could get a pretty close experience still
Hazard Jun 14 @ 3:09am 
Hi!
can you do this for KI5's cars?
RobTheContractor  [author] Jun 13 @ 5:09pm 
alright so for anyone curious, if you're experiencing any of the issues listed below:

- ensure you have no texture mods conflicting with mine, and if you're sure there aren't make sure you verify your game files. sometimes old texture mods you thought you've removed before will still stick around and cause issues.

- vehicles that weren't facing in random directions was a result of a conflict with 10 years later's custom maps in build 41 since those handle spawns in their own way. ensure you enable the 'random directions' submod I've included in the B41 version instead of the normal one for random directions to work correctly.
RobTheContractor  [author] Jun 13 @ 11:43am 
I’m sorry to hear that, that’s very strange behaviour. I do have discord, we can arrange to have a conversation about this soon. I’ll contact you in a moment
DeliriousDoe ⚧ΘΔ Jun 13 @ 6:41am 
Okay I did some testing.. it's still very much ♥♥♥♥♥♥. I disabled all my mods except for 10 years later and your mod, and I used the same 10 years later sub-mods for consistency. The textures are still very ♥♥♥♥♥♥, but one difference is wrecked cars are spawning among normal cars now, but also now I'm having the same issue as that other person where the cars don't have that "random position" anymore, now they all spawn the same direction. Do you have discord? I'm asking cuz I took screenshots incase you want to see them